Path to Glory - Ravaged Coast Campaign

This page is to track the Path to Glory Ravaged Coast campaign played with fellow Saskatoon Age of Sigmar players organized through the AoS-YXE discord. 

I bought Ravaged Coast in January of 2025... but... just didn't get around to playing it until NOVEMBER of 2025. There is already a NEW Path to Glory campaign book slated to come out in January of 2026, which I am very excited about. 

The Campaign takes place on the Ravaged Coast of Aqshy - on the edge of the lands devastated by the Vermindoom! Warbands hunt for Emberstone - The Realmstone of Aqshy that has been turned up by the great upheaval. The Emberstone can be used to forge powerful weapons or power terrifying machines of war! 

I am running a Blades of Khorne warband. They are the Blood Siblinghood of the Slaughter-Gut-Pile! Natives of Aqshy, they have wandered on to the Ravaged Coast in search of Emberstone and SLAUGHTER!!! The Emberstone is to build better weapons. The Slaughter is to appease the god that has given them strength and purpose. 

Starting Army at the beginning of the campaign

General's Regiment

  • Hero - Goretim the Reddish - Gore Chieftain Khornate Lord (1) 
  • Unit - The Red Path -Mighty Skullcrushers (3) 
  • Unit - The Red Wave - Blood Warriors (10) 
  • Unit - Korgachz the Beast - Khorgorath (1) 

Slaughterpriest's Regiment

  • Hero - Bob Bloodblob - Slaughterpriest
  • Unit - The Red Marauders - Bloodreavers (10) 


BATTLES

Light the Fires  - versus Matt's Stormcast Eternals - As the Horde moved into the region, they encountered some Stormcast Eternals trying to secure some ancient braziers. If they could not collect their skulls before they were returned to Sigmar, they would surely spill some of their BLOOD - Draw - 4 Embershards gained

Standing on Skulls - versus Matt's Stormcast Eternals - After a brief break while the Ruination Brotherhood charged off to deal with a Nurgle threat on their flank, the Blood Siblinghood of the Slaughter-Gut-Pile once again faced the Stormcast on a plain of skulls and bones of the victims of the Vermindoom - Choked by the cloying war fog and exposed to concentrated Emberstone unearthed in the great upheaval! - Loss - 4 Embershards gained

Blood in the Valley - versus Orion's Soulblight Gravelords - Rumours of a most hated enemy marching through and adjacent valley in the Adamantine Chain had the Horde forced marching through a violent ash storm. When the storm dissipated they fell upon the Soulblights taken unawares...  - Loss - 2 Embershards gained

Rift in the Peaks - versus Orion's Soulblight Gravelords - Having been savaged by the Soulblights in the valley, the Horde fell back to rally and regroup in a rift in the peaks of the Adamantine Chain, caused by recent volcanic activity. There they formed a line to hold against the pursuing Soulblights. - Loss - 5 Embershards gained

Storm the Pass - versus Matt's Stormcast Eternals - As the Horde approached a mountain pass, they spied the Stormcast Eternals again, marching on the same pass from a side valley! It became a race to see who could take the pass first! - Loss - 3 Embershards gained

Rise Through the Ashes - versus Sean's Daughters of Khaine - The Horde encountered a force of Morathis followers. It was decided it was imperative that they engage these fellow sanguinary aficionados in a vigorous debate about the relative strengths and weaknesses of their respective blood deities and sacred rites. - WIN! - 4 Embershards gained

Ransack the Encampment - versus Sean's Sons of Behemat - The Horde holed up for a bit for some rest and relaxation, to give them all a chance to recuperate and sharpen their axes... Unfortunately a pair of wandering Gargants caught the scent of their fresh meats and attacked the Bloodbound in their own camp! - Loss - 3 Embershards gained


Change Log

The system is QUITE different from the Ascension Path to Glory Battlepack in the Core Rulebook. In Ascension, the army gains Glory points and individual units gain Renown - two separate things. Glory is used to add new units to the force, Renown is used to gain new abilities for the individual units or heroes. Additionally, your force can embark on Quests which generally require that you achieve something in a game that means succeeding in the quest, or grants you points torward succeeding - at the end of the quest you gain new spells or manifestations or prayers or other enhancements. All of these are simultaneous. In Ravaged coast there is only Emberstone Shards - they can be spent for EITHER moving units along their Path to Glory, gaining new abilities, OR used for adding new units to the force (or, if you have enough shards, a bit of both?) 

Game One 

Gained four Emberstone Shards - three for the draw, and one for the shard carried by the Gore Chieftain at the end of the game! 

Spent four embers tone shards to add a Slaughter Priest (Gob Bloodbloob) (3 Shards), forming a third Regiment, and set Bob Bloodbloob on the Path of the Invoker (1Shard) 

Mighty Skullcrushers, Blood Warriors, Bloodreavers, Khorgorath, and Slaughterpriest all recieved two battle wounds. 

Goretim the Reddish healed all of the Mighty Skullcrushers battle wounds. Bob Bloodblob healed his own battle wounds. 


Game Two

Again Gained four Emberstone Shards - two for the Loss and two that were carried by the Slaughterpriests at the end of the game. 

Spent two shards to gain the Hexgorger Skulls

Spent two more shards to add the Claws of Karanak to the Second Slaughterpriest's Regiment

Blood Warriors gained a Serious Battle Scar - Scorched Limbs 

Gob Bloodblob healed the Bloodreavers, Bob Bloodblob failed and will be Drained in Game Three! 


Game Three

Gained two Emberstone Shards - Both were spent on raising Bob Bloodblob to the Elite Rank of the Path of the Invoker and took the Test their Faith ability. 

The Khorgorath also gained a Serious Battle Scar. Gob Bloodblob healed a number of the Blood Warriors battle wounds, but they will stay forever scarred. Bob Bloodblob, for a second time in a row, rolled a one and failed to reduce any wounds and would be Drained in the next game... AGAIN!


Game Four 

Gained FIVE Emberstone Shards (despite losing!).

Two Emberstone Shards were spent on raising Goretim the Reddish to the Elite Rank of the Path of the Slaughterer, gaining the Brutal Onslaught ability (add 1 to charge rolls!)

Many battle wounds were received, but no battle scars... for now... 

Gob Bloodblob healed the Mighty Skullcrushers, Bob Bloodblob healed the Khorgorath. Finally Bob will fight a battle where he is not DRAINED! 


Game Five 

Gained Three Emberstone Shards

Four were spent to make Goretim the Reddish MIGHTY! He took the Breaker of the Arcane ability! 

Gob Bloodblob healed two of Bob Bloodblob Battle Wounds, but not before Bob ended up with Unyielding Blisters Battle Scars! Bob Bloodblob healed all of Goretim the Reddish's Battle Wounds! The Red Marauders also ended up with Smouldering Scars.


Game Six

Gained FOUR Emberstone Shards (three from winning, one from digging)

Three Emberstone Shards were spent on gaining a Sparking Shield for Goretim the Reddish, and one was spent to put the Blood Warriors on the Path of the Brazen Butcher and they gained the Shieldbreaker ability (enemy units in combat cannot use All-Out Defence). 

Bloodreavers gained EXTRA battle wounds due to smouldering scars battle scar... which brought them to nine battle wounds, which gained them a Severe Battle Scar - Endless Chittering... any time I spend a command point on a command for them I roll a D6 and on a 4+ it has no effect and the point is spent anyway... 

Gob Bloodblob successfully healed Goretime the Reddish, Bob Bloodblob failed get his blood magiks working and will be drained for Game Seven!? 


Game Seven

Gained Three Shards (two for losing, one carried by last two remaining Blood Warriors)

Will decide how to spend those at a later time... 

Bob Bloodblob healed Goretim the Reddish with his blood ceremony and Gob Bloodblob healed himself some. the Claws of Karanak joined the ranks of the Battlescarred, gaining Unyielding Blisters from being trampled into the scorching sands by a gargant 


ARMY ROSTER

Army Name: Blood Siblinghood of the Slaughter-Gut-Pile

Commander: Goretim the Reddish- Lord of Khorne

Faction: Blades of Khorne

Battle Formation: Bloodbound Warhorde

Total Emberstone Shards Gained: 25

Emberstone Vault: 5

Trophies: None

Faction Terrain Feature: None so far... 

Total Points: 1220

Arcane Tome: 

  1. Uncontrolable Rage
  2. Blood Boil
  3. Summon Hexgorger Skulls


GENERAL'S REGIMENT

General: Goretim the Reddish - Lord of Khorne
Warscroll Name: Anvil of Apotheosis - Gore Chieftain - Khornate Lord
Size: 1
Path: Path of the Slaughterer
Rank: Mighty
Points: 250
Abilities: Blood Blind, Brutal Onslaught, Breaker of the Arcane
Enhancements: None
Battle Wounds: 1
Battle Scars: None

 

Unit: The Red Path 
Warscroll Name: Mighty Skullcrushers 
Size:  3 
Path: None
Rank: None
Points: 210
Abilities: None
Enhancements: None
Battle Wounds: 7
Battle Scars: Smouldering Scars (roll D6 at end of game, on 5+ gain D3 Battle Wounds)


Unit: Korgachz the Beast
Warscroll Name: Korgorath
Size: 1
Path: None
Rank: None
Points: 120
Abilities: None
Enhancements: None
Battle Wounds: 5
Battle Scars: Scorched Limbs (-1 to Run and Charge rolls!) 

Unit: The Red Wave
Warscroll Name: Blood Warriors 
Size: 10
Path: Path or Brazen Butchery 
Rank: Elite
Points: 200
Abilities: Shield Breakers
Enhancements: None
Battle Wounds: 8
Battle Scars: Scorched Limbs (-1 to Run and Charge rolls!) 


FIRST SLAUGHTERPRIEST'S REGIMENT 

Hero: Bob Bloodblob
Warscroll Name: Slaughter Priest
Size: 1
Path: Path of the Invoker
Rank: Elite
Points: 130
Abilities: Heard by the Divine, Test Their Faith
Enhancements: None
Battle Wounds: 7
Battle Scars: Unyielding Blisters (Damage cannot be healed during game), 


Unit: The Red Marauders
Warscroll Name: Bloodreavers
Size: 10
Path: None
Rank: None
Points: 80
Abilities: None
Enhancements: None
Battle Wounds: 11
Battle Scars: Smouldering Scars (roll D6 at end of game, on 5+ gain D3 Battle Wounds), Endless Chittering (If using a command for them, roll a D6 and on a 4+ it has no effect and the point is spent)


SECOND SLAUGHTERPRIEST'S REGIMENT 


Hero: Gob Bloodblob
Warscroll Name: Slaughter Priest
Size: 1
Path: None
Rank: None
Points: 130
Abilities: None
Enhancements: None
Battle Wounds: 0
Battle Scars: None


Unit: The Bloody Claws of Karanak
Warscroll Name: Claws of Karanak
Size: 8
Path: None
Rank: None
Points: 100
Abilities: None
Enhancements: None
Battle Wounds: 5
Battle Scars: Unyielding Blisters (Damage cannot be healed during game)



Anvil of Apotheosis Character

Goretim the Reddish was built with the Anvil of Apotheosis in the Blades of Khorne Battletome. I made him a 250-point Gore Chieftain. His stats and abilities are as follows:

Move: 12"

Save: 2+

Health: 10

Control: 4

Great Blood-Slick Weapon, Blood Hunger, Crit (2hits), Attacks: 5, Hit: 3+, Wound 3+, Rend: 1, Damage: 3

Juggernauts Brass-shod Hooves, Companion, Crit (mortal), Attacks: 2, Hit: 4+, Wound 3+, Rend: 1, Damage: D3

Keywords: Blades of Khorne, Chaos, Hero, Bloodbound, Cavalry

Regimental Option: Any Bloodbound

Anvil Abilities:

Pulverizing Charge

Anointed with Gore

Rank: Mighty (3) 

Rank Abilities: Blood Blind, Brutal Onslaught, Breaker of the Arcane



Build for Goretim the Reddish - Gore Chieftain (30 Destiny Points)

-2 DP - Khornate Warlord

-5 DP - Battle Mount - Juggernaut

-3 DP - Studded Brass Hide 

-4 DP -  Pulverising Charge

-2 DP -  Furious Haste

- 2 DP - Spikes and Blades

-5 DP - Anointed with Gore

-6 DP - Butchers Brawn

-1 DP - Trophy Rack 


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