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

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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 31 Mar 2010 - 3:57

Wyrdstone, Gunpowder, Treason and Plot
30th March 2010, Finale battle at The Capstan

After weeks of careful observation, subtle persuasion and blatant theft the three wizards have finally achieved their goal and acquired a multitude of new spells and abilities. They also found a great store of Wyrdstone in Vercuso, which they plan to remove from the city when they leave. Unfortunately the news of this find was disclosed in a careless pub conversation!

Mr Bell, Mr Book and Mr Candle reunited and took to the streets armed to the teeth with their arsenal of newly acquired magical powers. Together with Nine warbands, they form shifting alliances and battle to the bitter end for control of The Capstan, dominance in Vercuso and bragging rights for the next month.

±

The Rules

The Wizards
All three Wizards will take part in the final battle, forming a Warband on their own. “Guest” players will be drafted in to run this new warband.

In addition to all the Lesser Magic spells, the Sorcery skill and the profile advances gained over the course of the campaign, the Wizards each have access to all the other spell lists in the main Mordheim rule book. The normal rules about “remains in play” spells (being cancelled when a new spell is cast by the same model) are suspended for this game.

Partial Warbands
Not every member of every warband will take part in the final battle. Your Leader is automatically present but you must roll a D6 for every other Hero or Henchmen Group, on a 4+ they can be included. If no one except the Leader is successful the last model you chose is also automatically included. There are no reinforcements later in the game. The warband you start with is all you get!

Random Deployment
In secret each player picks a numbered counter and deploys all their available models in an area of table edge 24”x12” in number order.

Random Factions
In secret each player picks a numbered counter again. The Odd numbers are one faction; the Even numbers are the other. If there are a different number of players in each faction, the Three Wizards will join the smaller faction. If there is the same number of players in each faction the Wizards will form a separate faction and take their turn between the Odd and Even factions’ turns (and yes, this means they could get more turns… they are so powerful now they can monkey about with time!).

If one or more warbands routes then immediately re-draw counters for Random Factions! This will mean some players could get two turns in a row while others miss a turn: see above comment about time-monkeying.

First Turn
Each faction rolls a single D6, the faction with the highest roll takes first turn.

Unspeakable Terror
If a single Warband has not won by the time the agreed finish time is reached all the remaining players pick a numbered counter again. Each Warband must take a route test in number order. If, when everyone has taken their test, there is more than one warband that hasn’t routed, keep going round taking tests in the same order until there is only one. This warband wins the game and captures The Capstan bonus location.

±
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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 31 Mar 2010 - 3:58

Untitled Saga, cica 2509

Andy wrote:
So they all did descend, upon the famous capstan,
Man and orc, dwarf and beastman,
To fight to the death, or at least till someone ran,
To secure all of Vercuso, that was the plan,

Alliances were forged, and pacts were arranged,
And some of these factions, seemed slightly deranged,
For there were dwarfs and orcs, on the same team,
And beastmen with humans, of the highest esteem,

But these treaties were soon cancelled, and backs thoroughly stabbed,
And the opportunity for new friends, was quite quickly grabbed,
But then these new friends, whom they stood with back to back,
Would soon become the enemy, in need of a good whack,

And this would have gone on, until the ending of the years,
Were it not for the appearance, of all their greatest fears,
It was a menace so reprehensible, that to comprehend it would be error,
For this thing that froze their blood in their veins, was a rather unspeakable terror,

All the warriors about the place, thought it might be best,
To see who could remain the longest, with a kind of test,
They withstood the terror as long as they could, but for all it was too much,
Except for the very barbaric orcs, who fear could never touch,

And so they stayed and the capstan was theirs, and thus all of Vercuso isle,
And their leader seemed to acknowledge this, with a cheeky smile,
But what of our valiant farmers you ask, and I must tell you all quite sadly,
That with all things considered, they finished up quite badly,

FIN

Eat your heart out, Keats.

All I can say is I'm very sorry for inflicting this on everybody.
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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 31 Mar 2010 - 4:07

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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Wed 31 Mar 2010 - 4:17

LOVE the Group shot...a FINE looking Band of Happy Warriors!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 1 Apr 2010 - 4:26

The Gloomwyrms took up posting around the Lighthouse and sent their crossbow-armed Henchmen up to the top.







The Beastmen spied the Albanian Barbarians sneaking up behind them and charged!



After some confusion over contract terms the Ogre Bodyguard Bro-Ching-To joined with the Underminers for the battle.



The Circus nervously faced Raziel’s Court but their new Freelancer wasn’t so worried and charged into the fray.











Some of the Circus got cut off from their mates and were ambushed by the Lost Waaagh. They didn’t last long.









The Freelancer's nerve broke at the last minute and he reined-in his horse before it crashed into the horde of Uber Zombies!



The Lost Waaagh took the Prison Tower and headed up towards Pap Jingle!







The Three Wizards took refuge in the Hole in the Wall Inn and started blasting out magical attacks.



The Masons, the Albanians and the Beastmen clashed. In the confused melee many fighters went down from all sides!



The Necromancer returned the sorcerous attacks on the Three Wizards.



Droo-Ling the Troll dealt with the Savage Orcs who mistakenly charged him with a particularly splattery Vomit attack! Yuck!







Many of the Gloomwyrms started squabbling, the shouted arguments in Cathayan echoed through the streets.



The Lost Waaagh's Boss counter charged Droo-Ling and knocked him down... but just before they could finish him off the shifting alliances... shifted and suddenly the Orcs were on the same side!



Mr Bell cast a powerful spell on Happy, the Dwarf Leader, as the short hairy one charged up the stairs. The spell misfired, wounded the Wizard and sent him tumbling down the stairs to land in a heap at the Dwarf's feet!



The other two Wizards saved him with Healing Hands...



and Mr Bell used Flight of Zimmerman to escape!



The other two Wizards failed to take Flight and the Dwarfs unloaded pistols and crossbows into them!



Time twisted again and the Wizards were able to arm themselves with flaming swords and shimmering enchanted armour. They charged the Dwarfs and drove them back, even taking Happy down!



Mung-Qi use Cloud Trapeze and leapt into combat with one of the other Dwarfs as Tricky Tarka warmed the beard of the Masons' Troll Slayer with the Fires of Gork.





Pig-Xi and a Gloomwyrm charged Captain Kane of the Masons.



±±±±

Suddenly, seeing the game was up for them, the Wizards summoned an Unspeakable Terror. A huge shapeless be-tentacled beast appeared from a tear in the very fabric of reality. The Gloomwyrms were the first to flee (despite having suffered not one casualty!), closely followed by the Masons.

The Underminers and the Lost Waaagh managed to keep their nerve for a few more minutes but soon even the Dwarfs saw the wisdom is withdrawing from the terrifying extra-dimensional beastie...

Leaving just the Jurassic Orcs of the Lost Waaagh in possession of the Capstan and it's store of Wyrdstone. As soon as the dwarfs fled the Wizards teleported themselves out of the city and possibly off the island of Sartosa entirely! When they were gone the Unspeakable Terror faded to nothingness...



±±±±

An Unspeakable Terrier.



Last edited by WarbossKurgan on Wed 11 May 2011 - 5:42; edited 1 time in total
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WarbossKurgan
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 1 Apr 2010 - 4:27

FINAL RESULTS!

After an average of just over 1 game per day for 3 months, and an awesome 10 player finale game, the Bell, Book and Candle Campaign has finally drawn to a close. And now the results...





I hope you all enjoyed the campaign.
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Thu 1 Apr 2010 - 5:12

GREAT CAMPAIGN! WONDERFUL photos & stories spiced up with some TRULY regrettable poetry. FLAME ON RULES!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Fri 2 Apr 2010 - 19:08

+1! Great job on the titles for battle reports! The warband special abilities were interesting. The Kung Fu ability of the Gloomwyrms was very in character.

Now when the next one starting? Ship fights? Get the lubbers off the land!
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PostSubject: Re: Bell, Book and Candle (a Flame On Mordheim campaign)   Today at 14:37

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