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

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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 5 Jun 2009 - 20:56

Fell Cargo
(not a real ship this time)




The Great Gun
(the real great gun was the two blunderbuss shots that hit 4 each)
Sorry, shot no picture. I was busy "shooting".

Skirmish
</A>




"Shoot that one, there!"
</A>


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DeafNala
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sat 6 Jun 2009 - 1:11

HOORAY! ANOTHER Epic Saga complete with Ubercool photos begins. Time to stock up om the pop corn. pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 7 Jun 2009 - 17:09

Well said Deaf! I can't wait for more! thumbsup
Oh hang on! Is the a Maga Blocks Octopus?
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 7 Jun 2009 - 17:23

Yes, it is, although I don't know what set its from. We're big on the Megablocks!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sun 7 Jun 2009 - 19:35

"Chukels darkly" It is fitting I thikg as I had one and the kiker is..it's from one of there pirate sets! Yarrrr! now that is iorny!
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PostSubject: Up dated scenario lists and special rules.   Tue 9 Jun 2009 - 9:53

After the confusion of last week I decided to revisit my scenario lists and flesh out the special rules. Sartosa already uses a number of RotC special rules, but players did not necessarily have them available. (Rotc=Relics of the Crusades)

Wilderness, Cavern and Sea Scenarios

Osso Hills
Type: Wilderness
Day: Apply the following rules: Unwanted Company
Night: Darkness, Difficult Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D6 Wolves. 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.
**Do not roll for Unwanted Company for these scenarios.

Wilderness Special Rules:
Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table.* Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.

*The Hermit and Dark Ritual already have Non-player forces set up in the middle of the table. In these scenarios the Unwanted Company is assumed to be guarding the Hermit’s lair or the Necromancer’s altar, (although in the case of the Hermit the Hermit may end up fighting his erstwhile guards if he allies with a warband.)

Wolves
Profile
M WS BS S T W I A L
9 3 0 3 3 1 3 1 4

Goblins
Profile
M WS BS S T W I A L
4 2 3 3 3 1 3 1 6
Special: Animosity.. Weapons and armor: Half of the goblins will be armed with a short bow and 2 daggers. Half will be armed with a spear, a dagger and a shield.

Orcs
Profile
M WS BS S T W I A L
4 3 3 3 4 1 2 1 7
Special: Animosity. Weapons and armor: Half of the orcs will be armed with a bow and 2 daggers. Half will be armed with a sword, a dagger and a shield.

Ghouls
Profile
M WS BS S T W I A L
4 2 0 3 4 1 3 2 6
Special: Fear, Night sight. Weapons and armor: Fang and claw.

Orc Captain and Goblin Swabbie
(See Sartosa: Hired Swords.)

Dangerous Ground. In the uncertain light of the moon any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)

Trading in the Wilderness.
Warbands may only buy common items from the peddlers in the Wilderness. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae. Orc and Goblin Warbands may deduct 2D6 gc from the cost of any Henchman or Hero recruited here.

Controlling the Osso Hills.
A Warband that controls the Osso Hills will gain 2D6 gc in every Exploration Phase from tolls levied on mule train caravans.

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.
*Do not roll for Unwanted Company for these scenarios.

Cavern Special Rules:
Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table. Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.

*Some scenarios already have Non-player antagonists, do not roll for additional Unwanted Company when playing these scenarios. (See above)

Vermin Swarms
Profile
M WS BS S T W I A L
4 3 0 2 2 3 1 3 10
Special: Tiny, Swarm. Weapons and armor: Fang and claw.
“Tiny. Vermin swarms will get into any nook or cranny and so their attacks ignore armor saves.
Swarm. Vermin swarms represent countless creatures on a single 40 mm x 40 mm base. This base is treated as a single model with several wounds and attacks. A vermin swarm base fights at full effect until it has taken 3 wounds at which point it is removed. Fire attacks cause 2 wounds on a swarm. Vermin swarms are immune to psychology.” RotC

Ghouls
Profile
M WS BS S T W I A L
4 2 0 3 4 1 3 2 6
Special: Fear, Night sight. Weapons and armor: Fang and claw.

Skeleton Pirate
Profile
M WS BS S T W I A L
4 2 2 3 3 1 3 1 5
Special: Undead. Weapons and armor: Cutlass, dagger, brace of cursed pistols.

Djinni
Profile
M WS BS S T W I A L
5 3 3 3 3 1 3 1 8
Special: Fear, Masters of Flame. Weapons and armor: magic and a 5+ Ward Save against all attacks except magic and magical weapons.
“Masters of Flame. As Spirits of Fire, a djinni has access to the spells Sword of Rezhebel and Fires of U’Zhul.” RotC

Ghost Captain. See Sartosa: Random Encounters.
Dangerous Ground. In the darkness of the caverns any non-illuminated model wishing to run/charge must first roll a D6. Models who roll a 6 are Knocked Down. Animals and Undead do not need to test. (Ghouls count as Undead for the purposes of this rule.)
Trading in the Caves.
Warbands may only buy common items. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae.

Controlling the Cave of the Damned.
A Warband that controls the Cave of the Damned may have D3 models that may gain experience infiltrate in any scenario played on the main island of Sartosa. See the Skaven skill infiltrate in the main rules.

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

Die roll (2d6) Ocean/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 (Lustria)**
7 Duel on the High Seas*
8 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

Ocean/Islands Special Rules:
Crocodiles.
• Setup. D3 Crocodiles (or the number specified by the scenario) 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. 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, Large Target.

Boats/Rafts.
Generally the availability of boats or Rafts for a scenario will be stated in the scenario rules. If a number is not given in the scenario (Chance Encounter), the warbands may always start with one free boat or raft (player’s choice). A player may also field any boats or rafts the warband owns. This includes the ship’s boat that is included with the ship each warband is assigned at start of the campaign.
For scenarios that do not include ships use the rules for boats from TC #24.

Ships.
At the start of the campaign each warband is assumed to own a Warhammer Ahoy! Medium Class ship.
Each ship comes with 2 light cannon. St 7/D3 wounds per wounding hit/T7/3W/Range: 36”. 2 gunners* serve each cannon. These gunners do not need to be purchased as part of the warband. They never leave the ship except during boarding actions. They never gain experience, but they may be pressed if taken OOA and must be replaced if lost or the cannon will be undermanned in the next battle. Cannon which suffer a gun destroyed result are considered replaced/repaired in time for the next game.
The ship also comes with a small boat. This boat follows the rules for boats given in the Sartosa rules pack. The ship’s boat may be used in any scenario that includes small boats as an option.
*Non-human warbands receive either human captives/allies that man the guns or goblins, thunderers. Etc.

Trading in the Islands.
Warbands may only buy common items. They may also recruit Henchmen and Heroes as normal, but will encounter no Hired Swords or Dramatis Personae.

Controlling the Skull Sands or the Pirate Current.
A Warband that controls either of the ocean areas off Sartosa may add 5D6 gc to its income in every exploration phase.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 11 Jun 2009 - 22:05

Week 2--Its Mean to be Green!

The Wastelanders got kicked around by Elves. Da Mob were destroyed by the Ghosts. The long awaited Thursday night delivered triumph and tragedy, full casualty lists are not yet available.

The triumph of the West. Round 1.
Our tables are aligned north/south, east/west. For the first round all the winners stood on the west side of the room.

Wrecking. The Dark Elves versus the Wastelanders, Location: The Skull Sands. Weather: windy. The Elves chose to approach form the north, putting the large Arabyan wreck between them and the Wastelanders crossbows and blunderbuss. The Janissaries suffered from the sorceress' Doombolt and the crossbows of the men. None of them hit anything until the Elves swung aboard and then they merely removed a couple of lucky charms.
Once the crew was gone the Elves rushed the Privateers. The men's cats surprised a couple Elves but in the end the former men of the Empire were driven from the ship with heavy losses. Sonja suffers multiple injuries. Ernst is killed. The rest of the crew regrouped. One of the Arabs is pressed as a swab by the Privateers. The Dark Elves sell 3 of the unfortunates into slavery. Both Dark Elf heroes recover. Sonja is incredibly lucky and only misses one game. 3 survives against the odds rolls! Many of the Privateers gain characteristic increases or skills. The Dark Elves find a Venom Ring. The men find a Double Barreled Pistol.

The Temple of Doom. The Sea Patrol versus the Ghosts. The darkness rules have rapidly become a joke in the campaign. The first roll for range of vision in this scenario was 36 inches. Other than that announcement I only know that the Ghosts won and retrieved the Witch Elf artifact the Blood Blade. The Elves find a Sword Pistol.

Skirmish. The Khorne Raiders and Da Mob. Location: The Osso Hills. Weather; don't know. Time of Day: Night. An Orc Captain and a Goblin swab found themselves between the combatants. The Raiders drove the orcs from the field. I have no other information.

Round 2. The Orcs are massacred.
Duel on the High Seas. The Sea Patrol and the Wastelanders. Location: The Skull Sands. Weather: fine. The Privateers had the weather gauge. They rode the wind closely and swung the starboard cannon to bear as all the crossbowmen took aim at the distant Elven ship. The first shot hit the Elf square and bounced off her hull! A few crossbow bolts found their mark but only one Elf went down. The Elves replied and plucked Captain De Gutzman from the stern.
The Privateers pressed on without him, but their luck was foul. Senor Rufio was knocked overboard, landed poorly and disappeared beneath the waves. The Elf danced with the Privateers always slipping away from boarding. Always launching showers of arrows. Odo held the helm through it all bruised and battered but amazingly unhurt by the scores of darts shot at him. Finally as the Elf caught the wind and pulled away the starboard gun exploded putting both gunners down and the men out of the fight! Senor Rufio is rumored to be captured and imprisoned by the Patrol. The gunners recovered and their gun was repaired. The men manage to acquire a Sword Pistol, the Elves find Hard Tack! (Ho!) Sadly (from the men's point of view) a Hired Sword joins the Elves for free. Captain De Gutzman suffers Horrible Scars.

The Hermit. Da Mob versus the Ghosts. Location: The Osso Hills. Weather and Time of Day: not known. Both warbands converged on a hermit's cave. Another Orc Captain and Goblin Swabbie were guarding it. The one detail I heard over and over was that a single blunderbuss shot killed 2 Orc heroes and stunned 2 Orc boyz (out of 5 possible hits). Oh and a zombie did for Wazza Pigkilla (needing a 6 to wound...) The Orcs lost all their heroes OOA during the game and had no money to replace losses in the post battle. A new Mob is rumored. The Ghosts capture an Orc hero and press a boy. The Ghosts sound ridiculously rich and a bit scary.

Wolf Hunt. The Dark Elves versus the Khorne Raiders. Location: The Osso Hills. Weather: unknown. Time of day: Night. I sense that the Raiders are night fighters... In a burst of exuberance some Goblins decided to join the wolves in their battle against the hunters...Not in the scenario rules, but not out of the realm of possibility. The two warbands cut the wolves and Goblins up. Once the appetizers were out of the way, they cut on each other. Khorne got the worst of it and called retreat. Many goblins are sold into slavery by the elves and one joins the crew of the Khorne ship.

Scoring after week 2
The Sea Patrol-- Loss/Caves of the Damned: 1 BP Win/Skull Sand: 3 BP
The Ghosts--Win/Caves of the Damned: 3 BP Win/Osso Hills: 3 BP
The Dark Elves--Win/Skull Sands: 3 BP Win/Osso Hills: 3 BP
Khorne--Win & Loss Osso Hils: 4 BP
The Privateers: 2 Loss/Skull Sands: 2 BP
Da Mob: 2 Loss/Osso Hills: Disbanded.

Next week we return to the towns to spend our loot or rebuild our forces.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 12 Jun 2009 - 8:16

Evil Ted wrote:

"Big Boss Urk Snik was hacked down by da ded things and died.
Boss Pilla was convinced to join da ded things.
Boss Rayzor was killed by da ded things and turned into a bloated.

Toppa da boy was killed by Khorne Raiders.
Tunga da boy was killed by da ded things and turned into a bloated
Toof Steal da boy was killed by da ded things and turned into a bloated.

Wazza Pigkilla got his leg hurt and must miss the next game.

Grot boss Gooba, Spike da boy and 'Ard 'Ead da shootin' boy are the only ones who can fight in the next battle. No Heroes. So I do not think I can actually fight unless Wazza is forced to fight even with his injury.

Da boyz do not wish to retire just yet. Wazza and Gooba want revenge."
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 12 Jun 2009 - 14:28

I'd say that's a pretty plucky attittude all things considered. RIGHT ON, Evil Ted!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 16 Jun 2009 - 22:17

A yarn from week one:

Slippery Jack
A Tale of Sunken Treasure and Eldritch Horror

Kaptain Gunter De Gutzman stared out over the rain swept harbor. The tumble down building they had sheltered in was barely better than being outside. Its remaining walls were thick though and from the second storey he could see nearly the entire area. When he could see. The night had an odd luminescence. At times the whole harbor seemed to glow as if it was an overcast day. But in just moments, visibility would shrink until he could barely see the alley below.

The Empress Ulrika’s Revenge had been forced into this harbor by the storm earlier in the day. He’d had no intention of docking in Vermunte. He hadn’t been on the Island of Sartosa long, but he had heard the legends of this place. Still the storm drove them here with a fury. They had docked and secured the ship even as the winds died and the lashing rain changed to just a steady downpour. The waves could still be seen smashing the headlands and the distant howl of the wind beyond the sheltering bluffs above the town kept them for the rest of the day.

He had sent a party into the town to see what supplies could be gained when no harbormaster (or even a pilot!) came out to challenge them. Somehow young Kurt had wandered away from the rest. He ran back with a tale of a deserted pier where treasure floated on the waves in little rafts or beckoned from the shallows near the docks. The shore party had come back to report to him and the whole crew had caught the treasure fever. A nearly deserted port of foul reputation, gold and jewels, he had to investigate or face mutiny.

Even though the light had failed, they had nearly made it to their destination. They were strung out in a skirmish line moving between the docks and hulking abandoned warehouses, when they began to hear a howling chant over the wind.

“Blood! Blood! Blood for the Bloody One!”

Chaos worshipers! In this dreary place it made perfect sense. The chanting was really a babble of voices, but Gunter could hear Norse and Reikspeil in the mix enough to understand. He had looked to the high ground immediately. He and Klaus had climbed up into this ruin, Senor Rufio had found a way into an old watch tower. Odo and Kurt followed him into the ruin to act as runners. Couldn’t see a thing from the street!

It helped that the night had brightened again. Across the way he could see a group of men emerging from another dockside lane. They were clearly headed for the same pier Kurt had told of. Even as Gunter spied them a man rushed from the far side of the building just in front of him and pointed toward him. A scout! The chaos worshipers did not rush forward. Instead they drew back out of sight. Gunter did not believe they had left the area. He sent Kurt and Odo to alert the others while he and Klaus took up positions covering the pier with their crossbows. Ali and Sonja lead the rest of the shore party toward the central building. Gunter could see Alphonse vainly trying to keep his slow match going.

Suddenly two cultists emerged from the shadow of a stone pylon to the south. Gunther didn’t hear anything over the storm, but his crew suddenly sought cover as well. He looked toward Senor Rufio and saw the man aiming off to the west. Rufio triggered the crossbow and began to reload immediately. A startled yelp sounded from beyond the bulk of the central ruin. Almost immediately war cries and chants signaled that the Khorne worshipers had abandoned stealth.

The men on the pier began a hunched run toward him along the planked dock. Gunter followed their progress with his bow. As he did he became aware of the curious agitation of the waves along the pier.

“Now!”

Both Gunter and Klaus fired at the same moment as the men closed. The closest one was knocked off his feet. The man rolled once and fell into the dark water of the harbor. Gunter was hurriedly cranking his crossbow but later he would swear that something rose from the water and caught the body before it actually landed! When he looked again there was nothing but gently swirling water.

Gunter took another shot at the survivor on the pier but the man was running full out in the rain and the shot missed. The man disappeared around the corner of the ruin out of their view. Gunter cranked the crossbow again and risked a glance around the harbor. Below him Odo and Kurt were spread out along the docks. Kurt had found a rowboat somewhere and was reaching into the water with one of the oars. Odo had stayed on the dock but was fishing with a boat hook as well. Both of them were intent on the glittering treasures below them and had not a care for the melee going on around them or the agitated waters of the harbor.

Gunter could not see Senor Rufio from his current position but from what he could see the man should have plenty of targets. There were struggling knots of warriors all over the street below. In the rain it was hard to tell one crewman from another, although Sonja’s curves were unmistakable. Ali’s turbaned bulk and his great tulwar stood out from the smaller pirates around him as well. Several bodies lay unmoving, but the cries of fury from the chaos worshipers had not slackened. No shots had sounded, Gunter discounted that advantage for this fight.

As he completed his survey of the field, Gunter heard a cry from the harbor below. He looked and saw a snake-like something pluck Kurt from his rowboat. One moment the boy was there and the next he had disappeared below the roiling waters. Odo screamed and fled from the docks toward the dubious safety of the fight in the streets. Gunter aimed his crossbow at the harbor hoping to get a shot at whatever lurked there, but the dark waters were suddenly calm.

As Gunter covered the harbor, Klaus began to stalk the surviving flanker. The man had gotten into the building. Klaus could hear him moving around in the shadowed interior. Klaus was sure he knew all the ways up to their perch, but it was dark and there hadn’t been all that much time to reconnoiter. So Klaus swung the crossbow from the ruined stairway they had come up back to the collapsed beams to his left. His vigil did not include the window behind him, but he was certain that there was only one survivor and that the man was crossing the floor of the room right below him.

The tension of the standoff was broken by a cry of rage and frustration from the street outside. The Khornites had had enough! The battered survivors were disengaging from the fight. Sonja and Ali held their surviving rogues back. Even beaten dogs can bite!

The curious light failed then, though the rain continued. Gunter and Klaus stared with futile vigilance into the dark. In the street below the crew gathered together along their makeshift barricade to tend the wounded and prepare for a renewed attack. Soon it became apparent that Khorne required no further sacrifice this night. The sea-dogs of the Empire had prevailed and held the field, though no one felt like exploring the depths of the harbor further.

As the light grew stronger Kurt was found huddling naked by one of the huge storm drains that fed the harbor. He could not or would not explain his adventure, but for weeks afterwards his chest and back had huge circular bruises spaced every few inches. The crew returned to the ship to wait out this interminable storm, some sobered, but cheered too by the glittering jewels that Odo plundered from the harbor.

Yarr!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 17 Jun 2009 - 4:11

Nice to hear Jack is up to his usual tricks!

A great tale of nautical nonsense Kurst. pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Wed 17 Jun 2009 - 4:21

ARRRRRRRRGGH! ANOTHER fine Tale of the Sea & Tenacled Death...I have sudden NEED to buy a Parrot Suspect . WELL DONE! pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 18 Jun 2009 - 20:22

In a similar attempt to clarify special rules and provide incentive for certain warbands to control one location over another I submit:

Locales: Cities and Towns

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 (Street Fight Variant)
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!”

Crowded. “Masses of people pass through the streets and so fighting is much harder in these conditions. All movement on ground level is counted as difficult terrain. Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains. Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage. For 1D6 turns the crowd stampedes through the streets. At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down. After the stampede the crowd disperses and it has no further effect on the scenario.” RotC, p. 12.

Trading in Port Towns.
Sartosa Island’s ports are stocked with the loot of the Old World. All equipment on the campaign list is available here. Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae.

Trading in the Port of Sartosa.
Any non-human warband except Undead may add +1 to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or race specific Hired Sword.

Controlling the Port of Sartosa.
The warband that controls the Port of Sartosa may add +2 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae.

Trading in the Port of Roba.
Sartosan pirates may add +2 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here.

Controlling the Port of Roba.
The warband that controls the Port of Roba may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae.

Trading in the Port of Vercuso.
Bretonnian pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here.

Controlling the Port of Vercuso.
The warband that controls the Port of Roba may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae.

Trading in the Port of Beffardo.
Estalian pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here.

Controlling the Port of Beffardo.
The warband that controls the Port of Beffardo may add +1 to finding Rare items and may subtract 2d6 gc from the cost or hire fee of any equipment, Hired Sword or Dramatis Personae.

Trading in the Port of Senelite.
Wasteland pirates may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment or human Hired Sword purchased or hired here.

Controlling the Port of Senelite.
The warband that controls the Port of Senelite gains 3D6 gc in each Exploration phase from docking fees charged by the port.


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.


Crowded. “Masses of people pass through the streets and so fighting is much harder in these conditions. All movement on ground level is counted as difficult terrain. Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains. Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage. For 1D6 turns the crowd stampedes through the streets. At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down. After the stampede the crowd disperses and it has no further effect on the scenario.” RotC, p. 12.

Trading in Inland Towns.
Sartosa Island’s inland towns are less well stocked with the loot. Rare equipment with a finding value above 10 may not be found in their market places. Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae.

Trading in the Town of Caprio.
See above.

Controlling the Town of Caprio.
The warband that controls the Town of Caprio may add +1 to any rolls for determining who sets up first in a scenario and who has the first turn (if allowed by the scenario).

Trading in the Town of Ragil.
See Trading in Inland Towns.

Controlling the Town of Ragil.
The warband that controls the Town of Ragil will be well supplied with food. It always counts as one size smaller for the purposes of selling cargo.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 18 Jun 2009 - 20:24

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 X Marks the Spot (Hidden Treasure variant)
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.

Unwanted Company. At the start of each player turn roll a D6.* On a roll of a 1 some Unwanted Company has wandered into the battle. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up near the center of a random board EDGE determined as per the Surprise Attack scenario in the main rules. Once the table edge is determined, players should take turns placing models, roll off for any odd models. All models of a group of Unwanted Compay should be placed within 3 inches of each other. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move toward the opposite table edge by the most direct route. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.
Only one Unwanted Company event happens per game, so there is no need to roll again after the first roll of a 1.

*The following scenarios DO NOT roll for Unwanted Company: Eaters of the Dead and Last Orders.


Trading in Ossumunte.
Ossomunte is home to the most desperate of outlaws, as such trade does not flourish there. Rare equipment with a finding value above 8 may not be found in their market places. Khorne warbands may add +1 to finding Rare items and may subtract 2d6 gc from the cost of any equipment Henchman, Hero or human Hired Sword purchased or hired at the town. Other warbands Heroes and Henchmen may be recruited as normal, as may Hired Swords, but of the Dramatis Personae only Kromwell the Blackhearted ever ventures here.

Controlling the Town of Ossumunte.
The warband that controls the Town of Ossumunte may hire an Imperial Assassin, Dark Elf Assassin or Crimashin for his upkeep fee not his Hire fee. Upkeep will be charged as normal thereafter.

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

Crowded. “Masses of people pass through the streets and so fighting is much harder in these conditions. All movement on ground level is counted as difficult terrain. Also, every warrior on ground level is counted as being in (soft) cover from any other warrior on ground level while the crowd remains. Line of sight is reduced to 2D6” between warriors on ground level, roll at the beginning of a player’s turn. After the first attack of the battle against a target on ground level, the crowd will attempt to escape the inevitable carnage. For 1D6 turns the crowd stampedes through the streets. At the beginning of the turns during which the crowd is stampeding, each warrior on ground level must take a toughness test or be Knocked Down. After the stampede the crowd disperses and it has no further effect on the scenario.” RotC, p. 12.

Banned. Orcs and Goblins are not tolerated in the Slayer Port or Caragio. At the start of the first Greenskin player turn roll a D6. The result is the number of turns it will take for D3 outraged Troll Slayers to make their way to this part of town. The Slayers will enter on the appointed turn as per the rules from Surprise Attack. They will always move toward the nearest Orc, Goblin or Troll, no line of sight is needed. The Troll Slayers will charge a greenskin if in range. They will ignore the other warband(s) unless attacked by them. The Slayers will remain until the Orc or Goblin band has routed or the Slayers are all OOA.

Troll Slayer. See main rule book: Hired Swords.

Trading in Port Towns.
Sartosa Island’s ports are stocked with the loot of the Old World. All equipment on the campaign list is available here. Heroes and Henchmen may be recruited as normal, as may Hired Swords and Dramatis Personae. (With the exception of Elves or Greenskins, see below.)

Trading in the Slayer Port & Caragio.
Any Dwarf warband may add +2 to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or race specific Hired Sword. Any Greenskin or Elven warband will find such items and Hired Swords unavailable.

Controlling the Slayer Port.
The warband that controls the Slayer Port receives 1D6 Grog during every Exploration phase. On a roll of 1 the warband receives 1D3 Bugman’s Ale instead. Also the warband may hire a Dwarf Trollslayer for his Upkeep fee not his Hire fee. The Trollslayer will require the usual Upkeep fee thereafter.

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 (Street Fight Variant)
4 Cry of the Banshee***
5 Down on the Docks
6 X Marks the Spot (Hidden Treasure Variant)
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.

Unwanted Company. Once the scenario is determined, the scenery placed and the warbands set up, the player who rolled for the scenario should now roll for Unwanted Company. Roll a d6 and consult the Bestiary table above. Any Unwanted Company should be set up within 6 inches of the center of the table.* Players should take turns placing models, roll off for any odd models. Unwanted Company will move and shoot in a Non-Player turn after the player moving second has completed his turn. Unwanted Company will move toward the nearest enemy model it can see. If no enemy is visible the models will move in a random direction. Models armed with missile weapons will shoot at the nearest target or the nearest target in the open if there is a choice. Unwanted Company will charge if they are within charge range of an enemy at the beginning of their Movement Phase. Unwanted Company never make rout tests.

Vermin Swarms
Profile
M WS BS S T W I A L
4 3 0 2 2 3 1 3 10
Special: Tiny, Swarm. Weapons and armor: Fang and claw.
“Tiny. Vermin swarms will get into any nook or cranny and so their attacks ignore armor saves.
Swarm. Vermin swarms represent countless creatures on a single 40 mm x 40 mm base. This base is treated as a single model with several wounds and attacks. A vermin swarm base fights at full effect until it has taken 3 wounds at which point it is removed. Fire attacks cause 2 wounds on a swarm. Vermin swarms are immune to psychology.” RotC

Thieves
Profile
M WS BS S T W I A L
4 3 3 3 3 3 1 1 7
Special: Pickpocket. Weapons and armor: 2 daggers and a short bow.
“Pickpocket. A warband must deduct D6 gc from its treasury for every Hero taken OOA by a thief.” RotC

Skeleton Pirate
Profile
M WS BS S T W I A L
4 2 2 3 3 1 3 1 5
Special: Undead. Weapons and armor: Cutlass, dagger, brace of cursed pistols.

Djinni
Profile
M WS BS S T W I A L
5 3 3 3 3 1 3 1 8
Special: Fear, Masters of Flame. Weapons and armor: magic and a 5+ Ward Save against all attacks except magic and magical weapons.
“Masters of Flame. As Spirits of Fire, a djinni has access to the spells Sword of Rezhebel and Fires of U’Zhul.” RotC

Ghost Captain. See Sartosa: Random Encounters.

Stormy Weather. Vermunte’s weather is particularly foul, roll twice on the Weather Table and apply the worst result. (In this case ‘worst’ is defined as the result with the most modifiers.) In addition at the beginning of the 4th game turn, roll a D6. On a roll of a 6 the weather has possibly changed, roll twice on the Weather Table again and apply the worst result as above. If the D6 roll is 1-5 the weather remains the same, but at the beginning of the 5th turn it will change on a roll of 5+. On the 6th turn if it has not yet changed it will change on a roll of 4+, etc.

Trading in the Haunted Port.
Sartosa Island’s ports are stocked with the loot of the Old World. All equipment on the campaign list is available here. Heroes and Henchmen may be recruited as normal, as may Hired Swords. However of the Dramatis Personae available only Jeremiah Bane calls in this port. Undead warbands of any type may add +2 to to finding their race specific Rare items and may subtract 2d6 gc from the cost of any such equipment or any Hired Sword or Dramatis Personae’s Hire fee.

Controlling the Haunted Port.
The warband that controls the Haunted Port is used to dealing with the bizarre and the supernatural. All Heroes become immune to Fear. In addition the fell reputation of the place means that the warband gains +2 to finding all rare items and will pay 2d6 less for them.


Last edited by Von Kurst on Fri 19 Jun 2009 - 6:23; edited 2 times in total
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 18 Jun 2009 - 22:41

Week 3. Best Laid Plans Gang Aglee.

The various crews returned to the towns of Sartosa for rest, relaxation and treasure hunting. Da Mob stayed out in the Osso Hills making Waaagh magic and plotting Green revenge. (Evil Ted got called in to work,) So the Elves squared off in Ossoumunte.

Knives in the Dark. The Dark Elves versus the High Elves. Location: the Outlaw town of Ossomunte. Weather--unknown. Night. The Sea Patrol had tracked the Dark Elf raiders to Ossomunte, home to every rogue un-hung in the Old World. They had threatened the Dark Elves landlord and convinced him to leave his inn unlocked and unguarded on the next moonless night. At the appointed hour the Patrol surrounded the inn and moved in.
The ambush never really developed. The commander of the Patrol held back his officers and sent only lowly crew. The Dark Elves had strangely decided to sleep in the main rooms of the inn, thus the stealthy approach of their hated cousins was not stealthy enough. Many of the Dark Elf crew were alert before the Patrol even reached the doors. The Sorceress moved to a window, unbarred it and flung back the shutter. Even in the moonless dark she spotted the rank and file of the Patrol. Her first Doombolt shattered the Patrol's formation and alerted the entire Dark Elf crew.
The scattered patrol fled at the first opportunity.
The thief recruited earlier in Vermunte did not survive the skirmish. The Patrol was able to gain much wealth by extorting the outlaws but inflicted no harm on the Dark Elves. (Bribes included a Long Barreled Pistol.) The Dark Elves made equal gains by torturing the hapless landlord. They added another Halfling Cookbook to their stash.

The Cry of the Banshee. The Wasteland Privateers, the Ghosts II and the Bloody Boys. Location the Haunted Port of Vermunte. Weather--the Maelstrom! (Now THAT'S a Haunted Port!) Time of Day--Night. (We got most of the special rules for the location right. Unwanted Company was ignored again, but the banshee was deadly enough...)
The three crews sought cursed treasure said to be buried in the chancel of the desecrated temple of Mannan. Its guardian was the tortured soul of an evil woman. She attacked the Ghosts as they advanced and sent one of the Screaming Ghosts back to the void. The Ghosts threw as many of their minions as possible at the spirit as the other warbands slogged through the downpour. The Banshee was driven off by the iron weapons of the Cursed crew. She fled to the south, rallied and fell upon a zombie and destroyed it. Then she attacked another of the Cursed. This worthy was able to withstand the deadly howl. He drove the banshee into the midst of the Privateers. Screaming with glee the banshee fell upon Kaptain De Gutzman and put him out of the fight with her ghostly talons. (Lucky Charm?--no. Parry a 4?--no.)
The Maelstrom slackened to heavy rain. The Privateers were involved in a general melee with zombies, Cursed Orcs and Bloody Boys. Able Seaman Kaufman cut the Bloody Boys' Dread Captain down as Ali and Sonja carved through zombies and Cursed Orcs. (Alphonse surprised the Orcs with a blunderbuss greeting as they tried to shelter from the storm. One went down inside the building, the other was blasted back into the street where Ali was waiting.) The Ghosts began a wailing chant to distract their enemies. (From turn 4 on! Playtable: "I've got 7 warriors OOA! I gotta rout! Half my crew is gone! I gotta rout! Over half of my crew is down! I gotta rout!" He won.)
The banshee got 2 more Privateer Swabbies before Kurt drove her back into the ranks of the Bloody Boys. Ali took the Ghost's wail of retreat at face value and crossed an open court only to fall to a crossbow bolt from a newly resolved Cursed sniper.
The Bloody Boys met the Ghosts amid the wreckage of the pews and lecterns of the desecrated chapel. The Ghost's Captain failed innumerable arcane saves and winked out of reality. All three captains were gone from the field!
The Privateers withdrew first, helped out the door by the banshee suddenly appearing on the balcony that their crossbowmen had occupied. The Wastelanders fled before the first body hit the courtyard.
The battle between the Ghosts and the Bloody Boys reached epic proportions with the Ghosts surviving horrendous losses with supernatural courage. In the end the stubborn ghosts forced the Chaos worshipers to quit the field.
The Privateers lost 2 swabs that jumped ship in the chaos. One became part of the Cursed crew. Ali suffered multiple injuries. He is now Hardened, has a permanent hand injury and became Mad. (Naturally I rolled Stupidity...) He handily won a Pit Fight (mainly because the Pit Fighter charged so Ali never had to test for stupidity...)
A chaos goblin joined the Cursed and one of the Cursed decided that Khorne was the better road to immortality. In a par for the course, the Ghost hero that claimed the Blood Blade died and the fell weapon was lost once again.

Press Gang. The Dark Elves, The Privateers and the Sea Patrol. Location--The fortified port of Senelite. Weather--windy. Daytime. (We were trying hard to get in another game for the evening before the store closed so we didn't even check for special rules.) There were hordes of drunks hanging around outside of The Senelite Blow Hole (there seems to be one in every town...) The Dark Elves romped through the poor souls rounding up 5 before the other crews had even moved. One angry drunk knocked a hero down. He was made into an example. The Sorceress tried to Doombolt Kurt, who was saved by his Lucky Charm.
Ali decided to study a ruined wall really closely while the rest of the crew started rounding up drunks. Several crossbow bolts encouraged the Sorceress to seek cover as she blasted Kurt senseless.
The Patrol decided to forgo sniping at their hated cousins and sent a few arrows into the drunks in front of the inn. One missed a drunk and hit Sonja instead. Naturally Sonja went down with a Deep Wound. (The only non-drunk causality of raid.)
Despite Doombolts and elven bows the Privateers managed to corral 5 drunks as well. Only the angry drunk above died on the Dark Elves, but 2 of the Privateers recruits proved to have soft skulls. The Dark Elves emerge victorious again.
The Patrol have even more luck exploring. They found Buried Treasure. Groan. The Wastelanders endured shrieks of Elven glee, while enjoying their stale Hardtack.

Cry of the Banshee II. The Ghosts and the Bloody Boys. Location: The Haunted Port of Vermunte. Weather--unknown but probably foul. Time of Day--Night. This battle took place over the same table with the same objective... (Lucky roll, they say...) Something had shifted though as the Ghost's cries of woe and alarm sounded more genuine. The Bloody Boys gained a victory. The Cursed Goblin dies. Boss Pilla forsakes un-life for the promises of Khorne. The other Cursed Orc dies. After these morsels of information the players fell to packing up our harbor and town.

Standings after Week 3

The Port of Sartosa:
Ghosts:  4 BP
DE: 3 BP
Khorne: 1 BP

The Haunted Port
Wastelanders:  7 BP
Khorne: 5 BP
Sea Patrol:  4 BP
Ghosts: 4 BP
Da Mob: 3 BP
DE: 2 BP

The Outlaw Town of Ossomunte
DE: 3 BP
Sea Patrol: 1 BP

The Town of Senelite
DE: 3 BP
Sea Patrol: 1 BP
Wastelanders: 1 BP

Wilderness, Caves and Islands

Caves of the Damned:
Ghosts: 3 BP
Sea Patrol: 1 BP

The Skull Sands:
DE: 3BP
Sea Patrol: 3 BP
Wastelanders: 2 BP

The Osso Hills
Khorne: 4 BP
DE: 3 BP
Ghosts: 3 BP
Da Mob: 2 BP

Next week its out into the wilds again!
Yarr!
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 19 Jun 2009 - 14:26

I must confess, for the victorious Ghosts, routing in the first Cry of the Banshee game was a good option for many turns. But with rout tests of 2, 3, 2 and 3 again, it was an omen to stay. And the fact that a skeleton hero that was in hand to hand with 3 of The Bloody Boys and lived, turn after turn after turn made me decide to stay despite the odds. The Ghosts were rolling very low all night, but, in the first game their opponents were rolling worse. After the suckered Privateers left, the Khorne Raiders rolled an 11 for thier rout test.
Still, in 2 games 1 hero and 4 henchmen died.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Mon 22 Jun 2009 - 22:29

The Cry of the Banshee
A Haunted Tale of Vermunte.

The Haunted Port of Vermunte, again they were anchored there. Kaptain Gunter De Gutzman wiped the rain out of his eyes and hoped that his weapons would not rust in the downpour. After the encounter with the thing in the harbor, he had been anxious to get his ship and crew out of this place. They had braved the constant storms and gotten back out to the open seas without losing a mast. But the currents and winds of the southern coast had kept them damnably near the place. When he had been laid low by that cursed Elf bolt, the ship seemed to find its own way back as if this cursed ruin was homeport.

He peered in the direction of the harbor. He couldn’t see it. Mannan’s Teeth, he could barely see the hulking bulk of Ali across the canal. The rain and wind beat at them as they inched along. Sudden flashes of lightning kept them on course. They had anchored in the protection of the sea wall, eight, maybe ten hours ago. The sea had been momentarily calm, the day overcast but bearable. There were other ships scattered at anchor about the port, so he had led the men into the town to mask his destination.

Gunter had heard the legends before, now he had an old map of the place. He had also questioned the new members of the crew. The haughty elf-maid with no name, well she was haughty no more. She looked young, yet she could talk of this place as though it were new built. She had confirmed that in her people’s tales, Mannan’s relics never left the port before it fell, nor did the corsairs that looted Vermunte find them. Gunter had heard of a secret crypt that could only be opened at midnight on the day of a new moon. Well he was here in this awful place on such a day…

“Close up dogs!” Gunter lashed the swabs with his voice. He wasn’t sure they heard him, but he had needed to say or do something to confirm that he was still—himself—in this disorienting world of water and night. The howling of the wind was worse than any storm he had ever heard. The unearthly scream of the wind froze his very blood. The rain came at him from every direction, blurring sight, confounding the senses. The swab known as Rico the Rat froze in front of him. They had found him mewling drunk by the quayside on their last visit here. He wasn't much use on a good day. Tonight...

“Move, ye lubber!” Gunter heaved the little man towards the stone stairs that marked the end of the wooden walkway that flanked the canal.

“She calls the storm! She is the night!” The rodent of a man was trying to look everywhere at once as he crouched at the head of the stairs.

“Silence dog! Move!” Gunter kicked at the swab and pulled himself up onto the paved stone of a real street. In front of him a rough stone wall rose to several feet above his head. A tower loomed above that, the wall part of its foundations. The storm seemed to have lessened. He could see a few yards in the gloom and the wind had dropped in force, but it still howled with unearthly pain.

“She comes! La Strega comes for us!” Rico screamed. Gunter growled and began to draw his sword intent on driving the coward forward with its point. But a rapidly moving shape caught his eye as the scream of the storm drowned out the cries of his men. Something was moving toward them through the very air. It came from the gloom near the rear of the great temple and it moved with the speed of the wind. Gunter had only brief impressions of clawed talons reaching toward him, of an awful skull face, of tangled impossibly long tresses that streamed and whipped. Then the talons were inside his guard reaching for his throat! The blackness of the night became complete and he knew no more…

Kaptain Gunter De Gutzman came to screaming hoarsely in his own berth in his own cabin. Sonja was there. She was fully dressed, bending over him, holding his shoulders down. He clamped his mouth shut and glared around the otherwise empty cabin. She saw that he had mastered his fear and drew back.

“Is good you return to us, my Kaptain.” She said in a business-like voice as she turned to a nearby table to pour a restorative into a tankard. “We shall make land-fall soon.”

“Land-fall!” Gunter croaked as he reached for the tankard. He became aware that his throat hurt in dozens of ways. There was a compress there, and the smell of garlic. He looked around the cabin and noticed there were cloves on all of the cabin’s windows and above the door.

“Ja. The fight went against us.” Sonja explained, “Rico and the Moor fell protecting your body. Rico fought! The boy Kurt drove the fiend from you. The night was full of enemies. The dead who walk, orcs, those mad chaos worshipers!" She shuddered, "I cut the head off an orc that looked to have been dead a month! But it rush at me out of the night! You were down, Ali took a crossbow bolt in the skull. I did not see it, but the thief, Enzo, says the same fiend who got you threw Klaus off a balcony!”

“Fight? Where are we? “ Gunter held out the tankard for a re-fill. As Sonja poured he queried, “Klaus? Ali?” His voice rasped with disuse.

“We approach Senelite,” declared Sonja has he drank. “There are many from the Empire there. We will be welcome. “The winds have shifted and I follow the coast. Klaus, he is walking. Ali, he is different. You will see. I think now he is always to be like this.”

“The treasure?” Gunter’s voice was stronger.

“We left it to the Dead Ones and the Bloody Boys. I do not know if they find it. The fiend, she follow us not. It was enough.”

“Perhaps.” Gunter looked at the distant shore through the begrimed glass of his cabin windows. Sonja saw the direction of his gaze and poured a tankard for herself.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 23 Jun 2009 - 1:59

WONDERFUL TALE! What other game could inspire such amazing background stories? Mordheim & all its varients are GW's greatest & least appreciate contribution to the world of fantasy gaming. WELL WRITTEN! pirat
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Tue 23 Jun 2009 - 17:12

A master tall tale teller.
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Thu 25 Jun 2009 - 21:26

@Deafnala and Playtable--Thanks guys!

Week 4. The Death of a Ghost Captain.

The various crews set out from the town of Sartosa to loot the surrounding area. Tonight we had a full compliment or players, so there was lots of action (which also means that I didn't keep up with everything...)

The Frenzied Mob. The Privateers versus the High Elves. Location: an island in the Skull Sands. Weather-clear and calm. Night. The Sea Patrol adopted a 'let Mannan sort them out' attitude toward the small hamlet. The Privateers were looking for loot and captives. The Elves were the lower warband somehow an chose to confront the men at night. Foul soul-less fiends, elves. The villagers were quickly overpowered or shot down, but they took the elves' Leviathan Hunter with them. Despite their disadvantage at night fighting the men were able to fire all of their hoarded blunderbusses for no loss to the elves. The Hoodoo Man was stuck down by Elven sorcery and one of the sharpshooters was ambushed in dark. Senor Capone was stalked and shot OOA by an Elf Ranger and his spotter. The Privateers fled when an unseen group of Elves charged out the the darkness and attacked the new gunner (who survived).
The Hoodoo Man was captured by the Patrol along with several alleged outlaws from the village. The Privateers were able to press a man from the village and the Leviathan Hunter. In addition another Warlock offered his services to the Privateers rather than be swept up by the Patrol. The Privateers find a Duck's Foot Pistol so the loss is not too bad...

Chance Encounter. The Dark Elves versus the Ghosts II . Location the Caves of the Damned. Weather--None. Darkness. The Dark Elves used their friendly flag to close rapidly with the Ghosts. They enveloped an Unwanted Company Ghost Captain and swept into the main force of the Ghosts. The Ghosts were overwhelmed and routed at the first opportunity. The Dark Elves suffered no casualties and the Ghosts lost Zombies and a Gibbet. I have no memory of treasures gained in this fight...

Skirmish. Da New Mob versus the Bloody Boys. Location--The Osso Hills. Weather--unknown. Not sure of time of day either. The two warbands stalked each other in the hills. 2 orcs tried to ambush the interlopers but fell out amongst themselves and began to scrap before any enemies reached them. Da New Mob fled the more experienced Khornites as soon as possible. Boss Pilla is glimpsed among the victorious chaos worshippers. An orc boy becomes a hero.

The Dragon's Teeth. The Ghosts and the Sea Patrol. Location: The Skull Sands. Weather--clear to start. Time of Day--day. The battle was the one sea fight of the night. The Ghosts sailed their hulk near the coast and were thus nearest the wreckage. The Elves had the wind and closed with them rapidly. The Tentacled Horror, Mon Oncle took an interest in the battle and dragged many warriors into the deeps. The monster rose from the depths just as the two ships were closing, which meant that both crews suffered from monster attacks. The Elven ship ran aground, but the Ghosts had suffered too much from the elves' arrows and the monsters tentacles. The Ghosts rout. The Ghost Captain is killed by an arrow. The Patrol rescues several of the doomed ship's crew and gains much treasure.

Skirmish. Dark Elves and the Bloody Boys. The Osso Hills. Weather--Unknown. Night. The Bloody Boys suffered from the Elves superior night sight. The Sorceress sniped with Doombolts and then her crew charged out of the night and pummeled the chaos raiders to the ground. Four of the Bloody Crew do not return to the ship. Many are sold as slaves by the victorious elves.

Wolf Hunt. Da New Mob versus the Privateers. The Osso Hills. Weather--clear. Day. Despite the daylight the wolves that had been trapped between the warbands struck back viciously. No orcs were taken OOA but it was a near thing. The Privateers lost the elf swab and the new Warlock to wolf attacks. Wazza defeated a bear! (Waves of wolves kept moving onto the killing ground. Plus the bear!) Eventually the warbands closed. Kurt was downed by an Orc Big 'un. but 3 Orc heroes were taken OOA in quick succession and Da Mob fled. The new Warlock died of his wounds. Da Mob's newest hero suffers a Chest Wound. Due to the Underdog bonus many other Orcs gain Toughness or Wounds... And the generous bounty on wolf pelts mean that both warbands are anxious to get to a city to spend their loot!

Standings after Week 4

The Port of Sartosa:
Ghosts:  4 BP
DE: 3 BP
Khorne: 1 BP

The Haunted Port
Wastelanders:  7 BP
Khorne: 5 BP
Sea Patrol:  4 BP
Ghosts: 4 BP
DE: 2 BP

The Outlaw Town of Ossomunte
DE: 3 BP
Sea Patrol: 1 BP

The Town of Senelite
DE: 3 BP
Sea Patrol: 1 BP
Wastelanders: 1 BP

Wilderness, Caves and Islands

Caves of the Damned:
Ghosts: 4 BP
Dark Elves: 3 BP
Sea Patrol: 1 BP

The Skull Sands:
Sea Patrol: 9 BP
Wastelanders: 3 BP
Dark Elves: 3 BP
Ghosts: 1 BP

The Osso Hills
Khorne: 8 BP
DE: 6 BP
Ghosts: 3 BP
Wastelanders: 3 BP
Da Mob: 2 BP
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 26 Jun 2009 - 3:30

Sounds like a GREAT NIGHT of gaming. I am SO envious...kind of Suspect . thumbsup
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Fri 26 Jun 2009 - 8:02

@Deafnala--There's more, although reports are not good concerning photos...
Reports from Marneus:

"Game #1, Osso Hills, Khorne Raiders vs. Orcs, Skirmish
Khorne victory

Two outlaw Orcs patrol the area, EvilTed's Orc leader and his Shaman make tiny bits out of them pretty quick. The Khorne Pirates manage to take down enough Orcs that they flee the battlefield but not before taking a few casualties themselves.

Out of Action:
1 Swabbie, survives to fight again
2 Plunderers, both survive and rejoin the rest of the crew
Cannibal Boy Myndill, received a leg wound but otherwise is fine

During exploration Dread Captain Albrikt stumbles upon a long lost treasure map and opens up a promising bit of cargo to find a cask of Bugman's Ale

Game #2, Osso Hills, Khorne Raiders vs. Dark Elves, Skirmish
Elf victory

No unwanted company this battle but plenty of Elfs stand in the way of Dread Captain Albrikt find that hidden treasure. One by one Albrikt is loosing crew, but in his detirmination to find the treasure he pulls out his Unholy Relic and renews the fighting spirit of his crew mates. But alas, the might of the Elves proves too much and Albrikt orders a retreat. Luckily he mmanages to stumble in the right direction and finds the treasure he was searching for dispite the efforts of the Elves to deprive him of what he feels is his rightful property.

The map leads them to a chest containing 60 GC and another cask of Bugman's Ale. The gold will come in handy to replace the crew lost on this mission.

Out of action:
2 Plunderers, none survive
Flayerkin Uxi, dead
1 Amok, dead
1 Swabbie, manages to run away while no one was looking
Amok Hero Sperla, survives with a chest wound and has to remain on the ship for the next few days.
Cannibal Boy Myndill, goes down but is comes up ready to fight again
Plunderer Hero Fasti, caught and sold to the pits. Loses his match, loses his gear but returns to fight again
Quartermaster Hornbori, goes down but survives to fight on."
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Sat 27 Jun 2009 - 19:01

The Crew of the Empress Ulrika's Revenge one month on:

HEROES
Kaptain Gunter De Gutzman - Leader, Dodge, +1BS, +1 St, +1 I, dagger, crossbow, sword, sword pistol, rope & hook, greatcoat, Lucky Charm, Rabbits Foot, Horrible Scars.
Quartermaster 'Mad' Ali bin Mustafa- Step Aside, Resilient,-1 WS, +1 St, +1 T, sword, cat o' nine tails, dagger, rope & hook, Lucky Charm. Hardened, Hand Injury, Madness (Stupidity).
2nd Officer Sonja Braun - Step Aside, Weapons Expert, +1 I, sword, dagger, double-barreled pistol, duck foot pistol, rope & hook, greatcoat, Lucky Charm.
Master Gunner Alphonse Schultz - (LgT) Hunter, Dodge, Sprint, +1 St, +1 T, +1A, dagger, sword, blunderbuss, handgun, rope & hook, greatcoat, Lucky Charm, Rabbit's Foot.
Cabin boy Kurt De Graf - Dodge, Weapons Expert, +1 T, +2 L, dagger, sword, blunderbuss, rope and hook, greatcoat, Lucky Charm, Rabbit's Foot, Hardened.
Cabin boy Odo Scheif - Step Aside, +1 BS, +2 W, dagger, hammer, cat o' nine tails, pistol, crossbow, rope & hook, Lucky Charm

HENCHMEN
Otto Bein (Gunner) - Hunter, +1 St, dagger, hammer, blunderbuss
The Sigmarite (Crew) - +1 St, +1 I, dagger, sword.
Dead-Eye Klaus and Lucky Luigi (Crew) - +1 BS, +1 A, 2 daggers, crossbow.
Sharp Siggurd and Baldo the Blade (Crew) - +1 I, +1 A, dagger. sword.

SWABBIES
The Elf Maid & the Hunter.

HIRED SWORD
Alberto Capone (Tilean Marksman) +1 BS!

Warband Rating: 243
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Mon 29 Jun 2009 - 13:58

More reports from last week Thursday.
EvilTed's return--

"da boyz vs dos khorne nutters

Da boyz seemed ready for their first fight with the experience of Dazza Pigkilla and some vet....vet......skar boyz.

The fight went well, Da big boss Urraz tried to convince da boyz in the clearing to join da mob but 'ad to krump dem instead, den we found dose crazy nuttas. Dem boyz is crazy. All screaming and wearin' da skin of dere ladz, can't wear proppa boar and squig hides like da boyz can.

Big Boss Urraz goes down, dey took one of 'is eyes. Good fing Gork gave 'im two. He isn't happy wiff dos Khorne nutters and whenever he sees those symbols he goes nuts. Ain't a pretty sight.

We got some teef to buy the new big 'uns proppa equipment. But nothing much else.


Game 2 da mob vs piratey fings

Da boyz found it hard to fight in a forest when all we ever found was wolves. Crazy, not as bad as those Khorne nutters though. Dem lads back at the encampment were wanting dem wolf pelts real bad. Walked away with 8, and a nice bear for some grub and a good pelt for da big boss as he couldn't make it. He took a wound to one leg that made him miss this great fight. He will be happy wiff his bear pelt.

Noone dies, though Gooba did take out a wolf on his own. Dat is one scarey Gobbo, he betta not get on da bosses bad side.

Da boyz gots plenty of loot to bribe more boyz to join da mob."
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Mon 29 Jun 2009 - 14:22

HORRAY! The Emerald Tide rolls on to GLORIOUS VICTORY...more or less Suspect ! cheers
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PostSubject: Re: To Be A Pirate King--Endgame and Fade into Sunset 9/3/09   Today at 11:33

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