CampaignWD 521 · pp. 38–47
Dan recounts two campaigns fought by a twelve-player group in the industrial district of Near Steel. What begins as a chance to resume face-to-face gaming develops into a struggle over stimms, Ghast and fortified trade gates. Accidental deaths, notorious champions, player-made scenery and a deliberately story-driven finale show how the shared narrative becomes more memorable than a simple league table.
Necromunda
CampaignWD 521 · pp. 45–47
The sequel campaign replaces the captured Goliath leader and sends the gangs hunting abandoned Ghast stores, while beloved old characters can return as hired guns. For the next season Dan plans a contracts board and a game-master role. Everyday scenery details, dispensers, terminals and a dubious doctor become opportunities for interactive objectives and unexpected encounters.
Necromunda
LoreWD 521 · pp. 70–75
Grombrindal recalls survivors of the End Times and distinguishes their different routes into the Mortal Realms. Gotrek endures the Realm of Chaos, Thanquol survives his patron’s displeasure, Nagash restores vampire servants, Chaos preserves useful champions and Sigmar reforges fragments of ancient human souls. The account retains Grombrindal’s grudges and uncertainty rather than claiming every old identity is known.
Age of Sigmar