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 The Seal of Sigmund - Flame On campaigning in Vercuso again!

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WarbossKurgan
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 3:46

Cormorant's Quest (The Rhyme of the Ancient Marinader)

zelophahad wrote:
After the five-way madness of Monday Luncheim (in which I feel the halflings acted with an admirable concern for self-preservation Wink ) I lost only another piggie (a second other piggie escaped the pot, and Leon got away with a recurring injury). Here's my updated list:

The Rhyme of the Ancient Marinader

HEROES
Cormorant Rams-Eye (elder, uncle of Gordo) - leader, quickshot, dagger, bow, hunting arrows, sword, buckler, helmet
Harry Haricot (chef) - master chef, cleaver (axe), tenderiser (mace), pairing knife (dagger); now T3!
Dick Turnip (theif) - infiltrator, pick locks, cutpurse, sword, dagger, crossbow pistol, rope & hook
Oliver (youth) - scale sheer surfaces, dagger, hammer, bow
Leon (youth) - dagger, hammer, bow, old battle wound

HENCHMEN
The Rampant Lions (5 halfling scouts) - dagger, bow, hunting arrows; now BS 5!
The Trotters (4 piggies: Breakfast, Lunch, Tea and Dinner)

Rating = 134 (14 members)

The Expendables

Andy wrote:
Ludwig the Extremely Brave jangled his key chain again and the baby pawed at them madly. It was rubbery and grossly overweight, and as devoid of hair as its father was, with a head as smooth as a billiard ball – a family trait.

“Little Ludwig” sang the father. “One day you'll grow to be quite a man. I reckon the enemies of righteousness with fear your very name. I fathom the daemons of the deepest dark will tremble as you pass. Ha, yes. Ludwig the Brave they'll call you”. The baby merely gawked at the keys with vapid eyes, gurgled a bit.

The burly warrior priest rose, dropped the fat little child back into its cot, strode to the door.

“I'll be away for a while. Keep the house safe while I'm gone, my little champion of light”. The baby burped.

* * *

There was a monstrous crash and voices rose from every direction. From behind, a guttural howl tore through the night. To the east, a squawking of goblins. To the fore, the mindless chirping of Moot folk. To the west, a mad cackling, as of elves from the darkest reaches of the world.

“Ambush! Ambush!” hollered Ludwig the Extremely Brave. “Break formation! Find your own targets! Kill all you can! In the name of Sigmar I command you to kill”.

The witch hunters scattered like a pack of wild dogs. The priest's oratory had filled them with a blood hunger, a need to slay in the name of their god. The hounds went slavering forward in a blur of fur and teeth. The street lepers, even though crippled, their limbs ravaged and atrophied, staggered onward, gobbets of flesh sailing from them with each sudden movement.

“Kill! Maim! Kill!” mumbled Hansel, the half-wit, the clumsily appointed captain. His axe went thudding into something huge and brutish, and for a moment it looked as though he had gotten the better of it. And then it roared, seemingly spurred on by its pain, and pulled him down with tree-trunk arms.

Sunny Yellowbrook, the hired halfling guide, was sheared in two, then three, and his mangled carcass was tossed to a gaggle of squabbling goblins. A shame; Ludwig was beginning to like the fellow.

The priest had found his prey: a thin woman, wild haired and wielding a pair of thin blades.

“Die you hellish witch” he bellowed, and thundered towards her. His hammers were slow and were easily avoided. He saw the female move, but then it went black.

* * *

The bag was torn from Ludwig's head and he gasped for air. His brow was caked in blood and he was sweating wildly. A man stood there, thin as a wick, with a sallow complexion and jagged armour. Another man, this one hideously fat, seemed to be appraising the priest.

“Let me look at his teeth. You can tell a man by his teeth” he wheezed. It seemed speech itself was an effort for this man. A pair of cruel hands grabbed Ludwig's jaws and pulled them open. He tried to bite down, but was weak and beaten.

“I'll take him” struggled the bloated man. And Ludwig was dragged away, into a life of servitude or combat or some other hellish nightmare.
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 3:53

Great report!

Alas, Ludwig seems to me a name of bad luck Suspect
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 3:54

Eliazar wrote:
Alas, Ludwig seems to me a name of bad luck Suspect

Laughing

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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 3:57

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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 4:01

Maybe if you renamed him LUCKY LUDWIG it would help. Burning your old dice MIGHT not be a bad idea either. Suspect
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 18 Feb 2009 - 16:29

Perhaps some casino dice...

I'm taking this week off from Mordheim, so bring me more!
js
pirat
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 19 Feb 2009 - 5:25

Quote :
Slippery Jack, the Monster of Vercuso

Long have the murky waters around Vercuso harbour been terrorised by the creature known as Slippery Jack. The massive, many-tentacled beast is a universal presence in the harbour, and always seems to be watching and waiting when he senses warbands near the water’s edge. Rather than risk a watery grave (or worse) Vercusians often leave treasure floating on the surface of the waters, ripe for the picking of those brave or foolish enough to dip their toes in the harbour…

The Murky Waters

Slippery Jack’s presence in the waters of Vercuso causes unpredictable and dangerous currents and undertows. The following rules apply to the harbour waters when Slippery Jack is in play:
• Difficult terrain (move at half speed)
• Soft cover (-1 to hit for missiles)
• To climb out of the water, a model must pass an Initiative test or it cannot move.
• If a model is knocked down while in the water, it cannot move at all or do anything until its next recovery phase.
• If a model is stunned while in the water, it must immediately take an armour save: If the save is passed the model has sunk beneath the waves into Slippery Jack’s clutches! Otherwise the stunned model is affected in the same way as above.
• If a model is taken out of action while in the water, it automatically passes into Slippery Jack’s clutches (see below).

Slippery Jack

The beast has many tentacles blindly probing the murky depths of Vercuso harbour, but when they sense movement in the water they swiftly move to drag their unfortunate prey to its doom.
• The Slippery Jack counter starts in the centre of the water board and then moves D6" in a random direction at the start of every player’s turn. It will pass under floating objects, or move along the shore.
• If any model goes in the water, Slippery Jack immediately moves 2D6" directly towards it. If the model is trying to go into the water and then out again, it may complete its movement only after Slippery Jack has been moved. Thereafter, Slippery Jack will move 2D6" directly towards the nearest model in the water at the start of every player’s turn.
• If Slippery Jack comes into base contact with a model, the individual is automatically taken out of action. No fighting back, no saves, no excuses. The victim has been pulled down into Slippery Jack’s clutches in the briny/brackish depths (see below)!
• If two or more models are in combat in the water, they attract more attention than individuals attempting to be stealthy. The Slippery Jack counter will always move 2D6" towards a combat in preference to individuals (of course any individual passed through to get there will find themselves in his clutches too!). If Slippery Jack touches any model in combat, all models in the combat will automatically be pulled down into his clutches, although if any models in the combat were not actually touching the water, they will escape if they can pass an Initiative test.
• After taking a model, the Slippery Jack counter disappears until the start of the next player's turn when he reappears in the centre of the board and acts as above.

Flotsam and jetsam

All manner of wondrous treasure is left floating on the water in fear of Slippery Jack.
• The floating treasure counter starts in the middle of the water board and then moves D3" in a random direction at the start of every player’s turn. It cannot pass under other floating things but will move along them (or the shore).
• A hero may search the treasure by making base contact with it, but must be in the water to do so. The floating counter is worth D3-1 treasure (roll when searched), and also contains a clue to the whereabouts of the Seal of Sigmund! Place a normal treasure counter by the hero, which may be passed on to or picked up by other heroes as per usual rules. Whichever hero has the counter when the game is over may roll an extra dice when testing to search for the Seal after the battle.


Slippery Jack’s Clutches (alternative Serious Injury Chart)

If a henchman falls into Slippery Jack’s clutches, roll for injuries after the game as normal. But if a hero suffers this fate, roll a D66 on the following chart instead of the normal heroes’ serious injury chart:

11-15 Drowned
The hero and all his equipment are devoured by Slippery Jack. Remove him from the warband’s roster.

16-25 Disappeared
The warrior has vanished beneath the murky waters. He will miss his warband’s next game. At the end of the missed game roll again on this chart adding +1 to the roll (cumulative if this result is rolled again).

26-31 Washed up
The hero is found by his companions, naked and semi-conscious on the beach. All his equipment, weapons and armour are lost but he is otherwise unharmed.

32 Psychological scars
The warrior won’t talk about his experiences in Slippery Jack’s clutches, but they’ve affected him deeply. Roll a D6: 1 = stupidity and frenzy ; 2-3 = stupidity; 4-5 = frenzy; 6 = -1 Initiative

33-34 Fear of the waters
The terrors of the hero’s experience beneath the murky waters have affected him to his very core. Whenever the warrior finds himself within 6" of the murky waters, he must take a Leadership test as per an All Alone test (page 22 in Mordheim rules). If he fails, he will always run for the nearest point on the table edge he can get to without moving closer to the waters.

35-37 Nemesis complex
The hero’s experiences have left him with a psychotic hatred of Slippery Jack which drives him on a foolish, futile (and probably terminal) quest to wreak his revenge on the monster. From now on, whenever he is within line of sight of the murky waters and not able to see any enemies, he must move directly towards the waters as fast as possible.
If within charge range of the water he must charge into the water in the direction of the Slippery Jack counter even if he can’t reach the monster himself.
Once in the water, the hero must pass a Leadership test at the start of his next turn to recover his senses. If he fails, he will continue to try and charge Slippery Jack! Of course, should he come into base contact with his ‘nemesis’ he will instantly be taken out of action and have to roll again on this chart at the end of the game!

41-55 Full recovery
Whether by luck or skill, or by tasting repulsive, this warrior is not destined to be Slippery Jack’s dinner… this time.

56-57 Fighting chance
The hero has found himself wrestling among the tentacles of the sea monster and may be able to fight himself free! Fight a combat with Slippery Jack’s tentacles using the Chaos Spawn profile. The fight is a swirling, thrashing melee under water so neither side counts as charging, but are locked in combat from the outset (i.e. no shooting!).
If the warrior looses, roll again on this chart, re-rolling results of 41 or above.
If the warrior manages to win, he automatically gains +1 experience and then rolls again on this chart, re-rolling results of 36 or below (yes, he can end up fighting again!).
The outcomes of these fights have no effect on Slippery Jack – he’s a big monster with plenty of spare tentacles!

61 Sunken treasure
Having been sucked down into the depths, the warrior has not only found, but has somehow managed to escape the waters with a rusting, barnacle-ridden chest containing D6 pieces of treasure. He also gains +1 experience.

62 Hardened
The hero has survived unimaginable terrors at the hands of Slippery Jack and nothing can scare him anymore. From now on he is immune to fear and all alone tests, and adds +1 to his leadership. He also gains +1 experience.

63 Swimmer
While struggling against Slippery Jack in the murky depths, the warrior was delivered by the beautiful forms of the mer-people (or hideous forms of the sea-daemons, as appropriate!) who have shared with him their own affinity for water. From now on, the hero may move at normal speed in all water and counts it as hard cover (-2 to hit). Furthermore, he can choose to be ‘invisible’ to Slippery Jack when in the water (i.e. the model is ignored when determining the monster counter’s movement). He also gains +1 experience.

64 Aura of the depths
The hero’s experiences have left him with a terrifying self-confidence. He causes fear and hates all enemies from now on. He also gains +1 experience.

65 Secrets of the depths
No one is quite sure exactly what happened, but the hero appears to have gone through some kind of mystical experience. If he was a magic-user, he may choose an additional spell from his normal spell chart (or choose to cast one of his current spells with a +1 modifier).
If he was not a magic-user before, he becomes one, using the normal spell list for his warband (or something appropriate if his race’s rules don’t include magic-users). He starts with one free, randomly generated spell. He also gains +1 experience.

66+ The Seal of Sigmund
You’ve found it! Deep beneath the waves, in the clutches of the great monster, the warrior discovers the artefact everyone is looking for! See the 10+ result on the Seal Table. He also gains +1 experience.

…or, if the location of the Seal is currently known (i.e. someone already has it):

Veteran of Slippery Jack
The warrior emerges triumphant and glorious from his watery encounter. In addition to +2 experience, he gets a free roll on the hero’s advancement table, and is allowed to re-roll any of the dice rolls involved (remember you can never re-roll re-rolls).


Last edited by WarbossKurgan on Thu 19 Feb 2009 - 15:42; edited 2 times in total
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 19 Feb 2009 - 6:04

COOL, but whatever happened to Great Uncle Gus other than becoming something to bust your chops about? Suspect
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 19 Feb 2009 - 10:43

Nice rules! We'll help playtest them starting next week. With permission of course.

js
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 19 Feb 2009 - 14:00

Very Happy Glad you're enjoying our campaign. Here's some halfling fun for you:

zelophahad wrote:
‘What the fudge is this?’ muttered Gordo Rams-Eye as the papers fell out of the cookbook and fluttered to the floor.

His uncle, old Sam Tailor-Coal, had gone travelling many years ago. All of him that had returned was a battered old trunk containing, amongst other things, the cookbook which Gordo was now eagerly thumbing through in the hopes of uncovering the secret of his uncle’s famous marinades.


The adventure-seeking young Gordo hero-worshipped the reputation of his uncle Sam, although no one knew him by that name any more of course: the trunk was marked ‘Cormorant Rams-Eye’. Gordo had proudly adopted part of that nickname as his own, although he was still unsure where the ‘Cormorant’ bit came from. His uncle’s travelling companions who had brought the trunk back – Harry, Olly, and Leon – seemed reluctant to talk about their adventures, although there were mutterings about a ‘Seal’ of some kind, and a town called Vercuso on the island of Sartosa.

Gordo picked up the yellowed papers from the floor. They appeared to be a copy of a very long poem, written in his uncle’s unmistakable scrawl. The title page read:
The Rhyme of the Ancient Marinader
by Sam Tailor-Coal
(also known as Cormorant Rams-Eye )
‘Fudge…’ breathed Gordo as he quickly scanned the poem. His uncle was certainly no great poet – not in the same league as the likes of Will Shake-Stick or Rob B. Buns – but this would make fascinating reading nonetheless: It appeared to be his own account of his adventures since he went travelling all those years ago…

zelophahad wrote:
To be a sous chef on a ship
Is not for the faint hearted
But that was where I found myself
And where this rhyme is started

Bretonnians love the Moot’s fine food
And pay a handsome salary
And so we sailed from harbour safe
With flour and oil and celery

It was not long before supplies
Of meat began to lull
And so I took my trusty bow
On deck to shoot a gull

With my short-bow I shot
A bird so large I could not miss
I thought it was a cormorant
But they call it ‘albatriss’

We marinaded it for days
In wine and herbs and spices
And served it in the captian’s mess
In tender dainty slices

‘What meat is this?’ the captain asked
‘Its taste is new to me’
‘Tis cormorant’ said I, ‘that flies
Above the surging sea’

But sailors know their seabirds well
And what the portents say
‘This is no cormorant!’ they cried
‘Its pinions are grey!’

‘Thou hast served up an albatross!’
Cried captain, mate and crew
‘Disaster on us all you brought
when albatross you slew!’

‘Ah, wretch’ said they, ‘the bird to slay
that made the breeze to blow!’
And as they warned, the sea was calmed
And the ship it did not go

Day after day, day after day
We stuck, nor breath nor motion
As idle as a painted ship
Upon a painted ocean

Bread ran short, and fruit and veg
And wine and ale and water
And as we sat becalmed and still
Supplies were getting shorter

Water, water, everywhere,
And all the boards did shrink;
Water, water, everywhere,
Nor any drop to drink.

The halfings’ hunger was intense
Our poor starved tummies rumbled
For by my eager archery
We all alike were humbled

At last the currents drew us near
The island of Sartosa
And there the captain had his men
Cast all the halflings over –

– board. We swam ashore to find
An old and dirty quay
Vercuso was the harbour’s name
A haven from the sea

The tides and currents split us up
We knew not who was saved
When my small group was washed ashore
Upon the murky waves

I found myself with Haricot
The best cook on the ship,
Young Oliver and Leon and
The thief called Dick Turnip

We also had two hobbit scouts
Who’d saved their precious bows
And soon we found a herd of pigs
With piglets, boars and sows

Gordo wasn’t overly impressed with his uncle’s poetic style, but he was gripped. Grabbing a pot of tea, a large fruit cake and a bowl of apples, he sat at his kitchen table and read on…


['Report' on my first two battles:]

No sooner had we come ashore
Than orcs and goblins found us
We fled among the buildings while
The piggies fought them for us



Gordo hesitated, frowning. Dismayed he looked still further down the epic poem:

Four other bands we came across
Orcs, men, elves and undead
We hid up in a building tall –
I did not lose my head!

We sent the pigs to fight their dogs
A wall we hid behind
The scouts shot true from high above
‘Gainst vampire and his kind

Gordo wiped the fruitcake from his mouth and tears from his eyes and the shocking realisation hit him: ‘Cormorant Rams-Eye, my uncle, my hero, was a fudging coward!’
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 19 Feb 2009 - 15:43

DeafNala wrote:
COOL, but whatever happened to Great Uncle Gus other than becoming something to bust your chops about? Suspect
He's languishing under my work bench. I really do intend to start work on him soon..... The nasty big robot shoved him back in the queue is all. Crying or Very sad
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Fri 20 Feb 2009 - 1:37

That's okay, Saul. As I recall, the "real" Uncle Gus wasn't all that fast off the line either. AND the Mr Potato Head Gargant is VERY COOL! thumbsup
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Mon 23 Feb 2009 - 2:25

Godfather Viktor wrote:
Uglhog loudly sucked the marrow out of the pig bone. Sure the fatty lit’l ‘uns were not good fighters, but their pigs tasted good. He tossed the bone into the fire and farting stood up. It could go and make his new lucky trinket, now. But first he needed another gulp of brew. Skar had the horn, and he was barking about how good he had been carrying away more loot than anybody else.
Da Big ‘un was getting to mouthy…good, it was time teachin’ him a lesson!

Sneaking behind him, Uglhog placed a strong blow with both his huge fists just between Skar’s shoulders. As the big ‘un went face down on the ground a burst of guttural laughs erupted from the rest of the band.

Bending down to pick up the brew horn, Uglhog growled at Skar: “Got says sumfin’, lad? Ya better fink wo’s da Boss inna ‘ere!”

Laughing and drinking da Boss made his way to the drops. He had a whole load to lay down and mould it into his lucky trinket.

Skar stood up, watching Uglhog with barely restrained hatred. Not yet, but soon da Boos would have seen who was da best!

“Wo d’ya laf at?” roared Skar at the gobbos and grabbed the closest one.

*****

Someday later Uglhog had taken them to the harbour. It seemed the shaman’s vision trinket was floating there, but no one wanted to pick it up because of a beast in the water.
Da Boss now had a dung Mork face dangling from his shield.
Ya’ll see the luck me gives ya!, thought Skar while entering a warehouse. Behind him a couple of gobbos were shouting at each other while the veteran Stinky Git shot his bow at his new companion.
Skar growled in disgust and moved ahead. He had just noticed a figure scuttling from cover to cover on the quay when a familiar screech claimed his attention. Da fatty lit’l ‘uns and their hogs again!

Gurmug and Uglhog were reached first. Once again the boss slapped the animals down and moved toward the halfling hiding in front of them. The shaman, instead, was overrun and a couple of gobbos moved on to attack the pigs.

The Stinky Gitz decided they had to establish who was better, completely forgetting about their bows and rushing ahead toward the halflings emerging from a building on the other side of the quay. They aimed their bows at Uglhog and the boss was taken down by a salvo of hunting arrows.

Hiz lucky trinket don’t works much! And now ME iz in charge! and roaring Skar charged headlong toward the figure hiding on the quay. In a while all that was left of the sneaky lit’l ‘un was just a bloody mess.

On the opposite dock Skar saw three more little figures getting ready to jump into the water, when some strange movements halted them. There was really something in the water, zumfin’ big!

One of the halflings dived in and suddenly a bunch of huge, viscid tentacles erupted from the water in a shower of blackish foam. When the foam cleared there was no trace of the halfling nor of da big tentacley fing.

The fatty lit’l ’uns at this point had enough and packed away.
Skar turned to the boyz: “Badjaw! Ya takez da Stinky Gitz and goes find dat prizoners ya oomie sed uz. We’ll make sum teef out of ‘em! Me’z goin’ searchin’ da ‘itty trinket!” and he started toward the nearest building.
Suddenly it stopped and triumphantly grinning turned to da gobbos.

“Take da Boss to da kamp…he needz sum rest!”


Not great photos - no macro on my phone!













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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Mon 23 Feb 2009 - 5:14

COOL REPORT! The photos may be a bit fuzzy [at this time of the day, so am I Suspect ], but, considering you took them with a phone, they're GREAT! cheers
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Tue 24 Feb 2009 - 4:04

WarbossKurgan wrote:
Briny Beasties and Mauling Mastiffs

Deffgit leant back in his armchair, stretched out his legs and laboriously placed both feet onto a low stool near the fire. He drained his glass as an eager goblin brought another, full one. Looking round the bar of the Hopeless Anchor inn with his one good eye, he deemed the early evening crowd was ready to hear his continued tale.

He turned to Salty Ogbad and chuckled, “Remember that time when you was mauled by that big dog?” Ogbad looked uncomfortable but Deffgit carried on “you was out of action for a week after that, we laughed so hard!”

“Wasn’t that the same time that you was brained by a Pit Fighter, Kommodore?” said Ogbad, growing slightly annoyed.

“Hum, yes I think it may have been mate!” laughed the bearded Orc, “No wonder I don’t remember getting home that night – I’d assumed it was the grog.”

He turned to the packed bar and began the tail from the beginning, much to the relief of the bemused pirates.



“We was still searching for that blasted magical thing-a-me-bob, the Seal of Somebody, and the ship’s company had gathered by the harbour to examine the flotsam and jetsam that the morning tide had brought in. Rumours of a shipwreck in the night always brought a crowd to the docks but there was a singularly unsavoury bunch in Cheapside that day: A Witch Hunter and his cronies, a band of landlubbin’ Orcs and Goblins and a foul host of dead’unz: a Ghoul-King and his court.









We were bunched up to begin with with the ‘Hunter on our port side and the Ghouls on our starboard. I’d sent a couple of hands up into the roof of the nearest house to take pot-shots at the dead’unz as I didn’t fancy the chances of the Grotz standin’ their ground against ‘em!





I should have worried more about the Sigmarites though: they came storming down the alley with a the Pit Fighter hired sword at their fore and a pack o’ hounds at his heels. Dubloon Dreg was taken down by a couple of Zealots and Ogbad here was mauled by the doggies – they made a right mess o’ his arm. Hogbreff torched a Ghoul with his wyrding fire but the ladz up-top couldn’t hit nothing.







Then we heard Uglhog’s Boyz shoutin’ that the ‘loot’ floating ashore was just useless rubbish – empty barrels and the like – so we were about to leave ‘em all to it. But then old Slippery jack showed his squirmy tentacles so we decided to stick around and laugh at someone getting ate.





I guess that was when the Pit Fighter knocked me over the noggin and the lads must have carried us off.”

Kommodore Deffgit finished another glass off grog but he had lost count of how many he’d had. The old Orc started to ramble about the old Ogresun again then he dozed off. The customers of the inn got bored and found someone else to entertain them long before in the usual rounds of singing crude sea-shanties and fighting over imagined insults.


Last edited by WarbossKurgan on Tue 24 Feb 2009 - 9:03; edited 1 time in total
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Tue 24 Feb 2009 - 4:44

Yet another FINE tale! It's good to have the Kommodore & all the Lads back on the Forum, especially Slippery Jack!
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Tue 24 Feb 2009 - 10:03

Andy wrote:
The Slippery Fishwife – Issue Two


Alas, dear readers, our efforts are thwarted, our attempts at revolution stymied. These no-good rogues still swarm about our blissful isle. Rise up, we say. Grab your pick hammers, your fish hooks, your crab claws and your marlin spikes and toss them back into the briny deep. But, in the meantime, serious journalism is on the cards.

More macabre goings on are making the headlines. That festering tower at the heart of Vercuso, that eyesore, that blister upon the flawless heel of our land, is once again the talk of town. Housewives gibber of wild eyes in the night, and of creepers spilling from the base of the spire. Leathery, membranous wings can be heard flapping in the night, an occasional scream, and hacking laughter.

Three people have been reported missing this week: A common roper, a candlemaker's wife and a gravedigger. Quite strangely, witnesses reported that the latter wandered through the streets the night before his disappearance, vacant faced, eyes wide, shambling forwards on broken ankles, moaning softly. These fables are most outrageous and we can say with one-hundred percent certainty that they will be the ravings of beggars and miscreants.

Such disturbances are not unique. Rampant brawling has spilled out onto the streets of our glorious port town. A wild skirmish erupted earlier this week. The notorious half-wit, Hansel, and his band of vapid, useless bounders were ambushed whilst delivering a hoard of treasure to the island's governor. After the battle, whilst clutching a wounded head, he remarked that it was to buy weaponry and food for his men, but the Fishwife staff believe his reasons to be a little sneakier. And we are always right.

The ambushers, a motley assortment of sadistic elves, tubby halflings and vicious undead clashed at the heart of our town. The as yet unnamed elf was ousted first, and was seen running girlishly away with a man-sized bundle behind him. Cormorant, the fat devil, and the bestial thing from the netherworld butted heads. The outcome was predictable and very costly to the denizens of Vercuso.

In other news, a mysterious figure came to our offices this morning, cloaked. We could not see his face and he spoke in naught but a whisper. He insisted, note – at the tip of a blade – that we inform all of the 'glorious' adventurers about Vercuso, that he holds a wondrous trinket for those who impress him most.

So rise, fair citizens, and get these troublemakers off of our island.




Sorry for the delay, guys. Was at a BB tournament all weekend and didn't have a chance to write it.
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Tue 24 Feb 2009 - 22:16

Ah the joys of Vercuso! Thanks for sharing WBK!

js
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 25 Feb 2009 - 2:03

zelophahad wrote:

Rumours I heard of treasure bright
And a famous magic seal
And so I sent young Dick Turnip
To hunt and find and steal

Afloat upon the waters dark
Was many a treasure sack
But all alike were guarded
By the fearsome ‘Slippery Jack’

Yea, slimy things did crawl with legs
Upon the slimy sea
But Dick was quick and Slippery Jack
Did not have him for tea

But that raging band of greenskins
That we had met before
Caught the young Turnip as he hid
Upon the muddy shore

Oh Dick Turnip, oh Dick Turnip
The pigs they came too late
To save you from the goblin and
The orcs that sealed your fate!


Leon looked darkly at Gordo Rams-Eye from over the sow’s shoulder, his face half covered in pig slurry. ‘Yea, oi remember that day, but oi’ve already told yer, oi don’t wan’na talk ‘bout it.’

‘But look Leon – this poem is Uncle Cormorant’s memoires,’ said Gordo, ‘I just want you to fill in some gaps. See, this bit’s all about how you disappeared into the clutches of Slippery Jack!’ Despite filth obscuring his face, Leon’s complexion visibly paled, but he said nothing. The piglet he was holding squealed as his grip tightened.

‘At least let me read it to you and see if it jogs your memory…

Meanwhile the bold young Leon
As brave as any boar
Cast ‘self into the waters
To treasure for to score

But Slippery Jack was terrible fast
And sensing swimming prey
A dozen mighty tentacles
Reached out in plume of spray

The splashing stopped, the waters stilled
And that was the last I saw
Of the brave young halfling Leon
Of whom I heard no more


So, what happened next Leon?’ begged Gordo.

‘Oi became a pig farmer, young master Gordo, that’s what,’ said Leon with a trembling voice. ‘No be off wiv ya.’
zelophahad wrote:
Updated rosta after last week's game against Viktor:

The Rhyme of the Ancient Marinader

HEROES
Cormorant Rams-Eye (elder) - leader, quickshot, dagger, bow, hunting arrows, sword, buckler, helmet
Harry Haricot (chef) - master chef, cleaver (axe), tenderiser (mace), pairing knife (dagger); now T3!
Oliver (youth) - scale sheer surfaces, dagger, hammer, bow
Ned (youth) - dagger, hammer, bow

HENCHMEN
The Rampant Lions (5 halfling scouts) - dagger, bow, hunting arrows; BS 5
The Trotters (4 piggies: Breakfast, Lunch, Tea and Dinner)

Rating = 125 (13 members) (...going down Sad )


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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 25 Feb 2009 - 2:06

Da Skullbashas (mis)adventures in Vercuso

Godfather Viktor wrote:
New band stats after the Slippery Jack's madness on Monday!
After 4 games that's how Da Skullbashas look like:

Uglhog 'eadkraka (Boss): new sword and new shield (since he was robbed), 'ard 'ead and horrible scars (yeah, he now causes Fear...Raziel, get ready!)
Gormug Voiz o' Mork (Shaman): axe, clubba, +1WS, +1A and because I'm a chump :rolleyes: a new advancement to be rolled next time we meet
Oggut Bonemangla (Big 'Un): axe, shield, helmet, +1T and again I'm a chump, so one more advancement. He will miss the next 2 games Sad
Badjaw da Klever (Boy):bow, club. Promoted after the ambush on the Expendables (and for the third time I'm a chump, another advancement for him too!)
Kutnoze Slugchewer (Big 'Un): mace, shield. He takes the place of Skar, eaten by da big tentacley fing (robbing me of a nice plot I intended to develop :/)

Da Sneaky Stikkas (4 Goblins): spears, shields, +1I Very Happy Fart has been killed by Belch (I love animosity Laughing)
Da Stinky Gitz (2 Boyz): bows, clubs

Members: 11 WBR:: 163 Treasury: 30gc

Fluff about their second, unfortunate encounter with Raziel's court to come soon!


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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 25 Feb 2009 - 2:09

Kommodore Deffgit and The Seal of Sigmund

WarbossKurgan wrote:
Boss: Kommodore Deffgit, 2x Club - 22xp
Shaman: Wrydtoof Hogbreff, Club - 12xp, WS4
Big'Un: Barnacle Nog, 2x Club - 17xp, Pit Fighter (skill: +1WS. +1A in buildings and ruins)
Big'Un: Salty Oggbad, 2x Club - 17xp, A2 (missing next game due to light arm injury)
3 Orc Boyz: Fishgutz, Bad Hook and Blind Fug, 2x Club, Bow - 2xp each, BS4
3 Orc Boyz: Dubloon Dreg II, Briney Duff and Scupper Lug, 2x Club, Bow - 2xp each, BS4 (Dubloon Dreg died and replaced)
2 Goblins: Dread Pirate RogUrtz and Stormy Trug, 2x Club - 2xp each, WS3
2 Goblins: Walker Plank and Dirty Morrgun, 2x Club - 2xp each, I4

Treasury of 15gc

Starting WBR: 130
Current WBR: 158
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 25 Feb 2009 - 3:24

POOR DICK TURNIP! Tragic that a Lad with such a cool name should meet an untimely death. I took the liberty of adding him to our Forum Obituary...hope you don't mind. Suspect
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Wed 25 Feb 2009 - 15:28

DeafNala wrote:
POOR DICK TURNIP! Tragic that a Lad with such a cool name should meet an untimely death. I took the liberty of adding him to our Forum Obituary...hope you don't mind. :suspect:
I'm honoured, Alan!

I too was gutted, it was such a cool name and he only played three games! Now I have to think of another thief name (I've already done Faygin). :scratch:
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 26 Feb 2009 - 5:02

zelophahad wrote:
I too was gutted, it was such a cool name and he only played three games! Now I have to think of another thief name (I've already done Faygin). scratch

You have my deepest sympathy, Phil. Dick Turnip brought to mind a short, dumpy, but dashing nonethelesss Highwayman:

"Stand & deliver!"
Became his famous cry.
"Stand & deliver!
Your Foodstuffs or you Die!"

Cool names are the Kiss of Death for minis. How about Wilely Mutton, a take off on the American jail breaking thief Willy Sutton? Suspect
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PostSubject: Re: The Seal of Sigmund - Flame On campaigning in Vercuso again!   Thu 26 Feb 2009 - 7:30

:lol!: Glad to see I'm 'inspiring' more 'poetry'!? :suspect:

DeafNala wrote:
How about Wilely Mutton, a take off on the American jail breaking thief Willy Sutton? :suspect:
:oops: Never heard of him, sorry Alan! It's amazing how few famous theives there seem to be... :scratch:
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