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 To Be A Pirate King--Endgame and Fade into Sunset 9/3/09

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Von Kurst
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PostSubject: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 31 May 2009 - 9:42

The Venerable Mordheim Campaign is taking another run at Sartosa.

This time round we've veteran sea dogs to lead each warband so I'm adding a bit more plot. Nothing original, but something to give a bit more structure and depth to the brawl. The object of the game is to be the King Maker, to put the figurehead of your faction on the bloody throne of Sartosa. To do that players are going to struggle to control locations around the island in a hauntingly familiar way to watchers of this forum...

I have made scenario tables for the various locations. I don't have enough scenarios to have a table for each map location so I grouped towns together by type. Ports, inland, outlaw, haunted and Dwarf hold. I also have a table for the Osso Hills, the Caves of the Damned and the adjacent seas.

Locales

Sartosa, Roba, Vercuso, Beffardo & Senelite.
Type: Port town
Day: Apply the following rules: Crowded
Night: Darkness.

Die roll (2d6) Port town scenario list
2 Your choice of scenarios 3 through 11.
3 The Long Pier
4 The Great Gun
5 Down on the Docks
6 Press Gang
7 Skirmish
8 Breakthrough*
9 Chance Encounter**
10 Last Orders
11 Defend the Find
12 Your choice of scenarios 3 through 11
*Breakthrough variant-“Sneaking In/Out of Town”
**Chance Encounter variant
Roll D6 1-3 “Guards! Guards!”
4-6 “Fancy Meetin’ YOU ‘ere!”

Caprio, Ragil
Type: Inland town
Day: Apply the following rules: Crowded!
Night: Darkness

Die roll (2d6) Inland Town scenario list
2 Your choice of scenarios 3 through 11.
3 Street Fight
4 Chance Encounter (as above)
5 Gunpowder Plot
6 Sirrah, you lie!
7 Skirmish.
8 Press Gang
9 Breakthrough (as above)
10 Last Orders
11 Knives in the Dark*
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.

Ossonmunte
Type: Outlaw town
Day: Apply the following rules: Unwanted Company
Night: Darkness, Unwanted Company
Bestiary: 1-Nothing. 2-Dog Pack. 3-Press Gang. 4-Rowdy Drunks. 5-Unhinged Sentry
6-Ghost Captain.
(See Sartosa Random Encounters)

Die roll (2d6) Town of Ossomunte scenario list
2 Your choice of scenarios 3 through 11.
3 Assassins!
4 The Eaters of the Dead*
5 Bodyguards
6 Press Gang!
7 Last Orders
8 Dark Ritual*
9 Knives in the Dark*
10 Protect the Prince**
11 Hidden Treasure
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.
**The scenario is set in the streets of the town not in the countryside.

Osso Hills
Type: Wilderness
Day: Apply the following rules: Unwanted Company
Night: Darkness, Difficult Ground, Unwanted Company
Bestiary: 1-Nothing. 2-Wolf Pack. 3-D6 Goblins. 4-D6 Orcs. 5-D6 Ghouls
6-Orc Captain and Goblin swabbie.

Die roll (2d6) Wilderness scenario list
2 Your choice of scenarios 3 through 11.
3 Dark Ritual*
4 X Marks the Spot (Hidden Treasure)
5 The Hermit
6 Wolf Hunt
7 Skirmish
8 The Frenzied Mob
9 Chance Encounter
10 Protect the Prince
11 Mule Train
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.


Last edited by Von Kurst on Sun 13 Sep 2009 - 16:55; edited 2 times in total
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 31 May 2009 - 9:45

More Locations

The Slayer Hold & Caragio
Type: Dwarf Port & Allied town
Day: Apply the following rules: Crowded
Night: Darkness

Die roll (2d6) Dwarf Port Scenario
2 Your choice of scenarios 3 through 11.
3 Here There Be Monsters
4 The Great Gun
5 Down on the Docks
6 Press Gang
7 Skirmish
8 Breakthrough
9 Chance Encounter
10 Last Orders
11 The Engineer’s Workshop
12 Your choice of scenarios 3 through 11
The Cave of the Damned
Type: Labyrinth, Underground
Night: (It is always night in the caverns.) Darkness, Dangerous Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Ghouls. 4-D6 Skeleton Pirates. 5-Djinn.
6-Ghost Captain.

Die roll (2d6) Cavern Scenario
2 Your choice of scenarios 3 through 11.
3 Dem Bones
4 The Pool
5 The Lost Mines
6 Chance Encounter
7 Treasure Hunt (Wyrdstone Hunt)
8 Hidden Treasure
9 Here There Be Monsters
10 The Temple of Doom
11 The Nameless Horror
12 Your choice of scenarios 3 through 11.

The Skull Sands, The Pirate Current
Type: Ocean
Day: Apply the following rules: Warhammer Ahoy!
Night: Darkness, Warhammer Ahoy!

Die roll (2d6) Islands Scenario
2 Your choice of any islands scenario.
3 The Dragon’s Teeth*
4 The Lustrian Treasure Ship*
5 X Marks the Spot (Hidden Treasure Variant)
6 Island Hopping**
7 Duel on the High Seas*
8 The Deadly Channel (Chance Encounter)**
9 The Frenzied Mob
10 Life’s a Beach
11 Wrecking*
12 Your choice of any islands scenario.
*Both players must use their ships for the scenario.
**My version with boats/rafts and crocodiles

The Haunted Harbor of Vermunte
Type: Port town
Day: Apply the following rules: Unwanted Company, Stormy Weather
Night: Darkness, Stormy Weather, Unwanted Company.
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Thieves. 4-D6 Skeleton Pirates. 5-Djinn.
6-Ghost Captain.

Die roll (2d6) Port town scenario list
2 Your choice of scenarios 3 through 11.
3 The Long Pier
4 Cry of the Banshee***
5 Down on the Docks
6 Hidden Treasure
7 Skirmish
8 Breakthrough*
9 The Pool**
10 Dark Ritual***
11 Fell Cargo***
12 Your choice of scenarios 3 through 11
*Breakthrough variant-“Sneaking In/Out of Town”
**Slippery Jack variant
***The scenario always takes place at night.

Slippery Jack is borrowed from the Flame On Sartosa and Vercuso campaigns.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 31 May 2009 - 14:59

Nice to see old Jack popping his dastardly tentacles into someone else's campaign! Cool

I'll be following this thread matey!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Mon 1 Jun 2009 - 4:07

WarbossKurgan wrote:
Nice to see old Jack popping his dastardly tentacles into someone else's campaign! Cool

I'll be following this thread matey!

AND, of course, you'll be subjected to numerous words of wit & wisdom or lack thereof from moi. Suspect


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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 2 Jun 2009 - 7:59

Thanks gents!

This scenario is my attempt to introduce bigger guns into our ship fights. Adding cannon to the equipment list might be a better solution, but I couldn't see a cannon going for less than 200 gc. And then it blows up!

The Great Gun

Background. As the various pirate Lords struggle for power, command of the island’s defenses is often in doubt. Your Lord has commanded you to remove the cannon from an old harbor fortification. However as you arrive you find others have come to claim the gun for their own.

Terrain
The harbor. We suggest a 4x4 gaming area. There should be an open area of ocean on one table edge varying from 6 to 18 inches. Docks, quays, boats and wrecks should be placed where the sea meets the land. Warehouses and other buildings should be placed inland. Place a fortification n the center of the table behind the docks. See link for suggested gun emplacement.

http://www.mini-universe.de/Tactica%20Hamburg%202007/Tortuga%20Pirate%20Island/slides/Tactica_Tortuga%20(17)_klein.html

One ship’s cannon should be placed in the fortification. The gun is aimed out to sea.

Set-up
Roll a d6 to determine which player sets up first, highest roll sets up his models first. A player must deploy his models not farther than 8 inches from a table edge. His opponent must place his models along the opposite table edge.

Special Rules
1. The Cannon. Any Gunner henchman or hero with the Weapons Master skill may attempt to load and fire the gun. The gun takes a full turn to load after a model has moved into contact with the gun. It will take 5 models (no animals or models that do not gain experience, Ogres count as 3 models) to pivot the gun or move it. Models that are moving the gun may not do anything else. The cannon is a black powder weapon and will be affected as per weather conditions. (Greatcoats or Powder Horns have no affect for cannons!) The cannon may be loaded and fired every turn as long as there are 3 crew. If the number falls below 3 add a turn to the reloading time for each crewman below 3. Note a gun with no crew may not be fired!
2. Boom! If the cannon suffers a gun destroyed result on the misfire table it is destroyed. Remove the cannon model and all models serving as crew.
3. Shooting at buildings. Large buildings are T8 with 8 wounds. Small buildings are T7 with 6 wounds. D6 randomly determined models inside the building are hit by St 4 shrapnel each time the building is wounded. Note cannon balls bounce once on land. Any model in the open or the first building scenery hit by the bounce has been hit by the cannon and may be wounded.
4. Boats. A player that elects (or is forced) to start on the sea edge has one boat or raft in addition to any the crew may possess.

Starting the game
Each player rolls a d6. The highest roll may choose to move first.

Ending the game
The game ends when all warbands but one have routed.

Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 serving as cannon crew. A hero or Henchman group that is serving as cannon crew at the end of the game gains +1 experience.

The Cannon. The cannon is St10 T7 W3 Range 48”. Each wound inflicted by the cannon does D3 wounds. The winning warband may mount the gun on their ship in future battles. Note that if it suffers a destroyed result on the cannon misfire chart the gun is destroyed and is removed from the ships armament.
A warband may sell the gun for 100 gc.

C & C welcome as always.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 2 Jun 2009 - 8:17

Error 404 - Not found: Fixed Link Very Happy

Love the concept!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 2 Jun 2009 - 14:16

WBK@Thanks, Boss! (On both counts.)

Some of the above scenarios feature Giant Crocodiles. Here are our house rules for the beasts.

Crocodiles

• Setup. Crocodiles are placed before the warbands set up. Players should take turns placing the crocs rolling off for any odd models. Crocodiles should be placed no further than 2” from a water feature or 12” from the center of the game table and at least 6” from each other.
• Activation. Crocodiles will not move or attack unless a model moves within 8 inches (on land or in the water), a model falls into the water, a blackpowder weapon is fired within 24”, a boat capsizes or sinks, or the crocodile is attacked in any way.
• Actions. Crocodiles will enter the water if any of the above conditions are met, with the exception of an attack. The crocodile will stand and fight if charged. If it is shot at or attacked by magic it will move toward the direction of the attack (especially if it can see the shooter or magician.) The crocodile always moves 2D6.
• Aquatic. The crocodile will stay in the water if it can. It will attack a knocked down or stunned model that is within 2 inches of the water if it can reach it. It will also attack a model that is shooting at it from the land if it can. In the water it will move toward the nearest model (warrior or boat) in the water. If a croc has a choice between a single model and a boat, it will take the single model. A croc will attack the boat’s hull on a roll of 1-4, on a roll of 5+ it will attack the nearest occupant of the boat
• Food. If a crocodile takes a model Out of Action it will drag the model into the water on its next movement phase. If the crocodile is taken OOA before it can drag the model under, the model is just considered OOA. If a crocodile takes it, a henchman is considered killed* and should be stricken from the warband roster. A hero must roll a D6 on a 4+ it rolls on the injury table as normal. A 1-3 result means the hero is dead*.

Profile Giant Crocodile
M WS BS S T W I A L
2D6 3 0 5 4 3 2 2 4
Special rules: Fear, Scaly skin 5+, Aquatic, Cold Blooded.

*Models that have been eaten by a crocodile may not be Looted or Pressed.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 3 Jun 2009 - 4:05

If you're looking for Crocodile minis, I spotted some REALLY BIG, reasonably priced, & already painted acceptably Crocs at Michaels. pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 3 Jun 2009 - 6:10

Aren't those great! Its hit or miss whether a store will carry them or not. My local, no. Drive north, yes. I used to have some of Tamiya's Mesozoic crocs that looked very similar.
I picked up a Tube of Reptiles at Hobbytown 5 or 6 alligators plus one that's swimming. Plus we have Playtable's Dollar store find thats pictured on the other thread.

If Michael's has the croc its a good chance it will have the octopuss and some sharks and whales as well.

Seen any suitable giant crabs (for less than $10?)
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 3 Jun 2009 - 9:33

FUNNY YOU SHOULD MENTION IT! I'm just finishing up painting a Hermit Crab that I picked up at Michaels for $5.99. It FULLY occupies a 75mmX100mm base, to give you an idea of the size. I REALLY didn't have to paint it, but I festooned it with seaweed [vinyl strapping], SO a repaint became necessary Suspect.
AND they did/do have sharks, squids, octopi etc.; PLUS they have some toy Fantasy stuff with an appropriately sized if somewhat more expensive Dragons, Wyvern, & a Hydra. All in all pretty cool stuff. thumbsup
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 3 Jun 2009 - 10:05

There's a Hermit Crab!!? Missed that! Thanks!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 2:10

Any chance of a link to a "Michael's" website? I'm keen to see what these nautical nasties look like! (I'm after a hard plastic shark)
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 2:45

www.michaels.com there you go, Saul. I'll check out the Shark on my bus trek today, & get back to you.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 3:49

Thanks Alan! Very Happy
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 7:05

The company is Safari Ltd. you can see creatures direct--

http://www.safariltd.com/mm5/homepage/index0.html

The plastic is not hard, although for most figures I don't see a problem.

A shark--(there's lots!)

http://www.shopatron.com/product/part_number=211702/740.0.33307.33315.33319.0.0

There is also Schleich, again big selection--

http://www.happyhentoys.com/sch16092.html

For the shark swarms we use the Safari Shark Tube. There are some problems with repainting those.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 7:44

Cool! I've ordered a Schleich hammerhead. Thanks guys.

I'm going to make this (but with a Squig-Shark... via greenstuff work):

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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 8:50

D'ya means da shark hangin? Fer scenery-like? Leet. Cor, annuva idee ta cop!

Deafnala@Thanks for the Michael's reminder! I picked up the hermit crab. For now I'm leaving it as is. Really want to change the eye-stalks. I also got the baby sea turtle. (Increase the number of heads, add some spines=turtigon!) Throw in Playtable's critters and we have over half of the Sea Monster choices for Here Be Monsters. Woot!

On a side note is the Cavern Mouthed Behemoth based on a real fish or legend? I saw a play set in Toys-R-Us featuring one for some undersea adventures theme I hadn't heard of (and can't recall the brand).
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 9:10

Von Kurst wrote:
D'ya means da shark hangin? Fer scenery-like? Leet. Cor, annuva idee ta cop!

Arrr. Nothin' like a right big fishin' trophy for the quay-side to impress the wenches!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 9:43

NEWS FLASH: Another successful Bus Trek/Death March & feeling like fresh road-kill on the Highway to Happiness [there IS a vague possibility that I MAY NOT be 25 anymore Suspect ], but I digress. The outfit that makes the Critters of both aquatic & terrestial varieties is Safari Ltd.. They have quite a selection of sea creatures including several different whales, the Hermit Crab, a Squid, an impressive looking Jelly Fish, AND a Leopard & Great White Shark [quite impressive at 165mmX50mm].

The Great White expressed an interest in eating, erm...visiting Morkchester, SO I picked one [the last one in stock] up for you, Saul. PM me your address & he'll be off add a bite to the Sartosa Campaign. pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 11:42

DeafNala wrote:
The Great White expressed an interest in eating, erm...visiting Morkchester, SO I picked one [the last one in stock] up for you, Saul. PM me your address & he'll be off add a bite to the Sartosa Campaign. pirat

Yer a kind old salt, mate. PM on the way. cheers
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 4 Jun 2009 - 22:21

Week 1--Slippery Jack Hunts the Haunted Port!

The Warbands--For this outing there are some surprises. Chris is running the Lotheren Sea Patrol. Link has shelved his new Dwarfs and purchased newer (and possibly very cool) Dark Elves. A major turn around! Evil Ted steadfastly held to his decision to field Orcs. Marneus has his new concept Khorne Raiders. Playtable is trying the Ghosts again (Ghosts II). I chose to represent humanity with Wastelander Privateers.

The Factions. Half of the players had ignored or not read their e-mails so the idea of locations and the possibility of controlling towns had to be explained and there were not enough copies of the scenario tables to go around. Minor confusion. As a result some players decided that randomly determining the town the first battle was played at was the way to go and off we went!

Battles.
The Pool I (Slippery Jack Variant). The Sea Patrol versus Da Mob. Location: The Haunted Port of Vermunte. Weather--not sure. I know the stormy weather rule was ignored. The two antagonists set up Elves to the north of the docks, Orcs to the south. Jack lurked in the murky depths. The Orcs spread out along the docks. The elves shot at them. A grot closed with the elves. At some point the Orc Shaman was killed, although whether it was death by shooting or failing to land properly is disputed. Da Mob fled, The SPE win. Casualties--aside from the death of the Shaman, unknown. Treasures. Da Mob opened a cargo and scored 3 Lucky Charms and a Whalebone charm! The Elves complain of stale hardtack. Due to a misunderstanding of Jack's rules, Jack did nothing in the game but lurk around the sunken wreck...

The Pool II. The Wastelanders versus the Khorne Raiders. Location: The Haunted Port. Weather--rain. I forgot the Stormy Weather rule... Time of day: Night. The Wastelanders chose to occupy the north edge of the harbor. Khorne was left with the canals to the south. Herr Kaptain Gunter de Gutzman chose to occupy the second story of a convenient ruin. Senor Rufio, the Telian Marksman gained a tower in the Old Fort. Ali the Moor and Sonja found shelter behind a stack of barrels. The rest of the crew joined them in the dead ground between the ruin and the fort. The Chaos worshipers sent 2 Plunderers toward the ruin along the docks. The rest of the warband took the central streets, they kept another ruined house between themselves and the Marksman. Despite the cloud cover and the rain, visibility was not bad. De Gutzman dropped a Plunderer into the harbor where Jack collected him. Senor Rufio made the Khorne advance treacherous. He stunned several warriors as they attempted to cross the open plaza. Khorne replied in kind as javelins and pistol shots stunned some of the crew. The Wastelnders' cabin boys quietly approached the docks and took up positions to search the fetid waters.
The Cannibal boys screamed their war-cries and fell upon the hapless Marienburgers. And failed to dispatch their opponents. The counter charge saw the fine young cannibals sent OOA. A Quartermaster felled one of the Wastelander crew in revenge.
Both cabin boys found treasures in the depths, but one also was snatched out of the rowboat he was in by one of Jack's tentacles. Sonja and Ali cut a swath through the Chaos Raiders and the Raiders withdrew, Although they suffered some grievous hurts none of Khorne's followers were killed (including the man taken by Jack).
Young Kurt was found naked and blubbering near the docks. Aside from acute embarrassment, he suffered no further effects. As they headed for a tavern the Privateers swept up a swab off the docks as well. The cargo taken in the battle yielded a store of medical supplies.

Skirmish. The Ghosts II versus the Dark Elves. Location. The Port of Sartosa. Weather. Unknown. The Elves were not to keen to face the Ghosts, but the Sorceress had great luck with Doombolt. The Ghosts were forced to flee, despite their occupation of the Blow Hole. I am unclear about the post game.

Fell Cargo. Da Mob versus the Dark Elves. Location: The Haunted Port. Weather--unknown. Again I'm not sure that Stormy Weather saw any play. Time of day was specified Night but I'm not sure that that was understood, either. The Dark Elves sought to board the Ghostship but not awaken the guardians (by not touching the treasure). The Orcs sought to avoid the ship altogether and hit the Dark Elf reserve (the pesky Sorceress). Some how the Sorceress won that duel, but once the undead guardians appeared they swept the Dark Elves from the ship. The Sorceress gains +1 to cast Doombolt and the Dark elves gain a Lads got talent. The Undead retain their ship so the game is declared a draw. No reports of any deaths have reached me.

The Great Gun. The Khorne Raiders versus the Ghosts II. Location: Sartosa. Weather--Clear. The Raiders forced the Ghosts to approach from the sea. This minor inconvenience did not deter the Ghosts, who unloaded 2 blunderbusses into the Raiders and drove them from the gun. The Ghosts have a heavy cannon! Tales of casualties have not reached me.

Skirmish. The Sea Patrol versus the Wastelanders. Location: The Haunted Port. Weather--Rain followed by Heavy Rain. (Finally rolled for Stormy Weather!) Also rolled for Unwanted Company, a small group of thieves were attempting to rob the lonely cemetery. They foolishly decided to attack the High Elves, which resulted in 2 of their number hugging the despoiled earth of the graveyard while another rushed a nearby ruin housing the Elves' fighters. The Wastelanders advanced slowly under the cover of the Tilean's accurate shooting.
The thieves proved dangerous. One elf spearman was dispatched and the desperate thief charged another elf. The cravens in the graveyard regained their feet and rushed Kurt. Kurt was stunned, but Alphonse, Guthrum and Otto charged in and saved him. Both thieves were cut down. The lone survivor held up 2 elves, but the grim Swordmaster finally cut him down.
One elf had fallen to the Tilean's bolts, then the rain increased in volume and missile fire at long ranges became impossible. Emboldened by the rain the men of the Waste rushed into the open to close with the elves. Alphonse husbanded his slow match under his greatcoat until he could close the distance to the ruin and its deadly melee. As the last thief fell, Alphonse fired his blunderbuss through a window. The Swordmaster survived unscathed, but fell back before the men. He left one of the elven crew on the ground the men rushed in and captured her.
The Sea Patrol fell back to the harbor. The men of de Gutzman's crew rounded up one surviving thief and made him an offer he could not refuse. The haughty elf maid refused to join the crew and was pressed as a swab. The Sea Patrol gave another thief a berth on their ship to replace their fallen comrade. (The last thief died of his wounds.)
Alphonse is promoted to Gunnery Officer for his valuable service! The Wastelanders find some rum, but drink up most of it before de Gutzman can sell it.

Standings for the night--
Khorne: 2 losses. Haunted Port--1 BP Sartosa--1BP
Da Mob: 1 loss, 1 draw. Haunted Port--3 BP
Ghosts: 1 loss, 1 win. Sartosa--4 BP
Sea Patrol: 1 win, 1 loss. Haunted Port--4 Bp
Dark Elfs: 1 win, 1 draw. Sartosa--3 BP Haunted Port--2 BP
Wastelanders; 2 win. Haunted Port--6 BP

Learning Points: Since I expanded the scenario lists we had a number of new situations arise. Jack got ignored in one game because the players did not understand that he was active in the scenario. Jack is deadly! Also I was intending to use an octopus model to represent him and I wasn't ready for TWO Jacks at the same time! Also we had our usual problem with needed terrain left at home and un-needed things lugged into the store to be carried home again later. So Fell Cargo did not have a proper ship to fight over.

Some photos were taken, we'll see how they turned out.

Next week we expand our battles into the back country and the surrounding sea... Yarr!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 5 Jun 2009 - 2:29

Von Kurst wrote:
Due to a misunderstanding of Jack's rules, Jack did nothing in the game but lurk around the sunken wreck...
To be honest, Jack has done nothing but lurk for most of his long and gribbley life! Laughing

Von Kurst wrote:
Some photos were taken, we'll see how they turned out.

Next week we expand our battles into the back country and the surrounding sea... Yarr!

Looking forward to both of those!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 5 Jun 2009 - 11:57

HOORAY PHOTOS! AND, where there are photos, Battle Reports WILL soon follow. OH BABY! cheers
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 5 Jun 2009 - 16:26

Evil Ted's reports on Thrusday's battles--

Game one - Da Pool w/ Slippery Jack. Urk Snik's boyz vs Lotheren Sea Guard

Da weatha was awful, made shootin' too hard. Gooba da boss grot knew the weatha was brewing but da boyz did not listen. Dere were panzies to be krumped. Da nasty Slippery Jack was not gonna stop us boyz. Big Boss Urk Snik was first to the pier as the rest of da boyz moved forward to get shot up.

Da panzies in their cloaks and shiney armors moved forward slowly and took many shots. Gooba was shot lots as was Wazza Pigkilla, da shaman could take a hit. Many times was he shot over the course of the fightin'. Gooba, Spike and Boss Pilla all fought one of the shooty panzees for a few rounds until Pilla finally took 'im out. It was a hard fought battle. Krumpin' to be had. Boss Pilla and Big Boss Urk Snik managed to fish two treasures out of the pool before Slippery Jack came out of the waters (Our bad.) And we took off as the Panzee's had too much shootin' for us to run through. Didn't matta though. We had da treasures.

Loss for da boyz. Wazza Pigkilla, taken out by an arrow had a massive explosion of WAAAGH energy and managed to stumble back to camp later on no remembering anything before we set out to fight da panzees (He died but was bought back. Can't let someone with that fun of a name die before he does something fun.)

Game 2 = Da dreaded abandoned boat. Spiked Panzees vs Urk Snik's Boyz

Dis fight was not very proppa. Weatha was a pain, it was windy and such.

Da boyz had to make it to the rafts to get da shiney bitz. Only Problem was da dark ones made it to the ship first and we couldn't see them to fight but somehow through the darkness we saw the dark one's shaman just fine. Dey had it out for Gooba somethin' fierce. Big Boss Urk Snik and Boss Pilla were taken out by the dark ones and their sharp blades, though it took many of them to do it. Though Urk Snik came out just fine and Pilla learned a valuable lesson. Da boyz weren't worried.

Da spiked panzees got beat off the ship by the ded things that showed up and they didn't get da treasure.

Draw for da boyz.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 5 Jun 2009 - 20:45

The Pool #1





The armless Orcs have a tough time

</A>

The Pool #2









Skirmish






A 'cursed' gets surrounded

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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Today at 9:34

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