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 Bell, Book and Candle (a Flame On Mordheim campaign)

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WarbossKurgan
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PostSubject: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:38

Vercuso: Bell, Book and Candle

The capricious Winds of Magic grow stronger on Sartosa this season and the practitioners of the dark arts gather. Auspicious portents have been reported; such as fish that seem to say “Doom!” as they are about to be filleted, the birth of two headed goats, whole flocks of birds dying on the wing and falling into the streets, strange lights flickering over the harbour at dawn and dusk, and unusual numbers of very deep water fish turning up in catches.

To add to the sense of foreboding felt by the citizens of the ruined port, three mysterious strangers have come to Vercuso. Not much is known about them but they arrived a few weeks ago wearing the bizarre robes normally associated with wizards. No one seems to know where they came from but within days of getting to Vercuso they had started asking questions about the active warbands in the city – they visited all the bars, inns and taverns and quizzed the locals about the strengths, skills and make up of all the active armed bands and made extensive notes.

Then without explanation they separated and took up residence in three different parts of town. It’s not known if they argued and fell out or if they are secretly working together behind the scenes but they seemed to be working together when they arrived, now they have gone their separate ways and are quite content to even join opposing forces.

No one knows what motivates the wizards to join a particular warband from one week to the next but they seem to be eager to spend time with those active in Vercuso, even to the extent of taking on disguises to accompany warbands that have a distrust, or even hatred, of magic.

~ ~ ~

Ignatius Bell, Helving Book and Merton Candle are Dramatis Personae who will join warbands for one week for no charge. They can be used in all the games you play for the week they are with you. They will not stay with the same Warband for two consecutive weeks though, at the end of the week they will leave your company and join a different warband for the following week.

Mr Bell, Mr Book and Mr Candle are allocated to different warbands at the campaign masters’ discretion. Miniatures and rules will be provided to represent the wandering wizards. If any of the wizards are killed they will return to the campaign after a week of absence with their starting stats and no experience points.

~ ~ ~

The next Flame On Luncheim campaign will be starting with a full day’s gaming at The Mill on Wednesday 30th December. The campaign mechanics are very similar to last time, but with a few tweaks which we think will really make things simpler and easier.

You can download the campaign rules pdf #here#.

Starting the campaign

1. Everyone taking part will provide the following information: a) Warband name; b) Warband type; c) Starting warband rating.

2. In order of placing in the last campaign, each player chooses their starting location which must be a ‘special location’. So Adam chooses first, then Saul, Dazza, Dave, me, Tim, Viktor, Matt, Andy, followed by any new-comers (there is space for 12 warbands in total). The special locations are the same as before:
Wishing Well
Sail-Makers’ Guildhouse
The Light
The Battery
The Farms
The Old Temple
Pressgang Alley
Binnacle Yard
Merchants’ Guildhouse
Vercuso Bridge
Their (revised) special rules are listed in #this# pdf.

3. Each player also secretly chooses any two locations which will be worth double points to them at the end of the campaign and PM it to the organiser. Choose them for fluff, for special rules, for whatever reasons you like, but keep ‘em secret for now! Once the campaign has started, each warband's bonus locations will be revealed to the other players so we can try and stop each other capturing them!


  1. Wishing Well
  2. The Sail-Makers’ Guildhouse
  3. The Lighthouse
  4. The Battery
  5. The Farms
  6. The Old Temple
  7. Pressgang Alley
  8. Binnacle Yard
  9. The Merchants’ Guildhouse
  10. Vercuso Bridge
  11. The Barrel o' Monkeys
  12. The Hole in the Wall Inn
  13. The Emperor's Bane
  14. The Slips
  15. The Boarding Party Inn
  16. Wrecker's Point
  17. Soup Alley
  18. Unlucky Quay
  19. The Cod and Cutlass Inn
  20. Dumplington
  21. Slippery Jack's Underwater Cave
  22. Cheapside
  23. The Sarky Cutter
  24. Hangman's Square
  25. The Capstan
  26. The Vercuso Ferry
  27. The Bucaneer's Blade Inn
  28. The Ropewalks
  29. The Crooked Farthing Inn
  30. Cathay Town


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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:45

zelophahad wrote:
To get the ball rolling:

Phil:
a) The Lost Waaagh!(band)
B) (Savage) Orcs & Goblins
c) 100

Andy wrote:
a) [s]The Indestructables[/s] RETIRED
B) Witch Hunters
c) 80

Very excited for this. Smile



a) The Blackhorns
b) Beastmen
WarbossKurgan wrote:
Warband Name: Mung-Qi and the Gloomwyrms
Type: Orcs and Goblins
Starting WBR: 115
Starting Location: Merchants' Guildhouse

Frog wrote:
Warband Name: Albania Barbarians
Type: Albion Barbarian
Starting WBR: 90 (10 models)

"lt's a long long way to Albania"
Starting location: Old Temple


Godfather Viktor wrote:
a) Skrikit's Hold Rats
B) Skaven
c) 109

Starting location: Pressgang Alley
But they will join in after January the 7th...
Dazza wrote:
Roll up! Roll up! Prepare to be amazed, bedazzled and crazed! For the Greatest Show on Earth is Coming To town!


a) Papa Jingle's Cirque du Extraordinaire
B) Circus Extraordinaire
c) 107


Davespaceman wrote:
David
a) Raziels' Court
B) Undead
c) 73

One of the dregs had a interesting incident with a doggy but the effects wont be felt for a while. (stil not sorted the tail on the wolf so he's not yet painted and so wont be showing up for a bit)

Starting location: Sailmakers guildhouse.

The Beanbag wrote:
Adam
Warband - The Red-Eye Knights RETIRED

Questing Knight
Knight Errant
Knight Errant

Squire
Squire
Squire
Men-at-Arms x4
Peasant Bowman x1

WBR 86

Chosen starting Special Location - The (Moisture) Farms

The Underminers

With the Farms being settled by the new dwarf treasure hunters, the main house rang with the sound of clashing helmets, swearing and singing once again; the roving clan members couldn't help slipping into old dwarven habits wherever they were.
They were true miners, as comfortable in the pitch black of the deep earth as above ground, possibly even more so. It was something about the weight, the mass of the rocks all around that comforted them and nurtured their stoic, stout attitudes. And their hard heads.
We now see them carousing round the massive central hearth of the farmhouse, flagons slopping, beards dripping and lungs bellowing out the old songs...

"Hi-ho, hi-ho it's off to work we go, with an axe and a pick and an orc-beating stick hi-ho, hi-ho, hi-ho, hi-ho..." As is said, old traditions are cleaved to roll


zoglug wrote:
a) Brad the Impaled's Mumbling Stumbling Horde
B) Undead
c) 95 (i think. Starting members * 5, add experience isnt it?

Brad the Impaled - Vamp - Sword, Bow, Helmet, Hammer - 143 gc
Ingor - Dreg - 2 x Hammers, Bow - 36 gc
3 x Zombies - 45 gc
3 x Zombies - 45 gc
3 x Zombies - 45 gc
4 x Zombies - 60 gc

I wont be able to make all day on the 30th Sad due to being in work. But i should be able to make an hour during lunch time!

Now to finish painting these guys!
Grotsmeg wrote:
a) Rohern's Cheery Woodfolk
B) Wood Elves
c) 105


Nippy Longskar wrote:
Name: The Crook'd Dubloons
Type: Marienburgers!
Rating: 101

My band is built and base coated, hope to finish them for the first day of games! Can't wait!


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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:46

The "Serpent-Dragon of Twilight Aspect" pirates

The Gloomwyrm
Also known by it’s Cathayan name the Serpent-Dragon of Twilight Aspect, the Gloomwyrm is a Cathayan Orc Pirate Junk commanded by Captain Mung-Qi and festooned with dragon-muzzled cannon. The Gloomwyrms are a fierce band of cutthroats and villains who joined the Ironfang Pirates willingly when they first saw the size of the fleet.

Mung-Qi (Orc Boss)
Arrogant, boastful and conceited he calls himself “The great Orc Pirate Warlord Mung-Qi, equal of Gork and Mork, Captain of the Gloomwyrm Pirate Junk, scourge of the eastern seas” but most people find that a bit long-winded and pompous and just call him Mung-Qi. He wields a great two-handed iron cudgel, stolen from the treasure-horde of a sea dragon. Mung-Qi doesn’t know it but the metal staff is forged from meteoric iron, and as a result it is almost unbreakable and slightly magical. He also wears what he thought was the legendary Crown of Command, but he was duped into putting it on by his Shaman and it is not what he claimed it to be. The golden circlet looks impressive but Mung-Qi would remove it if only he could.

Tricky-Tarka (Orc Shaman)
Sly, secretive and deceitful, even by Orc Shaman standards, Tricky-Tarka has final say in all the decisions the Mung-Qi and the Gloomwyrms make – all he has to do if he doesn’t get his way is recite a secret spell and the “Crown of Command” shrinks slightly and causes Mung-Qi unbearable pain! The Shaman is searching Cathay for the Scrolls of Mork and is using the pirates for his own ends.

Xan-Dee (Orc Big'Un)
In his former life as a river pirate Xan-Dee developed a taste for human flesh and he still wears several skulls hung from his cloths and lank hair. The Gloomwyrm was attacked by his small band of river pirates when it ventured up-river many years ago but Xan-Dee’s crew were swiftly overcome and killed. Xan-Dee was impressed by the ferocity of the Gloomwyrms and joined them immediately.

Pig-Xi (Orc Big'Un)
Once a Boar-herder for a northern tribe of nomadic Orcs, Pig-Xi got fed-up with the constant abuse of the rest of the tribe and the relentless biting from the boars. With a very large bag of supplies packed he left the camp in the dead of night when the tribe stopped near a coastal port. He joined the Gloomwyrm’s crew when he heard they were sailing at dawn. He is easily distracted by food and drink and enjoys little in life more than eating.

~ ~ ~













Luncheim Special Rule

Cloud Trapeze
The secrets of cloud-walking are known to the Heroes of the Gloomwyrms. It it said that in a single somersault they can travel 108,000 miles!

The Heroes of the Gloomwyrms have limited access to the spell Flight of Zimmerman. One hero can try to cast it once each turn, but it can only be used successfully once per game. The Gloomwyrms are no wizards though; if when attempting to cast it they roll double 1 they are removed from play for the rest of the game, as they are carried away the full 108,000 miles! The "lost" hero does not count as being "Out of Action" and does not have to roll for injuries but they can not take part in the after-game Exploration for that game. They will have found their way back before the next game however, probably with an exciting (and hugely exaggerated) tale to tell their ship-mates...


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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:48

zelophahad wrote:
Jurassic Orc - The Lost Waaagh!

Starting warband:

Uhg-ug-ugg, Savage Orc Boss - flint knife, two clubs, sling
Oooohg, Savage Orc Shaman - flint knife, spear
Uhg-uhg, Savage Orc Big'un - flint knife, double-handed weapon
Uhgg-uhgg, Savage Orc Big'un - flint knife, double-handed weapon

Ug, Ug, Ug, Ug, 4 Savage Orcs - flint knife, two clubs, sling

Warband rating = 100
Starting Location: The Binnacle Yard
Special rule: Savage Orcs (frenzy, warpaint, weapon restrictions, access to Cold Ones as mounts)

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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:49

The Beanbag wrote:
The journey was long and arduous, the group was ill equipped and ill prepared...
The mountain pass had been savaged by storms for days and the snow squall that set in caught the burdened knights by complete surprise. None survived but their names would go down in history as the Knights Who Never Were. The Carpenteurs never got to tread in the footsteps of the legendary Knights of the Woeful Sense of Direction, but plenty more sword arms were willing to try their...arm... in Vercuso.

Knights from the border regions of Bretonnia - Tatouaine - have spent generations mastering the inner warrior, controlling their emotions, some say even manipulating the physical world with nothing more than their thoughts, to further the calling of Knighting and bring peace to the Old World.

The Red-Eye Knights - so called because all that concentrating on moving rocks with your mind really makes you squint! - heard of the tales coming from Vercuso and recognised a wretched hive of scum and villainy when they heard of it. They set out to cleanse the bars and taverns, alleyways and thieves dens and bring light and peace to the port of Vercuso.

The Red-Eye Knights

Luncheim Special rule

Lightsword of Luc de Promeneurs-du-Ciel

Luc de Promeneurs-du-Ciel was a legendary Red-Eye Knight who battled the renegade knights of Tatouaine to protect his homelands, forging famous myths and creating heroic sagas in six parts along the way. With the help of his mystic Albion guide Obidiah Kenobidiah, he perfected the use of a particular spell that turned his normal steel sword into a burning beam of light and heat that could cut through armour and flesh with contemptuous ease.

The Lightsword spell has the same effects as the Sword of Rezhebel. But because it requires intense mental focus and not the winds of magic, if failed the knight must sit down for a bit and rest, thus missing the rest of that turn.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 6:52

zoglug wrote:
Brad the Impaled's Mumbling Stumbling Horde

Luncheim Special rule - At the end of a fight, for every 'dead' opposing member a D6 is rolled. On the role of a 6, Brad manages to sucessfully raise a new zombie for the horde. However, on the role of a 1, the spell goes disasterously wrong and D3 zombies are killed instead. (what do people think of this???)
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 15 Dec 2009 - 11:36

HOORAY! LUNCHHEIM HAS RETURNED!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 16 Dec 2009 - 8:34

Thought you'd be happy to see this thread Alan! bounce

zelophahad wrote:
Great! Well, all the special locations are now allocated:

Wishing Well = Dazza
Sail-Makers’ Guildhouse = Dave
The Light = Andy (zoglug)
The Battery = Matt
The Farms = Adam
The Old Temple = Tim
Pressgang Alley = Viktor
Binnacle Yard = Phil
Merchants’ Guildhouse = Saul
Vercuso Bridge = Andy B

If the last two places are taken (Richard? Liam?), they'll each start in a randomly-allocated basic location.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 16 Dec 2009 - 8:41

there are a really good group of us this time! we keep growing!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 16 Dec 2009 - 18:05

Nice work.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 17 Dec 2009 - 2:47

WAIT...where's Lee???
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 17 Dec 2009 - 3:03

DeafNala wrote:
WAIT...where's Lee???
Sadly Lee can't get to the Mill at lunchtimes as he works waaaay out of town and only gets 40 minutes for lunch. Crying or Very sad

Hopefully he'll be able to join us for a few evenings and weekend games though. Cool

It looks like Nippy Longskar (AKA Mark) and Kawaiiii (AKA Sally) are joining use though. Warband details will be added above when we have them cheers
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 17 Dec 2009 - 3:09

WarbossKurgan wrote:
Sadly Lee can't get to the Mill at lunchtimes as he works waaaay out of town and only gets 40 minutes for lunch.

Doesn't reality JUST SUCK? It's a relief to know he wasn't kidnapped by Gypsies though.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 17 Dec 2009 - 3:13

Oh he was, but they gave him back. Laughing

Brad the Impaled's Mumbling Stumbling Horde
zoglug wrote:
‘Brrrrrraaaaiiiiiinzzzzzzzz’

‘Be quiet’ Retorted Brad. He turned to Pob with a disappointed look on his face.

‘This isnt how life was meant to be’ He quipped.

He was from an affluent family, the eldest son of Lord Winnat, heir to his estate. Growing up, he was always the smallest of children, the weakest and the most feable! He was clumsy with a sword, appalling with a bow and arrow and his horse riding skills left a lot to be desired. But he couldn’t help but wonder how he had ended up here, ended up a Vampire.............

‘Brrrrrraaaaiiiiiinzzzzzzzz’

‘QUIET!!!’ Yelled Brad………….the day had just begun.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Fri 18 Dec 2009 - 4:14

Work in progress Dramatis Personae for the campaign:
Mr Bell, Mr Book and Mr Candle - I'm sure you can guess which is which!







And that other chap for when the allocated warband is of the non-wizard-friendly sort : Pauli Disguy'st

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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Fri 18 Dec 2009 - 5:10

VERY COOL! I especially like Herr Candle & Pauli. NICE USE of GW's EXCELLENT plastics...whatever differences I have with GW, they DO make some GREAT plastic pieces. The Lads are going to look SPECTACULAR when all painted up.
AND, lest I forget again, the painted pieces above are all TERRIFIC!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 29 Dec 2009 - 3:52

zelophahad wrote:
Quote :
It is said that deep in the uplands of the island of Sartosa lies an utterly inaccessible plateau. None have ever gained access to this place, nor even provided proof of its existence. However, it has been postulated by the Imperial scrivener Dr Deitrch Attenburg that this isolated spot harbours all manner of mysteries and wonders. He believes the plateau has been completely cut off from the rest of the world since the time of the Old Ones. This is of course utterly fanciful speculation, but he has recently claimed to have found physical evidence of his theory.

This so-called evidence is the appearance around Vercuso of a group of greenskins so utterly backward and primitive that they make even the savage orcs of Lustria appear civilized. Preferring to live in caves and using only the most primitive of weaponry, these orcs do not even appear to have developed the foul, elementary language of their more familiar cousins. All greenskins are little more than brute beasts, but the ‘cave orcs’ are brutal, animalistic and devoid of any social skills at all. They are exceptionally aggressive and extremely dangerous.

Any sensible man would fight to eradicate these dreadful beasts, but Dr Deitrch Attenburg has made it his work to study what he calls the ‘Nean der Taal’, a name meaning ‘brute of the cave’ in an obscure gothic dialect. He is currently observing them in their interactions with the other inhabitants of Vercuso. For those with the patience to tolerate his fancies, we will be publishing extracts of the ramblings of his notebooks...
Starting heroes

Uhg-ugh (Big 'Un) ... Uhg-ug-ugg (Boss) ... Oooogh (Shaman) ... Uhgg-uhgg (Big 'Un)

Dr Deitrch Attenburg wrote:
A small but dangerous group of the cave orcs appears to have found a den in the Binnacle Yard area of Vercuso. Quite why they have chosen this location is a mystery to me. I would have expected them to seek out a cave to dwell in, but urban Vercuso seems lacking in such geographical features - although the ruined state of the town could be seen as providing many cave-like dwellings.

Thus far, the only element of their language I have managed to discern is the names they appear to use for one another (although I am confident that I will soon be able to translate properly and who knows what sophistications of culture I may then discover?). I have however determined a clear hierarchy within the group based essentially on strength and brutality (just like their more advanced greenskin cousins).

The dominant orc in the group is clearly the large one who is normally seen wearing a skull head-dress (this appears to be more ceremonial than military in purpose - unlike the array of stone weapons he carries). I believe he is referred to as 'Uhg-ug-ugg' by the rest of the group. The next most dominant members are ‘Uhg-ugh’ and the ancient ‘Uhgg-uhgg’, both of whom wield enormous clubs made of wood or carved bone with which they brutally assert their authority over the group. Another individual of note appears to be called 'Oooogh' although this may simply be the other orcs' expression of fear and respect for him: He seems set apart from the group, wearing very few furs and often mumbling to himself. I have not yet discerned his role or status. The remaining four cave orcs all appear to refer to one another as 'Ug'.
Staring henchmen

All members of group 'Ug'

Boss:









Big'Un:









Test model for plastic boyz with two choppas:





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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 29 Dec 2009 - 4:41

COOL STUFF, Phil! The Savage Orc persona is how we Goblin Guys view ALL Orc(k)s...especially when they're not around. WELL DONE!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 29 Dec 2009 - 5:19

Thanks Alan, glad you like 'em.
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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Tue 29 Dec 2009 - 6:08

zelophahad wrote:
Okay folks, here's how things look at the start of the campaign tommorrow:


(Still waiting for Matt's starting warband rating.)




Hangman's Square is clearly The Place To Be!

Let battle(s) commence! P)
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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 31 Dec 2009 - 2:42

The campaign has started! Eight of us played a full day of Mordheim yesterday, with 9 or 10 one-on-one games and a massive multi-player bash. More photos, reports and campaign updates will follow but Tim beat us all to the post with the first returns:

frog wrote:
THE BOARD!




ANDY AND PHIL GAME






THE PIT FIGHT!
There were two in the ring!

And then there was one.....



ANDY VS TIM









MEGA BATTLE!

























Sorry there was so many photos!!

but they were all so good!
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DeafNala
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 31 Dec 2009 - 3:05

That was WONDERFUL AND TRULY INSPIRING. GREAT terrain, minis, & photos...lack of text was a plus at this hour of the day. Maybe '10 won't be ALL that bad after all.
I did notice that white haired fellow with the Orphan Annie eyes spend a LOT of time on the ground.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 31 Dec 2009 - 6:41

it was a great game day! lots of action packed battles!<br><br>was great fun!<br>
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 31 Dec 2009 - 7:26

DeafNala wrote:
I did notice that white haired fellow with the Orphan Annie eyes spend a LOT of time on the ground.
You don't mean the fellow with the hammer and axe do you, Alan?
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 31 Dec 2009 - 7:28

Here are a few more photos, the only salvagable ones I took. Oddly, a lot of them are Saul's orcs. They are lovely though, aren't they?





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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Today at 19:13

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