Nicodemus:
Play through #2 Report
Completed a second play through of Adventure 1 last night with some of the modifications and rules adjustments. I can say this:
It’s still Warhammer Quest for sure, but it definitely has a Chaos (Dwarf) feel to it now! Below is a brief gaming session report.
Generating the Adventurers
Getting the party ready to go was very fast. Using character sheet templates specifically made for the Chaos Dwarfs really helped speed things up, all of their abilities and Chaos Dwarf-specific notes are on there, as well as a section for keeping track of Slaves, which is a new addition to the character sheets and helped serve as a reminder to keep acquiring Slaves. But back to character generation.
Roll for Wounds, everyone in the party starts with 2D6+7, which is a reasonable number for “Dwarfs” in general and didn’t seem to out-of-place at Battle-level 1. The results - Warrior: 14, Annihilator: 17, Sorcerer: 15, Daemonsmith: 12. Next was generating the Sorcerer’s reserve Power and starting spells. For Power he starts with 2D6+2, more than the Wizard, but at higher levels the Wizard gets more. Anyway the Sorcerer started with 14 Power, wow! A good start for him!. Next was generating spells. Rolling 3D6 I got a 6, 4 and 1. I decided not to re-roll any. Now I could either combine those dice to come up with casting numbers or just take Lifestealer (as per the modified rules). I opted to take Minor Lifestealer (casting 7 = 6+1) and a defensive spell, Levitate (casting 4). The last thing to do as copy down each character’s starting Magic Resistance (6+) and starting equipment.
High Pass Dungeon (Entering the Barbarian Lord’s Lair in the Frozen Northlans of Kislev)
The first Dungeon card drawn is the corner section.
Corner Corridor
Rolling for Power the Sorcerer gets a 5. Smooth sailing. Moving first the Sorcerer decides to have his Lamp Slave “Hide with Master” and just puts him on his character sheet to represent this. The party moves up 3 spaces each toward the end of the board section. On the following turn the Power die still shows no Unexpected Event, and everyone arranges themselves at the end of the board section by the doorway. At the end of the turn the Sorcerer Explores and reveals a Dungeon room. It’s about to be “Go” time.
Dungeon Cell
Starting the next turn still no Unexpected Events, and the party moves in, taking up positions with the low Wound characters paired up with higher Wound characters, this time it’s Sorcerer/Warrior and Annihilator/Daemonsmith. Drawing an Event card reveals Monsters. Note that Event cards are only used to show which sort of Event takes place (Monsters or an event from the Dungeon Events Table). Rolling on the Level 1 Monster Table generates 5 Savage Orcs and Savage Orc Shaman. During the course of battle the Chaos Dwarf’s hatred of Orcs fuels their battle rage, giving them each an extra attack (but at -1 to-hit). The Annihilator manages to blast 3 of them and get them down from 5 Wounds to 1 or 2 Wounds each. The other Adventurers have mixed success and only inflict a couple of Wounds on each of the other Orcs. On the Orc’s turn the Orc Shaman casts Fist of Gork which gets through the Sorcerer’s Magic Resistance, hitting him for 3 damage. In general the other Savage Orcs that do manage to connect in hand-to-hand combat only inflict 1-2 Wounds due to the high starting Toughness of the Chaos Dwarfs. The Sorcerer, annoyed by the Orc Shaman decides to cast Minor Lifestealer at the very end of the turn. He has 6 Power this turn, and since healing spells can be cast at any time he uses 1 reserve Power, targeting himself. He manages to kill 3 of the Orcs and heals back his 3 lost Wounds.
By the end of the next Warrior’s phase all of the Orcs are slain, the Daemonsmith picking up the 590 Gold for slaying the Shaman, and unfortunately, although the Annihilator’s blunderbuss nailed 3 Orcs for decent damage early in the battle, he doesn’t finish any off. Knowing that the characters can sell Orc skulls at the Trademaster in Zharr Grungron Ankor a note is made on their sheets how many Orcs each of them slew.
Drawing treasure (from the Monster encounter) the Warrior gets a sword which is not usable by Chaos Dwarfs, but it’s worth 200 Gold if he sells it.
Before they can move on the Sorcerer rolls a 1 for Power. The Deamonsmith isn’t possessed, but there are 12 Goblins with bows attacking the party. It takes a few turns to clear them out, but in general they can’t inflict more than 1-2 Wounds due to the Toughness+armour of the party. The Sorcerer does use some reserve Power to cast Minor Lifestealer which clears our 5 Goblins in one go and heals the Warrior a little.
The Sorcerer is up next for Treasure and he gets to roll on the Chaos Dwarf-specific Treasure table! He gets Skull Beads, worth 150 Gold, and while they don’t provide a huge bonus, they may be useful in the long run as they reduce any pre-requisite number of Slaves by 10% (important for training and accessing certain shops).
Guard Room
Another room with a guaranteed encounter. As the party moves in and takes up positions the Event card is drawn - more Monsters. This time it’s Snotlings - four of them gang up on the Warrior, surrounding him, another 3 gang up on the Daemonsmith. After their Ambush (which also ambushes magic) the Sorcerer rattles off another Minor Lifestealer targeting the Daemonsmith. The Sorcerer rolled 6 Power this turn and so had 6+1(from his Battle-level bonus) to cast it. All 3 Snotlings around the Daemonsmith are removed. On the next turn the party dispatches the remaining 4 Snotlings. The Annihilator draws a Treasure and gets another item not usable by Chaos Dwarfs.
As the Sorcerer is not adjacent the next doorway he can’t explore yet. Rolling for Power he gets a 1 - Unexpected event. This also means that the Deamonsmith’s Deamonic Axe attempts to gain control of him. The Deamonsmith makes a Will Power check, and rolls a 2. Adding his Will Power (5), as well as his +1 bonus for being a Deamosmith gives him an 8 - tied with the Deamonic Axe and sufficient to succeed. Close call!
Drawing an Event card reveals more Monsters - 10 Giant Bats. The party manages to clear a few of them out, but 7 remain and attack. In general they don’t do enough damage to get through the character’s Toughness and armour, however the Sorcerer (Toughness 4 and no armour) takes a number of hits. Without sufficient Power he can’t easily cast Minor Lifestealer on himself unless he uses reserve Power. Before the end of the turn he elects to use Hashut’s Dark Gift to draw some of his own life energy to cast a spell. Ahhhh the power of Hashut! He decides to use his Initiative, and subtracting 1D3 he rolls a 2! Not bad, his Initiative is down to 3 now, but he’s cast the spell and removed 5 Giant Bats and healed back as many Wounds.
The next turn the party clears the remaining Bats.
Once the bats are slain the Deamonsmith draws a Treasure and gets Skull Beads, same as the Sorcerer got, which is a big coincidence.
Circle of Power
As the party enters they encounter 3 Skeletons. The Sorcerer had enough Power to cast Minor Lifestealer again (requiring only 1 reserve) but it only took off 1-2 Wounds from each of them. Note to self: maybe Lifestealing should only work on non-undead? At the end of the turn the Skeletons regain their lost Wounds and are back at full. The Annihilator’s blunderbuss has been re-loaded for a while and he takes a shot at all 3 of them, but only takes off 2 Wounds each. When they’re down to only 1 Skeleton left a 1 is Rolled for Power - and other Unexpected Event, this time 9 Skaven Stormvermin, but the Deamonsmith is not possessed. The Sorcerer decides to soften the enemies up and try to finish off the Skeleton by using Hashut’s Dark Gift to cast Minor Lifestealer. Again he uses his Initiative to drain instead of Wounds total, Move, Strength or Toughness. Luckily, again it only takes 1 Initiative, bringing him down to 2.
It’s so tempting to use Initiative to access Hashut’s Dark Gift… I’m starting the feel the call of the Dark Father even more, it’s very appealing to not need my own Power to cast spells and just take a penalty to a stat for the rest of the Adventure instead. This is probably a real indication what the path to Chaos was like in the early days of the Dawi Zharr
… and it’ll get worse later in the Adventure!
After a longer battle and everyone taking several points of damage the Sorcerer casts Minor Lifestealer again, using Hashut’s Dark Gift to try to regain some Wounds for the Warrior who is down to 5 Wounds. He has some reserve Power still, but he’s hanging on to it just in case. Again he Sorcerer uses Initiative, knowing that it could trigger a Transformation and block is access to Hashut’s Dark Gift if he goes to zero Init or below. Again, amazingly, only 1 is taken off. He’s at 1 Initiative now for the rest of this Adventure, and more importantly the Warrior gets a few Wounds back.
Once the Skaven are cleared the Warrior Draws a Treasure for the (Skeletons) getting Gold - rolling a handful of D6’s a bunch come up as 1’s, indicating that he doesn’t get anything. The Sorcerer draws a Treasure card for the Skaven and gets an item that can’t be used by Chaos Dwarfs, but it’s worth 250 Gold if sold.
Corridor 1
The party moves along the long corridor, taking two turns to get to the far end. Unfortunately on the second turn the Sorcerer is rolling 5’s and 6’s for Power and there’s nothing to target with Minor Lifestealer.
Corridor 2
As the party makes it half way through the corridor it’s decided at it is time the party will use the map that they were given by the Sorcerer Conclave of Zharr Grungron Ankor - it’s a special item that lets them see what the next four Dungeon cards are, and they can put them back in any order. The four cards are two T-junctions, a corridor and the Torture Chamber Dungeon Cell. The two T-junctions are put on top and the Dungeon room last.
Next turn a 1 is rolled for Power, and it’s Monsters, again the Deamonsmith doesn’t get possessed. The party is also a little separated, with the Sorcerer and Deamonsmith half way up Corridor 2, and the Annihilator and Warrior on the last two squares of Corridor 1.
Rolling on the Level 1 Monster Table Ogres should be generated, except the Chaos Dwarf expansion Lv1 Monster Table says Ogres are one of the exceptions, as they are Chaos Dwarf allies, and instead a separate table is used - instead 3 Empire Swordsmen are generated: 4 Toughness, 12 Wounds, but luckily 1 Attack at 1D6+3. The Sorcerer gets hit, and hit HARD, as he was already Wounded he’s now down to 4 Wounds.
Next turn, another 1 for Power, double damn, luckily no possession for the Deamonsmith, still! It’s an ‘event’, luckily it turns out to be one that we roll to see what happens and we get a 5 - generating some Gold for everyone, but then we have to draw another event immediately, 10 Giant Spiders. The Sorcerer can’t take another hit from the Empire Swordsman so he tries to drain some life from him, only taking off 3, but he gets 3 back as well (Magic Resistance sill not a hindrance).
After another turn the party does well hammering the Swordsmen and Spiders both, including the Annihilator who gets off another good shot clearing out some spiders. The party manages to clear all but one Spider from between the two groups of Adventurers, making things a little simpler as getting caught up in a Web is bad news. The Annihilator is now reloading and it’ll take two turns.
On the “Monster’s” turn the Swordsman hits the Sorcerer again for a few Wounds. With the prospect of two spiders also hitting him the Sorcerer uses some reserve Power to Levitate and take himself out of range for 1 full turn.
At the start of the next turn, yes, of course, another 1 for Power and another Unexpected Event and it’s an ‘event’ as opposed to Monsters. The Deamonsmith still shrugs off the Deamonic Axe’s attempts to possess him. The event results in the door ahead being locked and we don’t have lock pick tools or a key. We also have to draw another Event card immediately! Luckily it’s one that, again, might generate treasure, and it does. Each Adventurer gets an item of Treasure, however we now have to roll on the Lv1 Monster table twice, oh crap. 7 Giant Rats and 9 Skaven Stormvermin (again). Both Corridors are choked with enemies.
All of the party members are at half-Wounds or less, except the Annihilator who has only lost two right now.
Then begins a round of combat where everyone in the party misses their to-hit rolls, and since the Sorcerer is Levitating (remember it lasts 1 full turn, and he started it at the end of the Warrior phase, so he can’t attack in hand-to-hand). Instead the Sorcerer uses Hashut’s Dark Gift targeting himself and takes a -1 penalty to his Move for this Adventure. He regains 3 Wounds and managed to take out a Spider and a Rat and damage the Swordsman again, and then uses 4 more reserve to keep Levitating.
Everyone takes more damage during the Monster’s Phase, particularly from the Giant Rats, which do 2D6+2 Wounds. The high Toughness+armour is really keeping them on their feet. It’s good to be a Chaos Dwarf.
Then the tables turn, a 5 for Power! The Sorcerer waits and doesn’t do anything on his turn (Levitating). The Warrior takes out a Giant Rat and the Annihilator is now reloaded and blasts into the fray, hitting 4 Skaven. The Deamonsmith takes out the last remaining Swordsman who is on the Sorcerer, capturing him and making note of the ‘human slave’ in the “Captured” column of his sheet. (There have been a few other captures by various characters along the way, including a Skaven and a Goblin). Then the Sorcerer casts Minor Lifestealer on the Deamonsmith (who is down to 3 Wounds), clearing out two Giant Rats and another spider, and the Deamonsmith gets 3 Wounds back.
As the Spiders and Rats are starting to thin out the Skaven Stormvermin begin to advance.
The Sorceer rolls a 3 for Power, he has just enough reserve to cast Minor Lifestealer (3 for the turn, +1 for his Battle-level bonus, +last 3 reserve). The Sorcerer deals out some damage in hand-to-hand combat against one of he Skaven, and the rest of the party does well taking out the last of the Spiders and Rats.
The party, except the Annihilator, are all down to ~5 Wounds each. The Skaven Stormvermin all connect with their hits and roll 5’s and 6’s for Wounds (+4 Str), which gets through the Toughness and armour of everyone, and now we’re hurting. The Annihilator also gets hit for 7 Wounds as well. The Sorcerer uses his remaining reserve and also uses Hashut’s Dark gift (draining 2 from his Strength) to cast Minor Lifestealer twice, on himself and the Annihilator (who is in his line of sight, but the Warrior isn’t). It’s enough to take out one of the Skaven, and also heals a few Wounds back to the Sorcerer and the Annihilator.
Next turn, another bad roll, 2 Power for the turn. A few characters miss, but the Annihilator has already reloaded his blunderbuss and let’s a mighty blast tear into a group of Skaven in Corridor 1, he rolls 6 and adds the +6 bonus, those four Skaven are out of there!
By the time the last few Skaven are up, they’re ones that haven’t seen action or been hit yet and the Sorcerer gets hit, he’s down to 2 Wounds. Using Hashut’s Dark Gift he uses his Toughness, taking him down to 1 for the rest of the Adventure. Crap, how he has got to be kept out of hand-to-hand combat!
On the next turn the Sorcerer gets 4 for Power, but as he has no reserve Power he can’t use it except to Levitate. The Warrior takes a Skaven prisoner and Annihilator uses the axe blade mounted below the barrel of the blunderbuss to attack a Skaven - a to-hit roll of 6! Nice, his brute strength kicks in and he gets to roll an extra 1D6 damage… but it also means that he can’t “capture” the Skaven as he’s hit too hard. Watching the Skaven’s skull split open was satisfying enough. The Deamonsmith also rolls a 6, and rolls 3D6 damage, discarding the lowest roll, which is also enough to kill on of the Skaven.
There’s still a Skaven left on the Sorcerer, since he could easily kill the Sorcerer. The Sorcerer makes a preemptive strike and uses Hashut’s Dark gift, taking him down to 1 Move for the rest of the Adventure. Hell’s teeth! He regains 3 Wounds (Magic Resistance hasn’t caused a problem yet), and it kills the Skaven.
There’s been loads of Monsters and Events, so there’s a solid round of Treasure drawing - Warrior gets 230 Gold, and other Adventurers get items of Treasure not usable by Chaos Dwarfs, although they’re all worth 200 Gold or more if sold.
As the door ahead is blocked there’s nowhere else to go but back the way we came and restart the Adventure again (possibly arguing that there’s another way in to the High Pass Dungeon to reach the Barbarian Lord). But at 1 Move for the Sorcerer, it’s going to be painful. All I can think of is that I’ll have to roll the Power/Event die once for EVERY square all the way back to the Dungeon entrance.
Without wasting time we start moving back the way we came, with everyone down to 5 Wounds or less. The Sorcerer also sends out the Lamp Slave. I figured that the Slave at least takes up a space on the board and if I keep him and the other Adventurers adjacent the Sorcerer it’ll protect him if Monsters show up. As they walk the Annihilator and the Sorcerer are each given the Warrior’s two pieces of Stone Bread. The Sorcerer has to skip moving for a turn to eat it, but it’s vital!
Guard Room (backtracking)
Surprisingly the party makes it more than half way (~10+ turns and an equivalent number of changes to get a 1). Then it happens, a 1 for Power. As has been the trend, the Deamonsmith does not succumb to possession by his Deamonic axe. The Event card reveals Monsters and we face 1 Minotaur, who is on the Sorcerer. Oh, Hell NO! Everyone takes a shot at him and we get him down a few Wounds. The Sorcerer doesn’t have much choice as he’s only got 1 Toughness. He uses Hashut’s Dark Gift, draining his starting Wounds number by 5 for the rest of the Adventure (I’m doubtful he’ll be able to get back up that high again for him to notice anyway). He takes 2 off the Minotaur and heals 2 (sill no Magic Resistance interference) and then does it again, taking another 2 off his max Wounds, and takes another 2 off the Minotaur, healing as many. The Sorcerer’s Wounds for the rest of the Adventure are now 8! Now I’m about ready to just give up and let the Minotaur have at 'er.
On the Minotaur’s turn he misses with his first attack, and the second one hits. It’s a low roll luckily, but damn, I forgot how much of a difference 1 Toughness makes! Ouch. He Sorcerer is down to 2 Wounds. Another Hashut’s Dark Gift, and another 1D6 Wounds off his max bring him down to 5 Wounds. Still he only gets 2 Wounds off the Minotaur and healed back to himself.
Next turn the Sorcerer has 3 Power. The Warrior misses wonderfully. The Annihilator takes off a few Wounds, and like the stellar performance of the Warrior, the Deamonsmith misses as well.
Now comes the Sorcerer’s choice: Hashut’s Dark Gift. His Move, Strength, Toughness and Initiative are all at 1, and his max Wounds at 5. Using Hashut’s Dark Gift drains -1 Move, -1D3 Strength/Toughness or Initiative, or -1D6 Wounds. And if the stat falls to zero there’s three penalties:
1) Hashut’s Dark Gift can’t be used again
2) the stat that falls to zero is adjusted back up to 1 for the rest of the Adventure and a PERMANENT penalty of -1 is applied to that stat (-1D3 if it’s Wounds that go to zero because of the Dark Gift).
3) The Sorcerer has to roll on the Sorcerer Transformation Table.
To Hell with it, using Initiative the Sorcerer uses Hashut’s Dark Gift - The Minotaur has 3 left, and Minor Lifestealer could kill him, but Levitate is guaranteed, so the Sorcerer Levitates. Hashut’s Dark Gift can’t be used again, his Init is 1 (max is now 3, down from 4) and he has to roll on the Transformation table. Could be so-so or it could be bad!
Transformation - Iron Hard Skin, although the Sorcerer thinks his body is beginning ot turn to stone it’s just his skin hardening, which is uncomfortable but not painful and doesn’t hinder movement. What’s more he permanently gains +1T. Wow. Lucky!! Max Toughness goes up to 5 and his current Toughness goes from 1 to 2 for the rest of the Adventure.
At the start of the next turn the Power die comes up as a 5. The Annihilator ultimately hits the Minotaur with a to-hit roll of 6, allowing him to inflict 2D6+Str(3) damage using the axe blade mounted to his blunderbuss.
The Annihilator draws a Chaos Dwarf Treasure - Banner of Slavery, which lets any Slaves accompanying the party who are on the current board section re-roll failed Psychology tests. Not bad, but not immediately useful!
Corner Corridor (backtracking)
After many more rolls the party finally makes it on to the corner board section and the exit is in sight for the Warrior and Annihilator, bringing up the rear is the Sorcerer, Lamp Slave and Deamonsmith. We made it… we can go back to civilization and then come back when we’re fully healed!
Rolling for Power … a 1! NOOOOOOO. The Deamonsmith just laughs at the tormented deamon entombed within his prized axe, but the Portcullis slams shut behind us! Then another event is drawn immediately, which turns out to be a dying Orc riddled with Arrows. We opt to leave him where he is and just watch him die instead of try attacking. It’s uncanny, but on his body we find the key to the locked door at the other end of the Dungeon, but the portcullis is in the way now! Luckily that’s it for events.
The next few turns go by and the Adventurers make a path for the Sorcerer who gets two spaces from the door.
A 1 for Power! Jeez Louise! The Deamonsmith is starting to sweat as he’s been lucky not to roll any 1’s. He’s standing beside the Sorcerer and if he’s possessed by his axe now there won’t be any laughing as he’ll automatically strike the closest units… and that’ll be it for the Sorcerer. Picking up the die with trepidation it’s rolled… a 2. By the skin of his teeth, he’s OK! Then the Event - Monsters, and like before it’s a replacement entry for the Monster table: 1D6 Elves of Loren Forest. Gladly, it’s just 1 Elf with a bow, who is targeting the Annihilator, so he’s placed as far from anyone as possible but still within sight of his target, which puts him on the board section this side of the Portcullis. We’re having none of it. The Annihilator lets another blast rip from his blunderbuss, it hits the filthy Elf for 12 Wounds! After Toughness deduction he’s got 4 left and the Deamonsmith moves in and captures the Elf! Good catch, they fetch a lot of Gold at the slave market if I decide to sell him.
The Sorcerer was up for Treasure and got a Blade of Leaping Copper (+1 Attack),… not usable by Chaos Dwarfs but it’ll be sold for its Gold value.
On the following turn the Power die was a 4, and the party managed to make it out of the Dungeon.
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The Annihilator was by far the biggest “winner” in this mission. Mostly due to lucky die rolls and some good take-downs. He had 1460 Gold by the end of it, not counting ~500 Gold in Treasure. After him was the Sorcerer (~1100 Gold) then the Warrior (980 Gold) and the Deamonsmith (720 Gold). The best haul of slaves was the Warrior who captured 5 (the max that can be caught at Lv.s 1, 2 and 3), and then was the Sorcerer and Annihilator. The Deamonsmith only had the Elf, but they make good slaves later on or can be sold for 200 Gold, due to their rarity.
As the party journeyed across the countryside to Zharr Grungron Ankor they encountered a few Hazards, including a blizzard, where unfortunately a number of slaves froze to death, then Warrior’s backpack tore open and he lost all of his Gold. And finally the party came upon a small village that was hit by hard times and they took the opportunity to pillage and capture more slaves. And unfortunately the Deamonsmith was struck by lightning and it destroyed his Scale Mail armour and also burned off his clothes and boots (which he’ll have to re-purchase by selling an item of Treasure and spending all the Gold he got in the first Dungeon). The Warrior and Deamonsmith both caught 3 humans, while the Sorcerer and Annihilator didn’t catch any. In the end they made it back to Zharr Grungron Ankor, their home-city, where they’ll stock up on provisions and buy armour, etc. before heading back out to the High Pass Dungeons to find this elusive Barbarian Lord who has been interfering with the Chaos Dwarf trade routes!
So overall, it’s about average for a Warhammer Quest first mission. Mostly down to luck and things like that. It wasn’t impossible and remains a good challenge through out. The Sorcerer was powerful, but on the whole it wasn’t really any more powerful than the Wizard is at times at low levels. Thematically the Sorcerer is supposed to be an elite within Dawi Zharr society so he’s not supposed to be exactly equivalent to the other Adventurers. While the party had higher Wounds and Toughness and could do a tiny bit more damage than a group of regular Adventurers, they weren’t sweeping enemies off the board with every hit. The Armour and Wounds seemed fitting for the tanks that they are, and it’s vital they have higher Wounds and Toughness/armour because it’s very difficult for them to heal. Furthermore, it’s obvious that there’s a serious lack if Treasure that can be used by Chaos Dwarfs, but that’s not necessarily a bad thing. The Chaos Warrior character has a similar problem. His power derived from Chaos is off-set by the fact that a lot of magical items just stop responding when Chaotic characters pick them up! So while normally a group of dungeon explorers would be finding great stuff and equipping it, making themselves hit harder, etc. the Chaos Dwarfs aren’t ever going to be as lucky with every treasure find.
As for the adventure itself: The turning point was when the party got caught in the corridors and had Unexpected Event after Unexpected Event, that killed us. I’m not sure they could have made it through even if the doorway hadn’t been locked. In all honesty it’s just pure luck that the party made it out after we turned around, what with the Sorcerer moving only 1 square per turn, there were 22 squares to the exit and he got all the way to the last board section, ~18 spaces with only 1 Unexpected Event, and if I’ve done my math right, there’s only a 3.76% chance of doing that.
In any event, it’ll be interesting to take the same group through a few more Adventures as the first one hasn’t been completed yet and there’s 3 introductory Adventures in total.
Stay posted for updates over the next month or so.
~N