Today I conclude my final campaign, and as per usual I must include maps because I love maps! Once again I am following the standard model of Tiers 1-4 as red/blue dots with capitals (even though Mythic hates capitals) and including my idea of locations for Tier 5 and a dungeon for the pairing. I hope I do my readers justice in designing this campaign – I know the Vampire Counts are a very popular Warhammer army and I have gone against the grain in my design of it. Despite Games Workshops focus on the Von Carsteins I have turned the focus west to the other Bloodlines with distinguishing characteristics; I compensate for this with my version of Tier 5 for this campaign. So without further ado… Read more…
“Now don’t you go out when the sun sets and the moon rises, my boy! Foul creatures lurk in the darkness and snatch boys like yerself for their blood soup. Why theys got eyes red as a blazing fire, teeth as sharp as yer pa’s saw, and claws! Oh the claws! Why their claws are as long as yer arm! They’ll eat yer poor little body and dance with your bones. Good boys close their doors and windows at night and stay inside. You hear the leaves rustle and branches crack at night, you best hide under yer bed and pray to Sigmar you are spared to see another sun rise!” Old Wives Tale
Archtype – Melee DPS
Armor – Medium
Weapon – Claws
Mechanic – Warrior’s Blood
- Your motivation in battle is driven by your lust for blood. You have a pool of 0-100 Warrior’s Blood. You have a buff called ‘Blood Drinker’ which will become active when you are within 80 feet of a fresh corpse. You can drain the corpse for 15 Warrior’s Blood points; you also gain 25 Warrior’s Blood points when you land a killing blow. Your points will decay after being out of combat for 1 minute. Your Warrior’s Blood points either enhance certain abilities are are consumed to activate certain abilities.
- Face Eater – A focus on toe to toe single combat
- Blood Spiller – A focus on weakening your opponents slowly
- Grave Robber – A focus on attacking your target from behind
“The most despicable of the Bloodlines if I may say so. Twisted and vile creatures with a heart longing only for destruction. I cannot see how there could ever be a union between the Necrarchs and the von Carsteins, they simply do not see eye to eye with our vision. I would sooner work with the savage strigoi than attempt to reason with a necrarch. One can see how centuries of malice has served them, twisting their soul and body alike.” Mannfred von Carstein
Archtype – Range DPS
Armor – Light
Weapon – Staff
Mechanic – Winds of Death
- The Winds of Death is a dual pool of 10 points on each half. Abilities from the Path of Annihilation build points towards the pool of W’soran’s Wrath. Abilities from the Path of Devastation build points towards the pool of Nagash’s Reprisal. Abilities from the Path of Degradation do not build points towards either pool but can consume them. Each tree has a core ‘Winds of Death’ finisher which consumes the points and one ‘Winds of Death’ finisher which can be specialized into. Finishers consume the points.
- Annihilation – A focus on single target damage
- Devastation – A focus on damage over time
- Degradation – A focus on weakening your opponents
“They say that Lady Gythor’s beauty is so enchanting she can make a man do whatever she wills. You know what I say? Witchcraft! There’s something not right about that woman. She came from no where one day, made our good Lord swoon and within weeks they were married; yet the woman’s never given him a child. He’s getting older and she stays the same. Witchcraft I tell you! Why I’d be willing to wage my winter’s salary shes one of those vampires from the east. Proof? No I haven’t any proof! But you wont catch me walking by her chamber in the darkest hours of the night, no you wont!” Gavrin Rudgaard, Head Steward of the Palace of Nuln
Archtype – Healer
Armor – Light
Weapon – Dagger & Essence
Mechanic – Vampiric Moons
- You fill yourself with the light of a different phase of the moons and harness the power of night. This will amplify your powers in combat. By default all your abilities are 100 foot range spells which deal single target damage and heal your friendly target up to 150 feet away for 50% of the damage dealt or apply the buff removed at 50% value. You may chance the Phases freely out of combat, but while in combat it takes 5 seconds to change your Phase.
- Seduction – A focus on single target damage and heals.
- Corruption – A focus on area of effect damage and DoTs for group heals and HoTs
- Temptation – A focus on weakening your enemy and transferring their power to an ally
“Our bloodline exists to fulfill the call of Abhorash – to fight and hone our military skills. He achieved greatness by slaying a mighty dragon and drinking of its blood, and through this he thirsted for the blood of man no more. We shall not seek land. We shall not seek titles. We shall not seek plunder. We live only to be the best warriors. Go forth my sons and prove your valor as powerful knights. Harry not the weak for they are no challenge, only take life from those whose life is difficult to take.” Oath of the Blood Dragons of Blood Keep, Walach Harkon
Archtype – Tank
Armor – Heavy
Weapon – Sword and Shield; Greatsword
Mechanic – Beasts of Blood
- You call upon a powerful steed and ride it into combat bolstering your performance and allowing you to use mounted abilities. While mounted you have an 5% increased chance to critically hit with melee attacks and gain a Calling which affects both your pets and your survivability. Certain abilities require steeds and/or a Calling. The wounds, toughness, and initiative of your steed are one half of your stats. If you are dismounted (your pet is killed or an ability dismounts you) then your Calling persists until you summon a different mount granting you a different Calling or your buff expires. Beasts of Blood increase your movement speed by 5%.
- Execution – A focus on great weapons and going on the offensive on foot
- Preservation – A focus on defensive combat and rallying your allies
- Cruciation – A focus on mounted combat, weakening your opponents, and giving your allies the power to finish your opponents off
Heavy snows were falling on the land, turning the grim swamps of Mousillon into treacherous death traps as the snow lay carpeted on the grasses and outer layer of slime, concealing the swampy nature of the land. One wrong step and a stray traveler plummeted through the snow into the murkiness that lay underneath. However, Terion Klosz had no fear of death; every encounter with death made him stronger. He eyed the city of Mousillon, Damned City of Bretonnia, with a cold stare worthy of the land surrounding him. The von Carsteins knew which chord to strike to lure the Blood Dragons to war and Terion Klosz’s insides turned with anger at the blood pact, yet a challenge had been issued to take Mousillon and turn it into a fortress of the undead. The Blood Dragons were too proud to turn down a challenge, and now he was marshaling a host full of his heinous brethren – decrepit necrarchs and feral strigoi. Read more…
Almost two months had passed since Cyris Blacksoul had been dispatched from Har Ganeth with her escort of executioners. Malekith had orchestrated a war between the beastmen of the Old World and the Wood Elves, and wisely he predicted that the Wood Elves would turn to the realms of men to hold back the tide during winter when the forest was at its weakest. No faction of the alliance had enough forces to tie up the Bretonnians however, and should they join forces with the Wood Elves, the beastmen would be crushed. No, Malekith foresaw the need for a force to counter the Bretonnians obsessed with their valor and gallantry. In early Autumn he sent for Cyris Blacksoul, a sorceress who even other dark elves feared, a sorceress who dabbled in the dark arts of necromancy. The mission was of dire importance – if they were to crush all their foes they would have to enlist the aid of the undead. Read more…