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

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DeafNala
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 20 Aug 2009 - 2:49

MORE PRETTY PHOTOS! God, Life, & the Flame On crew ARE good! cheers
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 21 Aug 2009 - 2:13

zelophahad wrote:
Despite missing Gordo and Chef, the halflings actually managed to shoot straight today against Dave's undead and are now the proud occupiers of The Boarding Party Inn (for now, anyway).

Updated warband:

HEROES
Gordo Rams Eye (Halfing Elder) - missed the game
Bob, The Butcher of Dumplington (Halfling Cook) - missed the game, but now innoculated against swine flu!
Faygin Bolger (Halfling Thief) - shot a dreg, gained +1S
Bill (Halfling Youth) - shot a dreg, gained skilled huntsman skill
Ted (Halfling Youth) - shot a dreg (Boris - who had to have his arm amputated, and was them dumped by his cruel vampiric boss!), gained the quick shot skill, but also contracted swine flu so off sick tomorrow...
HENCHMEN
The Farmers Arms (Halfling Scouts) x5 - including 'Ned the Vampire-slayer'! :cool:
Leon's Porkers (Piggies) x4
WR = 175 (14 members, but 1 missing next game)

The halflings are the first to three territories, but Matt's ninja skaven are after the Lighthouse tomorrow. We'll see about that! But I fear my warband's influence is spread too thin and I may have to relinquish control of somewhere else if I want to keep hold of the Lighthouse...






















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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 21 Aug 2009 - 2:23

20th August, the year nine.
The Sarky Cutter, Vercuso.

Vermin and Vacillation

“Hmmm” said Barnacle Nog, as he peered through the rain. He wasn’t quite sure of the best course of action; as first mate of the Ogresun command decisions were not normally left to him but with the Kommodore and Wyrdtoof bedridden he was next in line. “Hmmm” he said again. Ratmen darted along the city walls and scampered over gangplanks into the upper stories of ruined buildings nearby.







“Roight!” said Nog at last, “Scupper: you get that sack from the pier, the rest of you go get any loot to be had from the buildings before those Ratboyz nab it all.” Dubloon Dreg stood his ground and started shouting as the others jumped to their tasks but Nog just ignored the old fool.

Both watches splashed forward through the gathering puddles as a light shower of sling stones rattled and pinged of the cobbles around them. None of the Orcs paid the missiles much mind and none found their mark. Skaven may be renowned for their sneakyness but this lot (who called themselves The Nezumi) weren’t going to be celebrated for their shootyness!





Scupper Lug grabbed the bag of merchandise from the wooden jetty but didn’t hang around over the dark water for long – he’d seen too many shipmates pulled down into the murky depths by tentacle terrors!







The Skaven quickly secured the valuables from the two foremost houses and got themselves into defensive positions. A few of the Ogresuns climbed the nearest ladder (after a brief fight about who should go first!) but they soon realised that the Rats were too strongly dug-in for it to be worth the reward.

The rain got heavier and heavier as the Pirates withdrew in relatively good order and the Skaven did the same, both parties keeping a careful watch on the other as they went. Later that day Salty Ogbad started sneezing.



~ ~ ~
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 21 Aug 2009 - 4:28



Week Three News:

Prepare to Repel Boarders!

The weather may be cooling but the action is heating up! Several towns felt the sting of the factions falling upon one another in this thoughtless hunt for Rackham’s Treasure. Cargio changed hands twice as the Black Gulf Corsairs got there first and hoisted their flag over the town, but the Sufaga Swordwind took it from the Corsairs just days later. The Osso Hills were taken by Corsairs. Roba is contested by the Corsairs and the Naval Alliance, while Caprio has been reinforced by Corsair forces.



The storm that paralysed Vercuso has abated but a strange fever seems to be reaching epidemic proportions in the port town. We advise steering well clear of Slippery Jack’s habitat for the next few weeks if you haven’t already been exposed!

The blasted Black Gulf Corsairs found the third piece of Rackham’s Key this week. Roba is in uproar and it’s not clear at all who controls the little cliff town but the Corsairs hold a portion of it; they discovered the gold plate in a sack of loot being smuggled out of the town towards Sartosa City by a cowardly ship’s chandler. He claimed to be about to bring it to them anyway and escaped with his life but they say that his new hook hand will make chandelling a lot harder.



It seems like this here conflict is going to escalate before it is resolved – already there are slights to avenge and scores to settle. Don’t heave-to yet lads, there’s loot to be found!







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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sat 22 Aug 2009 - 1:59

21st August, the year nine.
The Sarky Cutter, Vercuso.

Noble Knights: Nautical Knobbling

“It’s getting late Boyz, we don’t have time to hang around,” yelled Kommodore Deffgit “we have to get to the Sarky Cutter before they call last orders!” The dreadful concept of the inn closing before they could get a drink spurred the Ogresuns on with desperate vigour – they picked up their pace from a brisk walk to a rapid jog. As the band of Bretonnians appeared round the corner the pirates saw no need to slow down!





Arrows rattled off the cobbles around them (chiefly around the Kommodore!) as they ran. Wyrdtoof summoned the power of Mork (or possibly Gork) and thin tendrils of inky green smoke curled around the pirate crew.

A couple of deck hands paused to fire crossbows at the peasants armed with longbows, high on the stone wall above them: a bowman cried out in gratifying response and fell to the parapet clasping the dart protruding from his leg.











Barnacle Nog leapt forward, accompanied by Scupper Lug and the Goblins; together they clashed cutlasses with the Breton swords. The burly first mates’ bulging muscles and fearsome cutlass-work drew the full attention of the Bretonnians, but the other pirates ended up doing most of the actual damage. Scupper Lug clubbed a squire bearing the band’s colours to the ground, one of the enemy knights fell under a barrage of blows and the Goblins pounced on both – stiletto knives doing the dirty work.









The Kommodore got stuck in too, but he kept a weather-eye on the overall situation and held back the pirates when the knights sounded the retreat: It was more urgent to get to the pub than finish the foreign devils off!

~ ~ ~

The Ogresuns

Boss: Kommodore Deffgit, T5, Ld9. 2x Club INFECTED
Shaman: Wrydtoof Hogbreff, Led'z Go! (9+). Club INFECTED
Big'Un: Barnacle Nog, Pit Fighter, Mighty Blow. 2x Club
Big'Un: Salty Oggbad, Pit Fighter. 2x Club INFECTED
Ladz got Talent: Bad Hook, WS4, BS4, I3. 2x Club, Crossbow
4 Orc Boyz: The Starboard Watch - Throg, Blind Fug, Dubloon Dreg and Floggin Morr INFECTED, BS4, I3. 2x Club, Crossbow
2 Orc Boyz: The Larboard Watch - Briney Duff and Scupper Lug, WS4, I3. 2x Club, Crossbow
3 Orc Boyz: The Waisterz - Poxy Uzbad and Fishgutz. 2x Club
3 Goblins: The Kabin Grotz - Dirty Morrgun INFECTED, Dread Pirate RogUrtz and Stormy Trug INFECTED, S4. 2x Club
2 Goblins: Da midshipGrotz - Harpoon Gig and Walker Plank, 2x Club

Treasury: 2gc and 1 Wyrdstone
WBR: 228


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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sat 22 Aug 2009 - 2:04

zelophahad wrote:
Matt's ninja rats attacked the halflings' lighthouse. Surprised I guess he'll think twice before doing that again as the poor guy had to restart his warband as a result! Neutral

Updated warband:

HEROES
Gordo Rams Eye (Halfing Elder) - two kills, gained trick shot skill
Bob, The Butcher of Dumplington (Halfling Cook)
Faygin Bolger (Halfling Thief) - one kill, now BS5
Bill (Halfling Youth) - gained leap skill
Ted (Halfling Youth) - off sick
HENCHMEN
The Farmers Arms (Halfling Scouts) x5 - one contracted swine flu
Leon's Porkers (Piggies) x3 - one killed
Granny Faddock (Village Ogre) P)
WR = 188 (14 members, but 1 missing next game)

:cool: The halflings (just) managed to keep hold of their three territories, largely thanks to doing enough damage to the skaven to make them restart.










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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sat 22 Aug 2009 - 2:15

Lesson:NEVER, EVER come between an Orc or Goblin & their Grog. Suspect
WONDERFUL PHOTOS; COOL BATTLE REPORTS! What a GREAT way to start the day! pirat
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Sat 22 Aug 2009 - 2:48

Very very cool battlereports!!! cheers

Thank you for sharing, this is inspirational!!!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Mon 24 Aug 2009 - 2:08

The continuing adventures of Gordo Rams-Eye's Halfling Catering Corps

zelophahad wrote:
"Yeah, run away you fudging vermin!" shouted Gordo Ramseye, his diminutive form perched on the rickety planking clinging precariously to the brickwork of The Leaning Lighthouse of Vercuso. "That's larn yer for trying to steal our fudging cheese!"

"Do you think they just wanted our cheese boss?" squeaked a horrified young Bill from up above him.

"'Course they fudging did," said Gordo, "they're just fudging mice aren't they?"

"Fudging BIG mice, boss!" piped Faygin Bolger the theif. "But they don't look as edible." he added with a sigh.

The halflings had had quite a good week since the storm had abated in Vercuso. Although they'd failed to grab that stash of beer off the Ogresuns holed-up in the Cod & Cutlass, they had seen off the undead at the Boarding Party Inn, and now successfully defended their beloved Lighthouse from an ill-conceived attack by ninja ratmen. They now had control of the Lighthouse, the Boarding Party Inn and the Capstan, although what Gordo really wanted was to get his hands on Dumplington and its famous pie shop.

"Oi boss!" shouted Ned the Vampire Slayer (as he was now affectionately known), "You seen those black clouds on the horizon?"

Gordo turned to look at the approaching weather system. It looked like they had another storm coming. "Okay lads, gather-up everything that's edible and let's get inside. By the looks of those fudging clouds, no ones going to be out fighting in Vercuso for at least another week!"

As he started down the walkway he saw a huge and familiar figure inspecting one of the dead giant rats far below. "Oi! Granny Faddock!" he shouted, "How d'you fancy helping us out in exchange for some cooking lessons?"

The ogre slowly turned her enormous, misshapen head up and grinned. "Hello my lovely little 'uns!" she called, "I'm coming up!"

The tower trembled slightly as the halflings' favourite ogre started clambering up to join them. Bob the Butcher wrung his hands in dispair and wondered how on earth he was going to be able to feed her enough to keep her mind off eating hobbit.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Mon 24 Aug 2009 - 2:32

Even without the poetry the Tale of the Ancient Marmalader is an EXCELLENT read.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Mon 24 Aug 2009 - 21:51

zelophahad wrote:
Gordo turned to look at the approaching weather system. It looked like they had another storm coming. "Okay lads, gather-up everything that's edible and let's get inside. By the looks of those fudging clouds, no ones going to be out fighting in Vercuso for at least another week!"

Oh, oh! Boss ya needs a key! Da Key of Wedder Modin'!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Tue 25 Aug 2009 - 0:54

What we need is a Potion of Healing! Phil's having an operation on his pops-out-of-joint-too-easily shoulder this week. Shocked As soon as he's well enough to come back to work we are back to Vercuso. The five Luncheim games played last week and the Warhammer games due this week will have to tide us over until next week. No
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Tue 25 Aug 2009 - 3:06

Hey Phil, here's to a SPEEDY RECOVERY! With all that down time I would imagine there will be more Tales of the Ancient Marmalader spinning through your head...along with all those pain killers. Be well, Amigo!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Tue 25 Aug 2009 - 16:02

Yipes! hey Phil good luck with the operation and I wish you a speedy and complete recovery.
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 27 Aug 2009 - 3:28

The Wardens on Monte Castello

Blessed Knight wrote:
Battle for the Beach - Bay Of Wreaks

NA vs BGC

The sea mist drifted off the sea towards the Chaos Dwarf gun emplacements, visibility was down to bow range and so far they had seen nothing barring the hulking wreaks littering the bay.



One lookout spotted movement and was about to sound the alarm when a barrage of warmachine fire opened up from the waters edge. In a heartbeat, the mist vanished as the weather mages dropped their spells to allow their brethren to attack.





The Army of Prospero advanced under a barrage of warmachine fire, heavy earthshaker shells landing amidst the centre line, making the assault slow going. The whine of bullets and arrows criss-crossed the narrow stretch of sand.

The great cannon 'Old Glory' was having a much better time than the Chaos dwarf crews. Its first shot ranged an earthshaker but too much gunpowder had been packed behind the shot, causing it to sail over the short crew, straight into the Lords Pet Great-Taurus. Unfortunately it wasn't killed but it didn't look healthy any more.





Prospero lead his Knights into the centre of the dwarf line under a hail of Blunderbuss fire and Bolts. As the knights reached the Corsair emplacements Prospero swung the Widowmaker left and right weaving a bloody trail though the enemy ranks.

The Dwarves were losing badly but stayed the course in the hope that their lord and brethren would help them but to no avail. Old Glory managed to fire despite the rolling ground from the earthshaker fire. The Great Taurus Sprouted a Cannon ball where its head used to be and collapsed spouting gouts of blood into the sand, added to that, the messy demise of their wizard in the manner of a fairground attraction finally made them break.

In the confusion the Wreakers advanced to secure the area and victory.

Win for the Naval Alliance

Huzzah!
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Thu 27 Aug 2009 - 4:39

CONGRATULATIONS, Lee! COOL photos & report! pirat
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 28 Aug 2009 - 4:41

Da Kronicles of Adm'rul Kurgan Grimjaw - Book 6

Skull Point, 27th August, the year nine.

Hell’s Bell and Buckets of Rats

The Ironfang Pirate Fleet landed on the south-western tip of Sartosa at dawn and swiftly moved inland. The Swordwind held this corner of the island but both the Corsairs and the Brethren of the Sea had set their sights on it today. A horde of filthy Skaven poured into the hills from their stronghold in Caprio into the mountain pass that overlooked Skull Point.

The hulking Adm’rul Kurgan took a swig of rum and passed the bottle to his first mate Grognog. They looked out over the approaching swarms as they formed up in a narrow mountain pass. With the small village of Knurt on the left flank and thick forests close in on the right, crammed into the already constricted cliff sides of a gorge, this place would be an ideal bottle-neck.

“This’ll do.” Rumbled Kurgan, “If’n we can hold them here they won’t be able to outflank us or scamper past without a fight.”

Grognog belched noisily as he nodded in agreement. At a wave of the portly first mate’s hand the pirate crews started singing their crude sea-shanties, taunting the Ratmen as they marched forward. The ship’s guns on the hill opened fire with a shattering crash.

~ ~ ~



























Powder smoke swirled in the mountain winds and mixed with the foul Warpstone-polluted exhausts of the Skaven machineries. The noise of the battle grew deafening as artillery from both ends of the gorge blazed away.

There were moments when things went monumentally wrong for the Ironfang Pirates - Adm’rul Kurgan called the Waaagh! a turn too early; later on the fleet’s battle-line degenerated into a squabbling, brawling, rabble for a few desperate minutes while the Troll dribbled onto its fist. The Skaven Assassin poisoned Broadside the Giant and headed for the artillery crew.















There were times when things could not have gone better - in a series of cataclysmic explosions the Skaven Warp Lightning Cannon blew up, a Rattling gun misfired and tore itself and its crew apart, the Greyseer miscast (losing some of his magical powers and wounding himself) and his Screaming Bell backfired, killing a handful of the Skaven pushing it. Hakkbar’s Squid Hoppers dealt with the Assassin just in time and save the Goblin gunners, but at the cost of three-quarters of the Squid!











Rukbadruk’s Boyz were beaten and overrun by two units: Screaming Bell and Stormvermin, they ploughed on into Mogrum's Boyz, only for the Adm’rul’s unit to leap forward in a frenzy of over-eagerness into the flank of the regiment pushing the Screaming Bell and Kurgan single-handedly wiped them out before they had the chance to attack Mogrum’s Ladz; the other overrunning unit, the Stormvermin, were held off at cutlass-point for long enough for Mogrum's Boyz to get organised enough to give them a proper kicking. The Greyseer got murderised by Mogrum’s first mate Morsnik and Murlok the Shaman had just a single achievement: Gork went on a stompy rampage and flattened the last big unit: the Skaven Slaves.

It was a close-fought battle, the advantage swung back and forth a few times but the Skaven were left with just two Jezzails, three fleeing Globadiers and a jammed Ratling gun. The Ironfangs had two strong units, a cannon and three weakened, but still capable, units. The pirates held Knurt, the forest and the heights either side.

~ ~ ~

A win (even a Massacre!) for the Brethren of the Sea of the blasted Cors


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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 28 Aug 2009 - 4:47

A change in the wind.

Mike Mee wrote:
Battle for the 'Cave Of The Damned'

“There’s only one route to the cave, through a pass in the forest “The scout panted, fresh blood stains dripped down his face from the brief clash. We coul...”

“Couldn’t secure the location, you failed me again Kor”

“I aim only to please master, we.”

“Failed.”

The marauder fell to the ground, smoke hissing from a smouldering ruin that was once human. Katgkad turned to face the 7 battered survivors from the scouting party. Fear running over the faces of the remains of the 20 cultist sent to clam the high ground before the dwarfs did.

“All you had to do was hold a hill.”

The sorcerer turned away, leaving the survivors to his chosen, they didn’t last long.

“I sense a great power in that cave. These foolish Dwarfs will not deny it me!”

Battle report to follow, Mortals vs Chaos Dwarfs (Jimmy)
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 28 Aug 2009 - 5:24

HOORAY, VICTORY! GORK or possibly MORK is with us!
Congratulations, Saul. The Cunning Plan FINALLY worked out. thumbsup
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 28 Aug 2009 - 6:27

DeafNala wrote:
HOORAY, VICTORY! GORK or possibly MORK is with us!
Congratulations, Saul. The Cunning Plan FINALLY worked out. thumbsup
And since luck was against me for most of it I'll call it a victory through my tactical genius! Embarassed


Laughing Laughing Laughing
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 28 Aug 2009 - 8:16



Week Four News:

Heads or Tails? The Fast Fish Takes the Bait.

Great sea-beasts have been the staple of fire-side tales all over Sartosa since time immemorial but they have never been told with such earnest fear as those circulating of late. The waters around our little haven must be fair teaming with monsters if half of them are true!

Regardless of that danger, the Naval Alliance took charge the Bay of Wrecks early in the week while Roba and Dead Man's Point fell to the Corsairs a day or two later. The Cave of the Damned is now contested by the Corsairs and The Sword Wind, but no doubt that particular matter will be settled in the days to come. Skull Point was captured by the Brethren of the Sea, in a dawn landing that surprised even the other Brethren. Vercuso was quiet again as more storms wrack the east coast.

The Corsairs found the forth and last piece of Rackham’s Key buried on the beach at Dead Man’s Point. They were led there by a blind man who had been wronged by the Pirate Captain who hid it there a few weeks ago. Spite can be a powerful motivating force in a community of buccaneers, brigades and pirates: ye be warned. They now hold three of the four fragments and may be able to begin working out its meaning… Or maybe not; we will have to wait and see.



The other factions will now most likely turn against the pernicious Black Gulf Corsairs in a concentrated effort lest they get the Lost Treasure!











Don't forget to check out the interactive Map

~ ~ ~
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WarbossKurgan
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 4 Sep 2009 - 6:26

Kommodore Deffgit and The Ogresuns - the further misadventures...

The Ropewalks, 3rd September, the year nine.

Walloping Wall of Whopping Wrongdoers

“I want to get over to Cheapside for the night. If we take a short cut through the Ropewalks we can be there before dark.” said Deffgit as he chewed on his pipe.

“I ain’t sure what’s going on Kommodore, but we shouldn’t hang around with all these lubbers shiftin’ about,” said Wyrdtoof Hogbreff the Shaman “I got a bad feelin’ about today.”

The Kommodore looked up at the darkening sky, the sun had dipped below the hills on the western horizon and the sky was all fiery reds and oranges. The wind was picking up and veering north; a few dead leaves were whirling round the cobbled streets.





The Orcs advanced in a ragged line, cautiously as there were many warbands in the area and not all of them were friendly. While the friendly ones were liable to stab them in the back, the unfriendly ones would happily stab them in the front too, so right now they were more worried about them. In the twilight large shapes moved among the ruins and the pirates tensed, shouldering arms and drawing cutlasses.

“You ain’t comin’ through dis way lest we invite you to dinner!” shouted an Ogre wearing a ridiculous hat as he appeared in the distance and the Orcs answered his challenge with a couple of crossbow bolts.











Barnacle Nog and Salty Ogbad rushed into the shelter of a small house as the Ogre’s chief came pounding down the street. Ogbad was smashed aside immediately, bounced off the wooden pillar and fell in crumpled heap on the road. Nog fended off the Ogre’s attacks for a few seconds but was knocked on the noggin and stunned. Bad Hook rushed to his rescue and was swatted away for his trouble. Nog then received a brutal kick to the ribs to make sure he stayed down. It worked.

“What you a doin’ of now?” yelled Briney Duff at Scupper Lug. “I was watching Mr Hogbreff’s back,” cried an indignant Lug. “Which, I was a’doin’ it already!” raged Duff. Wyrdtoof rolled his eyes and left them squabbling and charged the Ogre Chief while several Gnoblars swarmed around the Orc deck hands nearby. The Shaman’s feeble assault was laughed off by the Ogre Chief and the return blow left Wyrdtoof in a pool of his own blood.

On the flank the Starboard Watch bested an Ogre Runt while a couple of Goblins tried unsuccessfully to break through the Ogre lines. Kommodore Deffgit faced with a charging Ogre and a rapidly diminishing crew called for a hasty retreat.

~ ~ ~

Back in the Cod and Cutlass Inn – the wrong side of the harbour – the Ogresuns nursed their wounds and sneezed frequently.

~ ~ ~
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WarbossKurgan
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 4 Sep 2009 - 6:34









The Beanbag wrote:
Games were excellent tonight, our side of the board won through but it turned out to be a win for 3 different factions, a nice even result! I played Darius's scurvy Pirate brigands in the Occupy scenario - 3 buildings to take control of and hold for 8 game turns (no rout tests, unless taken voluntarily :/ ). My valiant leader on his own took out 67% of Darius's casualties!

And I got home earlier, turned on to find my latest favourite programme - Deadliest Warrior (Bravo channel) - pitting, guess what a Pirate vs a Knight! How cool, life imitating art eh?

spider_mat wrote:
yeh guys tonight was loads of fun we need to be a bit more strict with times and gettin started early and stuff lol

but still it seems everyone had good games well all apart from darius who suffered some deep casualties but he also got some realy nice fluffy advancements

anyway i carnt whate to play again

Dazza wrote:
I watched that too, pretty scary coincidence hey, but guess who won? That's right t'was the cunning Pirate! Yo-ho-ho! P)

Great game tonight, and a particularly enjoyable scenario even though I did lose AGAIN and I failed to take even a single soul out of action despite a volley of 6's and critical hits Sad I think a change of tactics are in order

The Beanbag wrote:
I think that handgun should be given to a better shooter for one!
Look out for counter charges, and maybe a touch more hiding?

But my injury rolls were just ridiculous, nowt you could do about that, awfully sorry old bean :Cool Very Happy

Dazza wrote:
Yeah I'm not used to hiding, I think Pirates are too loud and and brash for all that sneakyness, perhaps a wee bit of retraining is in order for them.

I've been wanting to give the handgun to someone else but the only other person who can have it is Dapper Dan with his brace of pistols.
I could swap them I guess but Squintysshhsshaking Stevens has -1 movement so I was reluctant but his BS 2 means his shooting is now so bad (especially at long range) I'm going to have to think of another role for him....hmmm something large which is hard to miss with may be in order! Yo ho ho!...yarrr P)



Yarrrrrr - The Gentlemen of the Inferno

Dazza wrote:
"Psst Dan wassup with the Cap'n?"
"Dunno Jack but since that last scrap he aint budged, his good eye just keeps a'twitchin, either that or he's blinking a hell of a lot"
"hey'up lads keep it down, me thinks that all this bad luck we've been avin he's likely to disembowl any landlubber he sees as soon as he looks at em, and when he found that bloody halfling had quoffed the last of his good grog it... well... it just tipped him over the edge."

Stats after today

'Mad' Cap'n One Eye'd Willy
Unholy Relic
Suffers madness, Frenzy! - Must charge nearest enemy model, immune to psychology when in charge range, double attacks when in hand to hand combat= 4 attacks+1 for having 2 hand weapons!
Gained New Skill! - Mighty Blow! +1 strength in close combat

Lobster - Cabin boy
I can't find lobster anywhere and may have left him in the prison tower, can someone have a look next time they're at The Mill please?

Stinky Pete - Mate
Captured - awaiting return

Butcher Bob the 2nd - Mate
Newly raised again to serve on the Inferno

Squinty Sshsshaking Stevens - Gunner Hero
Old battle wound
Immune to fear
Hunter
Blind in left Eye
Gained +1 attack

Dapper dan

Tap Tap Jack

The very late Errol Thinn the 3rd
Dead for the time being

Bloody Big Brian the 2nd
Gained +1 strength

He who shall not be named
Dead

The Man with no name
Dead


New WB rating to be confirmed pending Stinky Pete's bail fee



Ooh P.S. I tried Willy's Voodoo magic list and seemed be be well balanced, Willy remembered his Pocket sized voodoo kit but the only spell he remembered was 'Cure' which he never had the opportunity to use in battle.









spider_mat wrote:
ok the new warband played daves nefarious undead

befor the game started i was back to my starting warband with a rateing of 99 and dave was at 99 aswell so it was an even match apart from daves 3 or 4 henchmen out with swin flue

the new lay out for my warband after one game is as follows


name: nezumi ninjas
gold crowns: 6
treasure: 0
total exp: 74
members: 13
rateing: 147

stored equipment
jewelled dagger
dagger

assasin adept XP 24
fighting claws
holy relic

black skaven XP 12
fighting claws
art of silent death

black skaven XP 10
flail
sling
dagger

eshin sorcerer (fluffy the vampire slayer) XP 11
spell: gnawdoom
sling
jewelled sword

night runner XP 3
dagger
sling
imune to fear

night runner XP 2
dagger
sling

verminkin red belt XP 1
sword
club
sling

verminkin green belt XP 2
sword
club
sling

3x verminkin blue belt XP 4
sword
club
sling

verminkin yellow belt XP 1
sword
club
sling

verminkin white belt XP 4
sword
club
sling


this week ive baught 2 new blue belt verminkin ive got one made but am looking for the clothed bodies from the night runner bodys for them if anyone wants to trade for some of the other bodys
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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 4 Sep 2009 - 6:36











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PostSubject: Re: Sartosa 4: Dark Waters (Flame On campaign - summer 2009)   Fri 4 Sep 2009 - 6:37

zelophahad wrote:
Here are the results for week '3' (after Thursday’s dinnerheim):

PLACINGS

1st Kommodore Deffgit and The Ogresuns (3 locations, base control score = 74)
2nd Gordo Rams-eye's Catering Corps (3 locations, base control score = 63)

3rd Da Well Har'd Mercenaries (2 locations, base control score = 79)
4th= Knights of the Woeful Sense of Direction (2 locations, base control score = 74)
4th= Nezumi Ninjas (2 locations, base control score = 74)
6th One Eyed Willy and his Gentlemen of the Inferno (2 locations, base control score = 63 - awaiting warband rating update)
7th Skrikit's Hold Rats (2 locations, base control score = 59)
8th Pottery Shed Cultists (2 locations, base control score = 55)

9th Raziels' Court (1 location, base control score = 130)

Yet to fight:
Borzagz' Runtz (1 location, base control score = 125)

LOCATIONS

Wishing Well - Da Well Har'd Mercenaries
The Sail-Makers’ Guildhouse - Nezumi Ninjas
The Lighthouse - Gordo Rams-eye's Catering Corps (+1)
The Battery - Borzagz' Runtz
The Farms - Raziels' Court
The Old Temple - Skrikit's Hold Rats
Pressgang Alley - Pottery Shed Cultists
Binnacle Yard - One Eyed Willy and his Gentlemen of the Inferno
The Merchants’ Guildhouse - Knights of the Woeful Sense of Direction
Vercuso Bridge - Kommodore Deffgit and The Ogresuns

The Barrel o' Monkeys - Skrikit's Hold Rats

The Hole in the Wall Inn - uncontrolled
The Emperor's Bane - uncontrolled
The Slips - Knights of the Woeful Sense of Direction
The Boarding Party Inn - Gordo Rams-eye's Catering Corps
Wrecker's Point - Nezumi Ninjas

Soup Alley - One Eyed Willy and his Gentlemen of the Inferno
Unlucky Quay - uncontrolled
The Cod and Cutlass Inn - Kommodore Deffgit and The Ogresuns (+1)
Dumplington - Pottery Shed Cultists

Slippery Jack's Underwater Cave - uncontrolled
Cheapside - uncontrolled
The Sarky Cutter - Kommodore Deffgit and The Ogresuns (+1)
Hangman's Square - uncontrolled
The Capstan - Gordo Rams-eye's Catering Corps
The Whirlpool - uncontrolled
The Bucaneer's Blade Inn - uncontrolled
The Ropewalks - Da Well Har'd Mercenaries
The Crooked Farthing Inn - uncontrolled
The Shivered Timber Inn - uncontrolled


Last edited by WarbossKurgan on Fri 4 Sep 2009 - 8:56; edited 1 time in total
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