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 Sartosa 4: Dark Waters (Flame On campaign - summer 2009)

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Da Bank
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 5:39

Great stuff! I am printing this up to help me with my Battle Reports for my Ork Pirates for Death Squads!!!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 7:20



Week Eleven News

Cutlasses and Cut-throats

Even though the Naval Alliance was the busiest faction this week they haven’t managed to hang on to the fragment of The Key that they accidentally stole last week. The Sartosa Harbour Independent Trading attacked Syndicate the Skaven of GreySeer Rowland in Roba and between the frothing, frenzied hordes and the counter-mining tunnelers, the Skaven cut the attacking army to ribbons. The GreySeer picked up the piece of the key from the wreckage left on the field.



Out at sea the Alliance got bested by the Brethren of the Sea; Ironprow II was boarded and taken by the crew of the Hogwasha. The Ironprows were marooned on a mere spit of land and had to watch the Hogwashas sail away with their ship. Rumour has it that the Orc Pirates got so insensible with the strong spirits they discovered in the Ironprow’s hold that the Wrecker’s Guild were able to steal the Alliance ship back without much effort. The drunken Orcs on Anchor Watch were simply tipped overboard in the night.



Vercuso was a busy place again – the whole town is now under the control of one faction or another. Now it just remains to be seen if one group can put enough pressure on another to shift them from their strongholds!

This here campaign ends on 31st October lads, so don’t lollygag about the deck, a-waiting for something to happen: get out there and grab ye’self a piece o’ the action!

~ ~ ~





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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 8:13

Even though I know you'll quickly succumb to the Siren call of Fair Vercuso again, I HATE IT when the end of a campaign is announced.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 9:03

If it's any consolation the next one will start as soon as we have repaired the base boards! Very Happy
I'm thinking two or three weeks!

And there will be an Epilogue for Sartosa 4 at the start of December. pirat A multi-player Naval battle at the Mill.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 9:54

OH BABY! THERE...you've made an Old Man's day! Thanks, Saul
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Wed 21 Oct 2009 - 17:08

where a certain Prospero is going to target a certain Kurgans ships...
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 22 Oct 2009 - 2:06

The Wardens on Monte Castello

blessed knight wrote:
Lucas directed the knights of Roba up the long concourse to the deserted shell of the fortress of the pirate king. Setting up his batteries the knights swept forwards as the ancient undead wardens of Sartosa Stirred from their crypts. As wave upon wave of armoured horse trample bone to dust, the frustrated Vampire lord fled into the night cursing his disturbed slumber. Clearing the battlefield, The knights began the long process of fortifying the citadel and the coming of Prospero.

Win vs random vamp count at the Fortress of the Pirate King
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 22 Oct 2009 - 2:08

blessed knight wrote:
where a certain Prospero is going to target a certain Kurgans ships...
Bring it!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 22 Oct 2009 - 15:00

AFKzombie wrote:
EPIC! did ya'll make those ships yourselves?
Sorry AFK, missed this post before!

We did. This is Blessed Knight's ship: Ironprow II, and this is mine: Da Hogwasha pirat
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 22 Oct 2009 - 18:08

thanks for the post, really great stuff.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 4:23

20th October, the year nine

Blimey, ain’t ‘e big?

“Roight. So y’ understands the terms of our accord lad?” said Kommodore Deffgit as he peered through the fug of tobacco smoke that filled the bar.

The massive Ogre, who was sat awkwardly on a far-too-small stool, nodded enthusiastically. His brow furrowed as he recited their agreement “Whalebelly beat-up who Kommodore say Whalebelly beat-up: Kommodore give Whalebelly big food and grog.” he said.

“Eloquently put me lad.” said Deffgit with a raised eyebrow. “You’ll fit in fine!”

Whalebelly grinned a gap-toothed grin and dribbled a little. They Ogresuns gathered in the tavern nodded in agreement and approval. That big fella would be very handy when it came to lifting and carrying and thumping other big fellas! He also had similar tastes to them…

“More grog!”

~ ~ ~

21st October, the year nine

They is tryin’ to make off with our loots!











Barnacle Nog eyed the sky suspiciously – heavy black clouds lingered overhead and there wasn’t a breath of wind but the western horizon was clear and dirty yellow evening sunlight illuminated the underside of the clouds.

The Ogresuns were almost home, the Cod and Cutlass in was in sight, but there was a crowd of figures visible in the distance. Just silhouettes against the horizontal light but there were lots of them and they were getting closer.

“Who’s that lot over there?” said Nog and Fishgutz squinted in the direction indicated.

“Looks like it could be One Eyed Will’s lot” said Fishgutz.

“Whassat?” shouted Deffgit “They making a move on the old Cod? Roight! Whalebelly – get them pirates!” the old bearded Orc pointed down the street.



Whalebelly took a few steps forward and paused, confusion evident on his flabby face. Down the street One Eyed Willy stuck pins in his Voodoo poppet and worked his influence Whalebelly’s feeble mind and tricked him into seeing the Ogresuns as the pirates he was supposed to attack. The oaf swing a big fist and sent a Goblin skidding down the road. Fishgutz tried to lure him towards the Infernos; One Eyed Willy wasn’t falling for that and Whalebelly charged Dubloon Dreg who had just found some abandoned loot.



Dubloon Dreg survived and got away so Fishgutz once more distracted the Ogre, to his doom. Whalebelly stamped on Fishgutz’ leg, the infamous Orc’s leg was smashed!

Dread Pirate RogUrtz charged One Eyed Willy while the Captain wasn’t looking (he was attacking an Lubber Snag) in the doorway of the Cod and Cutlass and the meaty Goblin swung his length of 2x4 plank with evil delight and knocked the Captain out!





Poxy Uzbad got annoyed with Blind Fug’s boasting and shot him in the back. Briney Duff secured one of the sacks of coins on the first floor of the Pie Shop.





Bad Hook diving-charged Lobster the cabin boy on the first floor of the Cod and Cutlass. The little squeaker was tougher than he looked but Bad Hook felled the hapless hero with two very lucky cutlass-hacks.



Deffgit looked around at his crew. They had done a great job of taking warriors out of the fight; unfortunately most of them had been Ogresuns. That daft oaf Whalebelly would need a taste of the cat-o-nine if he didn’t get himself sorted out. It was bad enough that the lads liked knockin’ each other on the noggin, there was no need for him to join in!

“Time ta go for today.” he muttered to himself.

~ ~ ~

Boss: Kommodore Deffgit INFECTED, BS5, T5, Ld9. 2x Club, Step Aside, Dodge, Crossbow, Lucky Charm, Light Armour
Shaman: Wrydtoof Hogbreff II INFECTED, I4, A2, Ld8, Oi! Gerroff! (7+), Led'z Go! (9+), 2x Club, Lucky Charm.
Big'Un: Barnacle Nog, BS4, S4, A2, Pit Fighter, Mighty Blow. 2x Club, Lucky Charm, Crossbow

Ladz got Talent: Scupper Lug INFECTED WS4, BS4, I3, Eagle Eyes, Trick Shooter. 2x Club, Crossbow
Ladz got Talent: Bad Hook, M3, WS4, BS6, I3, Pit Fighter, Scale Sheer Surfaces, Leg Wound, Hardened. 2x Club, Lucky Charm, Crossbow
Ladz got Talent: Fishgutz INFECTED, S4, Sprint, Step Aside, Dodge, Hardened, Smashed Leg. 2x Club, Crossbow

2 Orc Boyz: The Starboard Watch - Throg and Blind Fug INFECTED, BS4, WS4, I3, A2. 2x Club, Crossbow
1 Orc Boy: The Larboard Watch - Briney Duff INFECTED , BS4, WS4, I3. 2x Club, Crossbow
2 Orc Boys: The Waisterz - Poxy Uzbad and Dubloon Dreg II WS4, BS4, I3. 2x Club, Crossbow
5 Orc Boyz: The Defaulterz - Lubber Snag, Bilge Badlug, Boathook Og and Maroon Grub, BS4, Ld8, 2x Club, Crossbow
2 Orc Boyz: The Pressgang - Capsize Naz II and Floggin Morr III, 2x Club

2 Goblins: The Kabin Grotz - Dirty Morrgun and Dread Pirate RogUrtz, INFECTED WS3, BS4, S4, Ld6. 2x Club
1 Goblin: Da MidshipGrotz - Harpoon Gig INFECTED , WS3, I4, Ld6, 2x Club

1 Ogre Bodyguard: Whalebelly, 2x Sword, Light Armour

Treasury: 39gc and 0 Wyrdstone
WBR: 414
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 4:40

Have you noticed playing with an Orc & Goblin War Band/Army bears a striking resemblance to solo gaming at times?
Is that an Effigy of Gork or possibly Mork I spied in the second photo down? VERY COOL!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 7:16

DeafNala wrote:
Have you noticed playing with an Orc & Goblin War Band/Army bears a striking resemblance to solo gaming at times?
Now you mention it...

DeafNala wrote:
Is that an Effigy of Gork or possibly Mork I spied in the second photo down? VERY COOL!

Yup. I made it for the Storm of Chaos "Grimgor's Ard Boyz" army list back in the year 4. It's been in the Manchester GW store display cabinets ever since. I just reclaimed it a couple of weeks ago and added it to The Mill's collection. Far better for Gork to bear witness to mayhem and battle, than sit in a display case getting gawped at!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 14:44

Aye the effigy is a good addition to the already excellent scenery.

What spell list or warband list is Willie using that he can control your ogre? Great report as always!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 15:26

It's his "Vercuso" special rules:

Quote :
Voodoo Hoodoo, Mambo Jambo!

Before the start of the battle a D6 is rolled to see if Willy has remembered to bring along his voodoo bag of tricks. On a result of a 1-2 he's left them in his other jacket and will be unable to use his magic.

If he remembers it he gets one power from this magic table for the duration of the battle:

1. Curse, difficulty 6
One enemy model within 12" of Willy must re-roll all successful dice rolls for the duration of this and their turn.

2. Dust of the blind, difficulty 9
One enemy model within 16" is struck instantly blind, they may not shoot charge or run, are at half WS and will move in a random direction at the start of their turn.

3. Cure, difficulty 6
All friendly models within 6" have a single wound healed. In addition any stunned or knocked down model may immediately stand up.

4. Reanimation, difficulty 5
One model that went out of action during the last hand to hand combat or shooting phase immediately returns to the battle. Place the model within 6" of the caster. The model cannot be placed straight into hand to hand combat.

5. Spell of Awakening, difficulty Auto
If an enemy hero is killed (ie your opponent rolls 11-16 on the serious injury chart after the battle) then Willy may raise him to fight as a Zombie in his servitude. The dead hero retains characteristics and all his weapons and armour but may not use any other equipment or skills. He may not run, count as a henchmen group on his own and may not gain experience. This spell always succeeds and the new zombie follows all the normal zombie rules (immune to poison, causes fear etc) except for retaining characteristics, weapons and armour.

6. Voodoo doll, difficulty 9
One enemy model on the table is randomly chosen and falls victim to the small stuffed effergy stored in one of Willy's many pockets.
D3 Result
1-3 The hapless chap is struck down in terrible pain. The model is knocked down for this and their next turn.
4-6 Willy takes control of the model for his own bidding for this and his opponents next turn
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 23 Oct 2009 - 16:08

Nice! My shaman would love the voodoo doll!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 25 Oct 2009 - 12:03

23rd October, the year nine

Big Bangs and Vermicidal Violence

It was only through sheer chance that the Ogresuns stumbled across the Hold Rats. They had been headed to the Barrel O' Monkeys for a drink and a fight, the usual Friday stuff, when the Skaven had appeared. The Orcs were carrying a lot of treasure (to pay for the night's coming excess) but it turned out the drinks would be on the Hold Rats.

~ ~ ~

"Capsize Naz and Bilge Badlug: you gitz jump up there into that broken roof and make sure to keep an eye out. Scupper Lug, Fishgutz and Bad Hook: up the lighthouse with you!" snapped Deffgit, without taking his eye from his spy glass, which was fixed on the approaching ratmen. "The rest of you follow me".





The Orc Pirates ran to their alloted posts as Deffgit pounded down the street - his energy and agility belying his advancing years. "Starboard Watch over that way. Larboard Watch in there." Orcs once more hurried to follow orders, at least until the Boss was out of earshot. At that point discipline broke down a little and fights broke out.





Whalebelly lumbered forward, his longer legs carried him ahead of the crowd and he was fish to engage the Skaven. The huge Rat-Ogre slammed into him and both brutes tore into one another. Skaven scurried past both of them - thinking to leave the highly aggressive Rat-Ogre to finish the Ogre.



A few of the Ladz noticed a lone Skaven had somehow managed to scamper over the rooftops and onto the walkways that ran rings around the Lighthouse. With a shout of warning to the Boyz at the top the opened fire on the infiltrator. After just one volley the scoundrel stumbled and fell. The Skaven pitched off the rickety walkway and hit the one below, but his troubles weren't over: he bounced off that one and tumbled all the way the the ground - a fall of some 14 fathoms! The crumpled mess that the Orcs saw on the cobbles didn't look much like a Skaven when they found it.



Captain One Eye'd Willy and his crew ran through the Ogresuns' lines but the Orcs ignored them - as he passed he shouted that the rumours about Woeful Knights wanting to blow up the Battery had turned out to be true and they were setting light to to fuses that very minute!

A minute later there was a titanic explosion, some of the Ogresuns were knocked over by the blast and all of them had to struggle to breath in after what felt like a physical blow to the body. The shock of the explosion was quickly followed by intense heat as the magazine beneath the Battery wall incinerated the building!









The Ogresuns saw that the Hold Rats were also shaken by the unexpected detonation and pressed home the advantage. Under a withering fire and an unyielding torrent of cutlass blows the Orcs punished the Skaven for their previous crimes (and possibly those of other Skaven in the city).

~ ~ ~
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 25 Oct 2009 - 15:38

Godfather Viktor wrote:
Once again the Ogresuns proved to be a hard match...to hold onto the Barrel o' monkeys I'll surely have to retreat from Pressgang Alley (and most probably from the Old Temple as well. Damn you, Deffgit!

Update warband roosta:

The Hold Rats

Skrikit, Assassin Adept: weeping blades, sword, Lucky Charm, sling, helmet. Old Battle Wound, Expert Swordman, Tail Fighting, Lightining Reflexes, WS5, A2, M5, Jump Up. Exp.: 47
Quitch (II), Eshin Sorcerer: 2 swords, sling, helmet, Wyrdstone Hunter. Sorcerer's Curse, I5. Unholy Relic. Exp.: 16
Izkit, Black Skaven, the Ogre Slicer: fighting claws, helmet. Art of Silent Death, Lightining Reflexes, Mighty Blow, Jump Up WS5, W2. Exp.: 35 Down with Flu
[s]Squeech, Black Skaven: brace of warplock pistol, helmet. WS5, BS4, Pistolier, Infiltration. Exp.: 22[/s]Dead!!!
Lad's got talent: The 9 Fingered II, Verminkin: 2 clubs, sling, Resilient, Immune to Flu
Meek, Night Runner: 2clubs, slings, helmet. 2A, Ahab Syndrome, I5, Eagle Eyes, Trick Shooter. Exp.: 13 Down with Flu
Sheech, Night Runner: 2 clubs, sling, helmet, Vercuso's Master Map. Eagle Eyes, Immune tu Flu, T4, W2, Trickshooter, BS4, A2. Exp.: 14

The Nine Fingered, 1Verminkin: 2 clubs, slings. BS4, S4, WS4, 2A, Immune to Flu. Exp.: 14
The Rat Pack, 4 Giant Rats: Immune to Flu.
Graar, Rattogre: Immune to Flu.
The Lonesome, 1 Verminkin: 2 clubs, sling. BS4, WS4, S4. Exp.: 11 Down with Flu
Luciano Malatesta, Warlock: staff. Flight of Zimmerman, Silver Arrows of Arha. Sorecery. A2, Immune to Flu Exp.: 6
The Plague Covenant, 5 Verminkins: swords, clubs. WS4, BS4Exp.: 25
The Festerings, 2 Verminkins: clubs, swords. Exp.: 0

Members: 20 (1 LargeCreature)+1HS WBR: 331 Treasury: 6gc Equipment:------
Locations: The Old Temple, The Barrel o' Monkeys, Pressgang Alley, The Emperor's Bane. Control Rate: 83
(Locations and Control rate to be updated when Saul let us know his new WBR)

Let's hope I can just loose one location, but I'll definetely not let the Ogresuns have the second key location for the brethern of the Sea Razz
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 25 Oct 2009 - 15:39

Dazza wrote:
Its been an eventful day cumulating in a whiz popper of a bang when the Battery was successfully blown to smithereens!

Prior to this though was the sad departure of Dapper Dan and Bloody Big Brian, the likes of which I'm sure we'll see again. There has been a couple of new additions, most notably a cheeky little scamp 'Sea Dog' and the return of The Black Knight. There has been compensation for today's losses though, Willy and the Gentlemen managed to collar a rather posh fellow and are currently partaking in a 'proposal' for him to join the crew.

Kidnapped
Both players roll 2D6, with the pirate player adds the captain's leadership with the enemy player adding the leadership of the captured hero. Adam will also add +1 to his score as he won the scenario.

If the pirate players result is higher, the hero joins the crew either as a new henchmen group or joining an existing one. There is no extra cost in adding him to the crew and any equipment and weapons are immediately sold off and swapped for equipment as required in an even trade. His skills and characteristics are changed to those of a starting crewman or to match those of the existing crew he is joining.

Otherwise the hero has resisted the Captain's proposal and is forced to become a swabbie, he is stripped of his equipment and weapons which are handed out to the rest of the crew. He does retain any skills and keeps his original characteristics but can only be re-armed with weapons from the swabbie list


I've just realised I've not used another pirate rule for the whole campaign! Enemy henchmen taken out of action and lost for good ( rolled 1-2 post game) should roll a D6. on a 4+ the above rules come into effect! Teaches me to read the rules properly doesn't it? darn it!

Anyway Lobster (hero) needs to roll for advancements & 4 dice need to be rolled for exploration, if Adam or a neutral party could do all these rolls and the kidnapped one above that would be dandy. Very Happy
The Beanbag wrote:
Hang on, don't I get the option of a ransom or rescue?
Dazza wrote:
Nope its up to me to decide Very Happy and as I don't need to the cash but do need the men and the experience I decided to do the piratey thing and try to keep him Razz

So roll 2D6 +9 for my captain and compare it to 2D6+ your heroes ld + 1 because you won the game. If mine is higher he becomes my crew if not he becomes a swabbie (note swabbies run away if I route in my next game, so i guess he could rejoin your warband after)

To save time I've rolled my advancements/exploration etc under the direct supervision of the missus and she never lets me have my own way.

Advancements for Lobster: rolled 7 Choose WS or BS, Chose +1 WS

Exploration: 3D6 rolled 4,4,1 = 9 = 2 wyrdstone
Binnacle Yard allows 4,4,4 = Fletcher, roll D6 = 6 = 2 crossbows

Bought 1 new gunner + 1 new crewman
Hired Pitfighter + free hired sword from previous battle which is my freelance Black Knight.

New WBR is 362 but could be more depending on the outcome of the hostage.
The Beanbag wrote:
Sad

Well the old chap was a brave fellow, if a little unstable. I rolled 7 so my total is 15 (Ld7 plus 1).
His stat line and skills are
M4 WS4 BS3 S3 T3 W1 A3 Ld7 frenzy, immune to fear, expert swordsman
2x sword shield helmet lucky charm

I fear the corrupting influence of Vercuso has addled his aging brain and a life of swashbuckling and knavery lies ahead for... Walter the Seafaring Idiot!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 25 Oct 2009 - 15:41

The Beanbag wrote:
KA-BLOOIE!
Old masonry rocketed past Albert le Vague and Rosanante as they made their escape arthritically across the square. The pirates that had come hairing through the streets at the sound of fighting dived for the nearest cover to avoid the lumps of stone and shattered timber; in the confusion and cacophony the slightly unhinged Walter nonSavant, who had been merrily hacking his way through the Inferno's menagerie, was accosted and dragged away through the smoke and dust. His wearabouts and fate are still unknown and no doubts don't involve fair maidens and peaceful retirement...

Ooo, that was fun. The fuse rule was good, a tense start to my 3rd turn as my leader and a hero were still in blast range (as well as two of Saul's orcs Laughing )! The Battery should have been in the middle of the board but it's a scenario scheme that provides some real entertainment! Cheers Darius! Can we come to some arrangement about poor Walter, if he doesn't take his dried frog pills he gets... odd :/
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 25 Oct 2009 - 15:43

zelophahad wrote:
Okay Saul & Viktor, this is a bit complicated:

If Saul is trying to contest The Barrel O'Monkeys, he does so with 109 control points (WR 435, 4 locations).
Currently, Viktor only has 82 control points (WR 331, 4 loactions, but -1 at The Barrel O'Monkeys because he lost the game).
If Viktor gives up one of his other locations, his control score will be 109 (WR 331, 3 loactions, but -1 at The Barrel O'Monkeys because he lost the game).
This would be a draw, which means (I've checked the rules!) it becomes uncontrolled.
Of course, either of you could sacrifice other locations for The Barrel O'Monkeys - I hear the beer is excellent!

So, what do you both want me to do? Perhaps you should PM me - it's all a bit of a gamble! P)
zelophahad wrote:
Wow! That was a great bit of tactical shenanigans! Basically Saul was hoping to pull a tricksie redeployment using Vercuso Bridge, but Viktor was so determined to keep The Ogresuns out of The Barrel O'Monkeys that he's relinquished control of both his special locations (The Old Temple and Pressgang Alley)!

Full results to follow soon...

zelophahad wrote:
P) Week 12 results are here and we’re heading into the final week with all to play for! Cheapside is unavailable for fighting over until the finale game on Thursday night, but as of this evening, The Old Temple and Pressgang Alley are suddenly up for grabs again! Thanks to the Knights of the Woeful Sense of Direction, The Battery has been destroyed and no longer exists for the purposes of this campaign!

1st Knights of the Woeful Sense of Direction (Adam), Naval Alliance: 11 games, 5 locations (1 bouns, 1 special), base control score 55

2nd Raziels' Court (Dave), Black Gulf Corsairs: 12 games, 4 locations (1 special), base control score 72

3rd Kommodore Deffgit and The Ogresuns (Saul), Brethren of the Sea: 13 games, 3 locations (1 bonus, 1 special), base control score 148
4th Nezumi Ninjas (Matt), Brethren of the Sea: 13 games, 3 locations (1 special), base control score 143
5th Gordo Rams-eye's Catering Corps (Phil), Naval Alliance: 13 games, 3 locations (1 bonus, 1 special), base control score 100
6th Da Well Har'd Mercenaries (Tim), Black Gulf Corsairs: 5 games, 3 locations (1 special), base control score 75

7th Skrikit's Hold Rats (Viktor), Black Gulf Corsairs: 12 games, 2 locations (1 bonus), base control score 166
8th One Eyed Willy and his Gentlemen of the Inferno (Dazza), Brethren of the Sea: 17 games, 2 locations (1 special), base control score ?158?

9th Pottery Shed Cultists (Andy), Sufaga Swordwind: 5 games, 1 location, base control score 137


Wishing Well (special) – Da Well Har'd Mercenaries (Tim), Black Gulf Corsairs
The Sail-Makers’ Guildhouse (special) – Nezumi Ninjas (Matt), Brethren of the Sea
The Light (special) – Gordo Rams-eye's Catering Corps (Phil), Naval Alliance (+1)
The Battery (special) – DESTROYED!
The Farms (special) – Raziels' Court (Dave), Black Gulf Corsairs
The Old Temple (special) – UNCONTROLLED
Pressgang Alley (special) – UNCONTROLLED
Binnacle Yard (special) – One Eyed Willy and his Gentlemen of the Inferno (Dazza), Brethren of the Sea
The Merchants’ Guildhouse (special) – Knights of the Woeful Sense of Direction (Adam), Naval Alliance
Vercuso Bridge (special) – Kommodore Deffgit and The Ogresuns (Saul), Brethren of the Sea
The Barrel o' Monkeys (Brethren of the Sea) – Skrikit's Hold Rats (Viktor), Black Gulf Corsairs (-1)
The Hole in the Wall Inn (Naval Alliance) – Gordo Rams-eye's Catering Corps (Phil), Naval Alliance
The Emperor's Bane (Black Gulf Corsairs) – Skrikit's Hold Rats (Viktor), Black Gulf Corsairs
The Slips (Naval Alliance) – Knights of the Woeful Sense of Direction (Adam), Naval Alliance
The Boarding Party Inn (Black Gulf Corsairs) – Nezumi Ninjas (Matt), Brethren of the Sea (-1)
Wrecker's Point – Gordo Rams-eye's Catering Corps (Phil), Naval Alliance
Soup Alley – Knights of the Woeful Sense of Direction (Adam), Naval Alliance
Unlucky Quay (Sufaga Swordwind) – Knights of the Woeful Sense of Direction (Adam), Naval Alliance
The Cod and Cutlass Inn (Brethren of the Sea) – Kommodore Deffgit and The Ogresuns (Saul), Brethren of the Sea (+1)
Dumplington – Pottery Shed Cultists (Andy), Sufaga Swordwind
Slippery Jack's Underwater Cave (Sufaga Swordwind) – Nezumi Ninjas (Matt), Brethren of the Sea
Cheapside – INACCESSIBLE UNTIL ENDGAME
The Sarky Cutter – Kommodore Deffgit and The Ogresuns (Saul), Brethren of the Sea (+1)
Hangman's Square – Raziels' Court (Dave), Black Gulf Corsairs (+2)
The Capstan – Knights of the Woeful Sense of Direction (Adam), Naval Alliance
The Whirlpool – Da Well Har'd Mercenaries (Tim), Black Gulf Corsairs
The Bucaneer's Blade Inn – Raziels' Court (Dave), Black Gulf Corsairs
The Ropewalks – Da Well Har'd Mercenaries (Tim), Black Gulf Corsairs
The Crooked Farthing Inn – Raziels' Court (Dave), Black Gulf Corsairs
The Shivered Timber Inn – One Eyed Willy and his Gentlemen of the Inferno (Dazza), Brethren of the Sea

Remember, Friday is results night (how about we go to Nandos round the corner from The Mill?):
Special locations = 1 campaign point
Basic locations = D6-3 (min 1) campaign points
Bonus locations = double points if controlled by a member of the appropriate faction
Cheapside = D6 campaign points (only available on Thursday night)
In the event of a tie, net warband rating increase will be used (i.e. final rating minus starting rating)

Whatever happens in the final week, my thanks to you all for making this such a flippin awesomne campaign! Very Happy
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Mon 26 Oct 2009 - 1:36

GREAT STUFF! At the risk of swelling some egos, although deservedly so, the Luncheim Crew of the Flame Ons demonstrates JUST what can be accompished when some Kindred Spirits put their free time, VIVID IMAGINATIONS, AND CONSIDERABLE TALENT to it...VERY WELL DONE, Lads!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 1 Nov 2009 - 15:01

26th October, the year nine

Raiders of the Old Temple

"Quick! Quick! Search the nearest buildings as fast a ye can shipmates, them troublesome Halflings is already here and they's looking for our treasure!" shouted Kommodore Deffgit as the Ogresuns rushed through the ruined streets.



Whalebelly's long legs carried him far ahead of the Orcs and Goblins but the Pirate Greenskins hurried to keep up. The Catering Corps had already riffled through all the houses on the far side of Chapel Street and they were headed across the road into the Orc's side.







The Ogresuns gathered in three main groups - a few hands stayed around the old warehouse often used as a meeting place by pirates and smugglers - they planned to make their stand there if the treasure was not found elsewhere but a sneaky (and shockingly fast!) Halfling got to it first and shouted insults at the Orcs.



Capsize Naz charged the little git and thumped him, hard. The Halfling was full of surprises though - he shrugged off the blow and drove a dagger in between Naz' ribs! Naz fell forward in agony and the Halfling mashed the poor fellow's head with a hammer.



Fishgutz put on a burst of speed that pained his injured leg but got him close enough to attack the Halfling's Ogress, Granny Faddock.



Whalebelly saw the mismatched fight and lumbered over to join in.





The rest of the Ogresuns headed for the only building that hadn't been searched yet - knowing the treasure chest must be in there.





The Catering Corps rained inaccurate arrow-fire down around the Orcs. As their frustration grew their archery skills seemed to get even worse!







As Kommodore Deffgit found the sea-chest and ran with it the Ogre-on-Ogre action was attracting more and more attention. A herd of war-pigs started biting at Whalebelly's boots! While Granny Faddock was distracted Fishgutz lunged with both his cutlasses and skewered the large lady's throat.

Curses rang out through them empty streets when the Halflings found the Ogress's dead body slumped against the walls of the Shambles. The Ogresuns had the treasure, control of The Old Temple and another warband that hated Fishgutz and his murderous blades!

~ ~ ~
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 1 Nov 2009 - 15:27

27th October, the year nine

All Aboard Who's Coming Aboard!

As the first rays of the morning sun started to burn off the mists that swirled through the damp Vercuso streets the Orcs and Goblins (and Ogre) of the pirate ship Ogresun made their way to the docks to meet the cutters and longboats that had been sent into the harbour town to pick them up.

They carried crates, sacks and chests galore, loaded to the brim with coins, gems, wyrdstone and other precious things. They were leaving Vercuso for a short while (but they knew they would be returning soon - too much fun could be had in this seedy little town to be gone for very long!).





But as usual the best laid plans of Orcs and other things... one last attempt was to made against them. One last ambush by the Catering Corps!



Arrows rained down and Whalebelly took the brunt of them!





The crew gathered their strength and made a rush for it!



The Chef and his assistant lay in wait..



Wyrdtoof the Shaman took an arrow in the leg.





"Get up ye lazy lubbers! Get up and run for the boats! We are leaving here with or without ye!" raged the Kommodore.

The Pirates grabbed their mates and ran, dragged them stumbling along but still clutching their loot. Once at the quays they threw their ill-gotten gains aboard with abandon - as soon as the flotilla of small craft put to sea they started singing crude sea-shanties and laughing.

Kommodore Deffgit looked back at the town in the orange light of the autumn dawn. He took a long pull on his clay pipe and chuckled to himself "Vercuso, my old friend, you ain't seen the last of us mate!"

~ ~ ~


Last edited by WarbossKurgan on Sat 11 Sep 2010 - 4:13; edited 1 time in total
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sun 1 Nov 2009 - 22:40

well godspeed kommodore! nice battle rep, and may the winds blow ya back one o' these days so i can get my fix for high seas swashbuckling adventure!
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