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 The Treasures of Toth Amon

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Von Kurst
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PostSubject: The Treasures of Toth Amon   Sun 21 Mar 2010 - 21:46

Yarrr, matey!  Gather round.  Here be tales of a lost tomb, treasure and a horrible guardian.  Off in far Khemri it lies.  Buried for all time but for a chance sandstorm and a lost caravan.  Now every adventurer in the known world is sniffing on the trail of treasure, lost secrets, power! If ye can be the first to reach it, or better yet be the survivor of the race to reach the treasure, ye name will live forever in the legends of Sartosa and Araby.

Rumors of possible warbands:

EvilTed--Da Mob's piratey orcs
Saxgod--Sisters of Sigmar
Marneus--Clan Pestilence?  I know he's got them painted...
Von Kurst--Wastelanders (in case no one else plays PIRATES) or maybe Og Bigfeather's Goblin Pirates!
Will Playtable field Dark Elves?  Or perhaps true pirates for once?
Which group of female minis will Smalls bring and what will he call them this time? Smile

Clearer thoughts on what will happen.

The quest will start on the Island of Sartosa as the warbands gather provisions, warriors and information from the Port of Sartosa, the Haunted Port of Vermunte or the Outlaw town of Ossumunte.  The next week the warbands may look for clues in the haunted vales of the Osso Hills or search the hidden tombs in the Caverns of the Damned.  Or ply the seas in hopes of encountering the Treasure Ship and looting it's hold.  This will be the drill for at least a month, then the race will begin in earnest.  On to Araby...  And then?

Stay tuned...


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PostSubject: Re: The Treasures of Toth Amon   Mon 22 Mar 2010 - 5:41

COOL...Mordheim in a new & exotic setting. OH BABY!
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PostSubject: Re: The Treasures of Toth Amon   Mon 22 Mar 2010 - 22:36

Hey Deaf,
I'm missing Sartosa and its been a year or more since we used Playtable's Khemri terrain AND its been 12 weeks since my last ship battle! Much too long says I. So we'll lump them all together. Ought to be a good time.

Cheers!
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PostSubject: Re: The Treasures of Toth Amon   Tue 23 Mar 2010 - 3:36

AAARRGH! As a Pirate fan & an enthusiast of strange & exotic places, I can identify. I'm looking forward to seeing Playtable's Khemri scenery AND the swashbuckling tales that will revolve around it.
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PostSubject: Re: The Treasures of Toth Amon   Sun 28 Mar 2010 - 12:18

I like to play themed scenarios as part of any campaign. For the Sartosan part of this adventure I gathered the scenarios from Styrofoamking's Sartosa supplement and other sources.

Sartosa.
Type: Port town
Day: Apply the following rules: Crowded
Night: Darkness. Dangerous Ground

Die roll (2d6) Port town scenario list
2 Your choice of scenarios 3 through 11.
3 The Long Pier (Street Fight Variant)
4 The Great Gun
5 Down on the Docks
6 Press Gang
7 Skirmish
8 Sneaking Into Town (Breakthrough Variant)
9 Fancy Meetin’ YOU ‘ere! (Chance Encountervariant)
10 Last Orders
11 Rock the Boat (Defend the Find variant)
12 Your choice of scenarios 3 through 11

Ossonmunte
Type: Outlaw town
Day: Apply the following rules: Unwanted Company
Night: Darkness, Dangerous Ground, Unwanted Company
Bestiary: 1-Nothing. 2-Dog Pack. 3-Press Gang. 4-Rowdy Drunks. 5-Unhinged Sentry 6-Drunken Orc Pirate and his Loyal Goblin Swab.

Die roll (2d6) Town of Ossomunte scenario list
2 Your choice of scenarios 3 through 11.
3 Assassins!
4 The Eaters of the Dead*
5 Bodyguards
6 Press Gang!
7 Last Orders
8 Dark Ritual (Mordheim variant)*
9 Knives in the Dark*
10 Protect the Prince**
11 X Marks the Spot (Hidden Treasure variant)
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.
**The scenario is set in the streets of the town not in the countryside.

The Haunted Harbor of Vermunte
Type: Port town
Day: Apply the following rules: Unwanted Company, Stormy Weather
Night: Darkness, Stormy Weather, Unwanted Company.
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Thieves. 4-D6 Skeleton Pirates. 5-Djinni.
6-Ghost Captain.

Die roll (2d6) Port town scenario list
2 Your choice of scenarios 3 through 11.
3 The Long Pier (Street Fight Variant)
4 Cry of the Banshee*
5 Down on the Docks
6 X Marks the Spot (Hidden Treasure Variant)
7 Skirmish
8 The Thing in the Water
9 Slippery Jack's Berth (The Pool variant)
10 Dark Ritual (Mordheim variant)*
11 Fell Cargo*
12 Your choice of scenarios 3 through 11
*The scenario always takes place at night.

This season I opted for fewer locations. The point of visiting the location is not to control it but to gather clues to the far off treasure in Khemri. I'm still working out how the clues might be revealed.
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PostSubject: Re: The Treasures of Toth Amon   Mon 29 Mar 2010 - 17:09

Ravings from EvilTed:

"Hacka Legslasha and da Boyz of da Cracked Moon will find da dead 'fings treasure."

Other scenarios that will be used for the start of the campaign:

Osso Hills
Type: Wilderness
Day: Apply the following rules: Unwanted Company
Night: Darkness, Difficult Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D6 Wolves. 3-D3+3 Goblins. 4-D6 Orcs. 5-D3+1 Ghouls 6-Orc pirate and Goblin swabbie.

Die roll (2d6) Wilderness scenario list
2 Your choice of scenarios 3 through 11.
3 Dark Ritual (Khemri variant)*
4 X Marks the Spot (Hidden Treasure variant)
5 The Hermit
6 Wolf Hunt**
7 Skirmish
8 The Frenzied Mob**
9 Chance Encounter
10 Protect the Prince
11 Mule Train
12 Your choice of scenarios 3 through 11
*The scenario must be played with the Darkness rules.
**Do not roll for Unwanted Company for these scenarios.

The Caves of the Damned
Type: Labyrinth, Underground
Night: (It is always night in the caverns.) Darkness, Dangerous Ground, Unwanted Company
Bestiary: 1-Nothing. 2-D3 vermin swarms. 3-2D3 Ghouls. 4-D6 Skeleton Pirates. 5-Djinni. 6-Ghost Captain.

Die roll (2d6) Cavern Scenario
2 Your choice of scenarios 3 through 11.
3 Dem Bones
4 Slippery Jack’s Cave (The Pool variant)
5 The Lost Mines*
6 Chance Encounter
7 Treasure Hunt (Wyrdstone Hunt)
8 X Marks the Spot (Hidden Treasure variant)
9 Here There Be Monsters*
10 The Temple of Doom
11 The Nameless Horror*
12 Your choice of scenarios 3 through 11.
*Do not roll for Unwanted Company for these scenarios.

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

Die roll (2d6) Ocean/Islands Scenario
2 Your choice of any islands scenario.
3 The Dragon’s Teeth*
4 The Treasure Ship*
5 X Marks the Spot (Hidden Treasure Variant)
6 The Hulks**
7 Duel on the High Seas*
8 Deadly Channel (Chance Encounter variant)**
9 The Frenzied Mob
10 Sea Wolves*
11 Wrecking**
12 Your choice of any islands scenario.
*Both players must use their ships for the scenario.
**With special rules boats/rafts and crocodiles
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PostSubject: Re: The Treasures of Toth Amon   Sun 11 Apr 2010 - 20:55

The Cast

EvilTed--Da Mob's piratey orcs
Saxgod--Sisters of Sigmar
Marneus--Clan Pestilence
Von Kurst--Araby Smugglers as the main band with Og Bigfeather's Goblin Pirates in reserve for possible Sundayheim
Playtable--has committed to Pirates of some type, maybe.
Smalls--will likely call his models Sartosan Pirates.
Skeptic--Undead
JP-- a good chance of Clan Eshin
LB--Da Mob orcs

More Mechanics
The clues to the location of the tomb are going to be found just like rare items. One or more heroes may search for clues after each battle with the same restrictions as normal trading. Clues are Rare 11 in a Sartosan town and Rare 12 in the hinterlands or on the sea. While in Sartosa clues mainly steer the players to scenarios within locations, although some clues will only be useful once the action moves to Araby.
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PostSubject: Re: The Treasures of Toth Amon   Fri 16 Apr 2010 - 20:55

Ho Brothers! I bring tales of adventure and strife from far Sartosa! Gather and hark if ye dare. Rumor of high handed piracy and red murder, of inhuman monsters that stalk the land even under the bright sun, tales of fair lasses and strong upright men and chronicles of greed and the quest for power in a distant land, of all this Gents can I tell.

"Down on the Docks"
Captain Billy Bones out of Marienburg tried landing a cargo in Sartosa without the Pirate King's leave. The King sent one of his new Captains round, a wench if ye will but believe. (No one kens her name, but is said she herself is from the Empire. She is rumored to be fleeing some judgment that hounds her in the guise of a band of warrior nuns.) Though they did not seek to help Billy or serve the Pirate King, the spire helmeted slayers of Rais Haroun the Wanderer's crew drew their scimitars in the fray as well.
Swivel guns boomed and the midday crowds fled the windswept dockside. Billy's lads put up a stiff fight, but the toll was steep for both the Marienburgers and the Arabs. The Sartosans struck the melee from the flanks and broke both warbands.
Post Battle:
Captain Billy lost his cargo and his ship, but his crew were able to escape capture. The Sartosans captured one of the fallen Arabs and pressed him into service as a swab. Later they discovered that fair, wee Monica the cabin girl was kidnapped by the dastardly Rais Haroum!
Monica resisted the blandishments of Rais Haroun, so the plucky girl now serves as a swabbie with the foreign crew.
Both the Sartosans and the Arabs report one crewman killed. Atabeg, the second mate, is robbed. By a lucky chance the Arabs were able to recruit a replacement for the soldier that fell. The Arabyans captured only a small portion of the cargo but it was choice. They gained a horde of jewels, good ale and some silver-tipped arrows.
The Sartosans found cheap foodstuffs, less valuable ale and some great coats.

"The Great Gun" submitted by EvilTed
Playtable's Wastelander Pirates vs  Da Cracked Moon Boyz.
Da Ladz slowly made their way into the 'umie port.  Nothin' stoppin' dem from findin' any loot or from stealin' one of the big 'umie gunz.    All of a sudden crossbow bolts and gunpower explosions happened all around.   Before da ladz knew what was happenin'  da local 'umie pirate ladz were upon us.   "Gooba, get da squigs up 'ere"   Hacka Legslasha yelled before charging into one of the pirate ladz.   After a short skirmish around da gun da boyz was afta, Da Boss looked to the boyz and called for the retreat. 
"WE IZ COMIN' BACK AND YOU WILL BE SORRY 'UMIES!!!!!"
Post Battle:
Wastelanders won. Cabin boy, Little Tommy, hates Da Cracked Moons because 'they are meanies'.

"Fancy meetin' YOU 'ere!"
Later in the same day, the Wastelanders were celebrating a grand night of larceny down at the Blow Hole in old Sartosa. Come dawn they be fixin to leave when the lookouts spot BIG RATS WALKIN ON 2 PINS! Nobody pays this drunken alarm much mind until the blasted things crash through the doors and start cuttin on the lubbers! Now ye ken that the Wastlanders are a bit the better for drink, well there be rumors that some o' the walkin rat men were tipsy as well. Folks swear that the very wharf rats were drunk! Somehow the two bands swapped loot (and the rats came off the worst!) Before the rats can complain the Wastelanders flee the bar.
Despite determined and general carnage no one (and no thing) is reported killed.
Little Tommy (the orc hater) suffers Horrible Scars, Little Bobby (the other cabin boy) catches an Old Battle Wound. Capt. Higgins suffers an arm wound. He will be laid up a bit.
No one believes the Wastelander stories of BLOODY BIG WALKIN RAT MEN until one is seen fighting at the local pit fights later the next night. Sickly blighter got beat down quick.
Marneus writes, "Plague Initiate Snaroose suffered from Madness and rolled Frenzy and Scrat the Sorcerer was Sold to the Pits, lost, and now suffers from horrible scars."

"The Pressgang"
The Sisters missed their quarry in the town of Sartosa. They followed a rumor to Ossumunte. There the blunt investigative methods of the nuns results in an assault on the patrons of a local inn.
Little did they know that another party had heard rumors of their quest. This Being assumed himself to be the Sigmarites' prey. As a hunter, he decided to confront the Sisters while they rounded up the hapless drunks of Ossumunte.
The Sisters were caught between the suddenly sobered drunks and the minions of undeath. Many of them fell in the resulting struggle despite their holy hammers and the resolute chanting of their Matriarch. Somehow the warrior nuns were able to escape.
The Matriarch suffers a Smashed Leg. She has acquired a stylish wooden one to replace it.
The pale servants of the Undead are joined by an Ogre Bodyguard who owes their Lord a favor.

"Street Brawl"
EvilTed's report:
Da ladz were recovering from the recent fight when one of da gobo's heard a noise from the west and north.   "Gooba, what is it?"  Hacka asked as the gobo came to him.   "'Umies boss.   Two groups of 'Umies.   I don't fink dey is allies but dey don't know we is 'ere."   With that comment  Hacka jumped up and yelled some orders.  "Borack Firestarta,  take One Eye and a couple ladz and get da 'umies to da west.  I will get the ones to da North."   After some fighting, da little ones went out fast but managed to make it back to camp.    Da 'Umies to da north fought Hacka till da big ladz of their group took out enough ladz.      With all the other ladz down, Borack and Hacka decided to retreat.   Revenge will be bitter sweet.
(The tale continues...)
Once the orcs ran Haroum found himself facing the entire Sartosan crew with only Atabeg and Hasam to stand with him. Praise to the One, the three Believers were able to stand against the infidel rabble until the rest of the Faithful arrived to drive the unbelievers screaming from the field.
Although they learned nothing of their quest, more useful equipment was discovered abandoned by their foes.
One of the infidel Sartosans was found unconscious but alive in the shallows by the docks. Unlike the girl, this dog of a Frank gladly accepted the True Belief rather than quit his worthless life. Al Bobo recovered from his wounds. Because of his bravery in facing the orc leader and the wounds he has suffered in the service of the One, Rais Haroum promoted Al Bobo to Commander of Five.
Another recruit was found to bring Al Bobo's squad back to full strength as well.
Naturally since they fled, none of the Sartosans or Orcs is deemed worthy of promotion...

"Last Orders 1"
The Sisters return to the town of Sartosa, but miss the fugitive due to inaccurate information. There are several female pirates serving with the Wastelanders and the Sisters mistakenly track them down. The militant nuns confront the renegade citizens of the Empire in the Blow Hole. Once again the Wastelanders are thrown out of their favorite bar.
[The FIRST proper bar fight in the Blow Hole in 3 campaigns! Playtable is so excited he forgets to record it for posterity...)
The fight starts when the Sigmarite Matriarch rushes a rude gunner and is punched right out. 3 pirates gang up on last Sister on the ground floor and she kicks asses and takes names. Reinforcements arrive from the upper floors and the pirates find things a bit rough.
Ms. Shurley suffers a leg wound, Little Tommy gets robbed. (Life has been hard for Little Tom of late.)

"Last Orders 2"
The Tavern on the Wall is nearly demolished when the undead and the monks of Clan Pestilence fall into a bitter argument over a plague victim. Despite the vampire and the Ogre Bodyguard the Skaven make a valiant stand. Alas leadership and brawn is against them.
Marneus: "After the barfight, Leecher, the censor bearer, and Mad Snaroose both suffered chest wounds, while Scrat the Sorceror survived against the odds. I also lost a novice henchman."
One of the Undead's ghouls is promoted to Ghast (LGT). The Vampire is already a murderous monster. (T5)

The 1st chapter of the campaign ends with no clues uncovered. The mountebanks and charlatans of the markets did a land office business in Lucky Charms and Rabbit's Feet, however.


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PostSubject: Re: The Treasures of Toth Amon   Sat 17 Apr 2010 - 3:04

Funny thing about Bar Fights is that no one remembers them properly...even when they remember to bring their camera.
GREAT START
to YET ANOTHER THRILLING ADVENTURE!
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PostSubject: Re: The Treasures of Toth Amon   Sat 17 Apr 2010 - 10:48

Thanks Deaf!

EvilTed sent promised fluff:
Hacka Legslasha looked up from the table, the light from a nearby torch lit his face.  Dark red eyes looked to the source of the flame. 
"What you want, Gooba?"  The big orc asked as a gobo walked into the entrance of the tent. 
"Da Big Boss wants ta speak wif ya Hacka.  He gots somefing important to say," the little gobo squeeked out before ducking out of the tent in time to dodge an empty ale flask the big orc boss tossed at him.

Hacka stood and walked out of the tent to the larger meeting hall that the warlord took for his own chambers.  Stepping inside he grinned as he saw many bosses fighting and drinking and having a good time. 
"Oy Big Boss!  Ya called me?" he asked, addressing what looked to be nothing more than a massive pile of armor sitting in the middle of the room near the fire.  After a few moments the armor moved and the orc beneath looked over and grinned.  His maw of sharp yellow teeth glinted some in the firelight. 
"I 'ear da ded 'umies have a treaure 'idden in da desert.   Go find it so dat da boyz can go bash some 'eads in proppa wiff da gubbins found there.   Da Ded 'umies have many trinkets of Gork and Mork from warbosses of da past dat we can use in the coming fight,"   the warlord spoke calmly as he watched Hacka Legslasha. 
"Take your boyz and get dat loot.  Da Cracked Moon boyz will find dat loot or die tryin'   Take Gooba and 'is lads with ya.  He is a good and obidient gobo.  Even learned how to use Squigs in a proppa fight."

Nodding slowly Hacka turned and walked out.  Once out of ear shot and sight of the warlord, he yelled at his ladz. "GET DA BOYZ TOGETHA, WE HAVE A TREASURE TO FIND.  GOOBA, GET YOUR LADZ, WE LEAVE AT DAWN!!!!!!!!!"
 
After the last fight of the day:
Heroes
--Hacka Legslasha found a lucky charm.
--Borack Firestarta, got better at casting his spells and found a bow, and lucky charm.
--Orusk Long Horn got tougher after loseing an eye.  -1 BS +1 Toughness.  Also found a lucky charm.
--One Eye learned how to strike mightier blows.   Also found a lucky charm.
Henchmen
--Gooba and his ladz learned to be stronger.  3 gobo's with +1 Strength.
--One Eye's Lad learned to fight with a crossbow better.  +1 BS
--Long Horn's Lad learned to fight with a crossbow Better.  +1 BS
--Borack's Kindla became faster   +1 INI
--Hacka's Aid became stronger   +1 Strength.
--3 squigs got hungrier.
Warband Rating  151.
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PostSubject: Re: The Treasures of Toth Amon   Mon 19 Apr 2010 - 21:22

Sundayheim--Week 1.5
JP had indicated an interest in playing so we showed the flag on club night for the first time in months. It turned out to be Smalls and myself playing while EvilTed and a few of the other Sundayheim players gave sage advice or asked about the new campaign.

"Skirmish 1"
Og Bigfeather led his ladz into old Sartosa. Right off some uppity humies started in with the 'Gobbo go home' stuff. Og wasn't having any of it since the ladz out numbered the humans by almost 2 to 1 and half of them were girlies. Waaagh! Sorted that. Actually it was touch and go there for a minute. The humies all had them little boom sticks. Unsettlin to the ladz fresh out of the islands, it was. Lead ain't supposed to be flyin in the air.
Magog the Wyrdgit talked to Mate Mork and a couple of humies burned a bit permanent, like. Kinda soured them humies on facin the ladz, boom sticks or no. Then the Red Toofs got into the scrap and the humies gave it up as a bad job.
Og and the ladz found themselves alone with lots of unattended loot! This pirate stuff was easy!
Senorita Ramirez, the cabin girl, got her self burned up by Mate Mork's Gaze. The ladz robbed a sail maker and got themselves an Red Flag! Got a bunch of other loot as well. Couldn't find nothin out about this here Old Ded Git, Toth Whosis. Ded humies don't talk so good.

"Skirmish 2"
Og should have seen it comin, but they had seen off those humies so easy. Back they came. Still not many of 'em, but Og was off to the south with a few of the ladz. Magog found himself and a couple of boyz facing the whole pissed off lot of them doxies.
Mate Mork wasn't answering either!
Ol' Killa wacked da Noob with his sword. (Shoulda never turned his back on someone named Killa!) Fool Noob fell inna big old hole they was skirting past. Broke his damn neck! Didn't improve the odds any. The doxies and their fancy gents ran right over the first boyz they hit. Couple of them humies went down with an arra or a knife in 'em, but they kept a comin. Not good.
Fore long it was the ladz turn to run. Ran right fast, too. Left them doxies way back there.
Aside from Noob, da Boyz lost one of Alee Babla's stickas (Jaff'r I think his name was) and Two-Gunz da Slugga. Maybe one or two of them bastids run off with the humies. Don' know, don' care!
Despite all the running the boyz were able to learn from their adventure. They also picked up some more loot including a blunderbuss! (And the skill to use it!)
Rumor has it the humies got themselves a swordpistol and a bunch of other loot. Wait til' them gobbo swabs steals it all! Take in those turncoat bastids...

Once they reached a place of safety the Bosses had a confab about the recent debacle. Magog fussed about arranging the seating just so and burning gunpowder and spilling rum about. Og was a bit put out with the whole thing. It was his rum after all.
"Hark ye ta Mate Mork!" Magog screeched! "Mate Mork will sees da Gobbo pass dis reef!"
"Reef?" Og queried. He looked around the small clearing. Reef?
"Hush ye an hark at Mate Mork!" Magog was getting shrill. Og fingered the hilt of his choppa, but he hushed.
Magog's eyes rolled back in his head. The little git seemed to get bigger, his voice less shrill. His eyes glowed with witch fire. They sought Og. Og jerked his hand away from the choppa, made the sign of the Eye.
The huge green face split in a leering, toothy grin.
"Hark ye Og Bigfeather! Hark ye well!" Magog's voice, well it wasn't Magog's voice. Og hated when the little git did this. This voice was louder than a troll, a giant even.
"Take ye up da Bliddy Red Banna Ize has give ye! De humie, da ratfing, e'en da Orc, dey fears da crew dat fly da Bliddy Red Banna! Fly da banna an yell 'Ize iz da Dred Pirat Og! No prizners!" Yell loud! Dey fears ye, Og Bigfeather! An dey fears ye crew, da Bliddy Red Banna Boyz! Ize has spoke! Sort it!"
The thunderous voice fell silent and the bosses all stared in wonder at the small, crumpled form of the Wyrdgit. Og thought about ordering Alee Babla to kill the git before he woke up. He was closest after all.
But then one of the glowing eyes opened and the moment passed.
"Ye lot heard Mate Mork!" Og roared. "Weez iz da Bliddy Red Banna Boyz from nows on! Weez be feared cause weez kills em all! Waaagh!"

On that night a legend was born...
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PostSubject: Re: The Treasures of Toth Amon   Wed 21 Apr 2010 - 18:11

Down on the Docks






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PostSubject: Re: The Treasures of Toth Amon   Wed 21 Apr 2010 - 18:14

The Great gun


</A>
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PostSubject: Re: The Treasures of Toth Amon   Wed 21 Apr 2010 - 18:21

Fancy Meetin' YOU 'ere!




After-battle "Pit Fight"


The Pit fighter gets the initiative and charges.


Skaven wizard gets taken out.
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PostSubject: Re: The Treasures of Toth Amon   Wed 21 Apr 2010 - 18:26

The Pressgang




After-battle "Pit fight"
The Pit Fighter wins the initiative roll and charges again.


Another victim falls.


That's all I've got folks.
Too many tables and players to document everyone's battles and play my games too.
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PostSubject: Re: The Treasures of Toth Amon   Thu 22 Apr 2010 - 16:07

OH BABY, PHOTOS!
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PostSubject: Re: The Treasures of Toth Amon   Thu 22 Apr 2010 - 17:10

GO GO PIT-FIGHTER!
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PostSubject: Re: The Treasures of Toth Amon   Sat 24 Apr 2010 - 19:02

Quiet down out there and listen to new tales of adventure.
These come from Von Kurst himself!


Week 2--The Caves of the Damned!

Many scheduling conflicts have arisen over the last couple of weeks. We had 5 players this week as the warbands ventured out of the settled areas of the Island of Sartosa...

"The Dragon's Teeth"

The vengeful nuns took to the seas on their ship "Sigmar's Righteous Deliverance." They had sailed nearly round the island to within sight of Dragon's Tooth Castle when they sighted a recent wreck smashed upon the reef, the Dragon's Teeth. As merciful servants of Sigmar they set about a rescue mission at once. However they had hardly made their preparations when another ship hove into view. It flew the Sartosan King's flag and made plain that outside help was not wanted or needed to salvage the wreck.

The nuns noticed several female sailors among the crew the Sartosan vessel. This led them to believe that their quarry might be in sight.

The Matriarch signaled her defiance and the Sartosans sent round shot at the nun's rigging.

Both ships launched their boats to collect the survivors as the ships skirted the edges of the reef and exchanged ineffective broadsides. The nun's boat reached a desperate group of castaways first. The nuns were surprised to see that both unfortunates were women!

</A>
They hastened to help their sisters but were hindered by small arms fire from the Sartosan ship. They had finally reached the wreck and thrown a line when a gigantic tentacle rose from the depths and dragged one of the castaways beneath the waves.



Other tentacles could be seen attacking "Sigmar's Righteous Deliverance" and the enemy jolly boat!





The survivors wailed with terror and the Matriarch chanted litanies of protection and courage.





The monster of the deep sank the Sartosan jolly boat, but its crew and the desperate castaways bravely hacked the tentacles apart even as more sailors disappeared into the watery depths wrapped in slimy coils.

</A>




The Sartosan ship holed the nun's boat and set it afire. The nuns and their desperate cargo fought the fires and tried to row toward the damaged "Sigmar's Righteous Deliverance."





The Sartosan vessel followed to its doom. Too late the captain saw the jagged rocks of the Dragon's Teeth. The carrack struck the rocks and suffered catastrophic damage.



</A>

The hull was breached. The main snapped and struck down several sailors as spars and rigging rained onto the deck.





The Sartosan stuck its colors but the nuns were unable to board. They were on the wrong side of the reef with the wind against them.

Moreover, the sails of more pirate ships could be seen converging on the wrecks.

The nuns gathered what survivors they could from the first wreck and limped away.



</A>

Causality reports were not available at press time. (Saxgod had to leave right after the battle.)





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PostSubject: Re: The Treasures of Toth Amon   Sat 24 Apr 2010 - 19:26

Another tale from Von Kirst...



"Here There be Monsters"

Rais Haroum had intended to seek a fat merchantman on the Great Blue, but the only sails sighted fled south before them. The Dancing Cloud gave chase but lost sight of her quarry in the Skull Sands. Haroum hove in to take water near the Cave of the Damned and received a surprising report from the shore detail.

"The infidel dogs of the Empire are anchored in a hidden cove to the east," reported Hassam. "Her guns command the entrance to the cove.
But we were able to see that most of the crew have gone ashore. They seem to be preparing to go inland in strength."
"They seek the Cave!" snarled the Rais. "Why? The legends tell that even in Toth Amon's time it was a fell place. He adventured there in his youth, then came again later in his life. Perhaps he left some clue, or sought some treasure. We must prevent the infidel from learning anything!"
The Rais snapped orders and his crew formed their own expedition.


Playtable: I'll tell this one...

The Wastelanders reach the Monster’s lair first. Little Tommy falls down while trying to run in the dark, crazy kid.
</A>

“Someone else is in the cave, load your weapons”
</A></A>

Arabs advance.
</A>

Little Bobby is brave and climbs into the lair.
He finds a treasure (can’t tell what it is in the dark) and climbs back out as quick as he can.
</A>

The Arabs are in sight, a little, and start taking pot shots.
</A></A></A>

Crewman Blondie, not to be outdone by a little cabin boy, climbs into the lair and searches for something. She doesn’t like what she finds. A baby Emperor crab!
</A>

Blondie fights for all she’s worth.
</A>

But unfortunately she’s not worth much.
</A>

Forgetting that the crab won’t leave the lair, the Wastelanders cautiously back up

and split up to ambush the Arabs in the dark.
</A>

First mate Ms. Shurley and gunner Klouse take pot shots at a small group of Arabs and thin their numbers down.
</A>

Little Bobby gets charged while Capt. Higgins shoots away. Marley backs up after unloading his blunderbuss.
Mrs. Wolfgang would have gotten charged but Little Tommy steps in front to save her.
Not going good for Little Tommy.
</A>

Not good for the whole warband. With too many losses, they slink into the darkness.

Von Kirst continues...
Hours later the Rais sat beside a dark, unpleasant mere while the men strained to shift the hoard they had won from its depths. A monster crab lay dead on the rocky shore stuck all over with crossbow bolts.

The dog Senor Rufio had performed for once! He had shot the thing down as it tried to reach them.

The hated infidels had run deeper into the nighted depths. Haroum did not think it worthwhile to hunt them down. Broken though they were they had already shot the soldier Omar down. Many of the Faithful nursed minor wounds as well. No sense in harrying them in the endless dark. Let the Djinni of the Caverns take their worthless souls!

The Faithful had the treasures of the monster. More importantly the fool Al Bobo had also proved worthwhile. The oaf had stumbled on some carvings in a side passage. Bin Sadaka, the greedy one, was certain the carvings were from the Priest King's time. Bin Sadaka urged they explore haunted Vermunte, for that town was old when the Priest Kings were young. More than that Haroum could not get from the close-mouthed merchant. But it was a long voyage to Vermunte, for the winds be fickle. Nor had they yet won free of the Cave...

The Wastelanders. Little Tommy was driven mad by the horrible experiences and became subject to Stupidity. Little Bobby suffered a nasty wound and will be laid up a bit.


And continues...
Interlude.

Haroum was shaken out of his reverie by a booming voice. “By Grungi’s Hammer! Tis Haroum the Wanderer and his scurvy, pig loving dogs! What have ye done to yon beastie, ye unworthy seekers of salvation?”

His dogs struggled to ready weapons and protect the treasure, but Haroum laughed deeply. “Ho, you infidel! Come into the light and show yourself! What do ye here? Sought ye this tiny crustacean? T’was not a doom worthy of such a rogue as ye!”

A squat shadow detached itself from the deeper darkness of a passage mouth. A dwarf it was. Broad and strong, but built low to the ground, the dwarf wore no shirt but his torso was covered with tattoos, scars and bandoleers bearing pistols and shot, powder and ball. The dwarf’s only garments were a natty bandana and a pair of leather breeks. His broad feet were bare on the stony ground.

“Garn McFusson, by the One! Tis good ye arrive now, for we must cart these baubles back to the Dancing Cloud. But I wager we will travel lighter and surer if ye guide us.”

“Haroum, I ken not how ye sail the seas! For ye are lost more than ye are found. Aye, I will guide thee and lighten thy load for thee, especially if ye have any of that wonderful liquor forbidden to the Followers of the One. Aye I have a thirst on me, for it is the work of a drinker following these twisting passages and all for naught! Could ye not have lured the crab away from this place so that I could test its mettle? Must ye leave nothing to face my steel?”

Haroum smiled in his beard. “Come Ancient! Lead us hence and I swear ye can have first strokes at any horror that blocks our way!”



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PostSubject: Re: The Treasures of Toth Amon   Sat 24 Apr 2010 - 19:32

Can you stand another?
Von Kirst...


“The Hermit”

The Sartosan pirates and the Skaven of Clan Pestilens both sought the hermit know as the Old Man of the Hills. Neither warband could find the entrance to the cave before the hermit fled from the skirmish outside his door.
Marneus writes, “the Sartosans started to approach the cave,
</A>

but I set a couple models up to diving charge anyone that got close to the entrance.
</A>

</A>

</A>

My giants rats scored their forth and fifth kill that game though. Killers!!!! Giant rats have caused more out of action results than the combined results of my six heroes.”

The Sartosans fled. No casualties are reported, although its possible a Sartosan or 2 died of infected rat bites.

Despite the fact that the hermit escaped, the Skaven are able to ransack the cave and discover a curious cartouche within. There is some connection to the ruling family of Al-Haikk. Only the Skaven know what use the information may be…

(Clan Pestilens discovered clue #10 on the Wilderness table.)
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PostSubject: Re: The Treasures of Toth Amon   Sat 24 Apr 2010 - 19:43

And here is another from Von Kirst.


“X Marks the Spot”

The Sartosans had heard rumors of fantastic treasure troves hidden within the Cave of the Damned. So they traveled south toward the Cave. As they searched the caverns they heard screaming off in the distance. The pirates advanced cautiously but were still surprised when ravenous ghouls attacked them out of the darkness.

</A>

As they fought the ghouls they realized that others searched and fought in the caverns as well.
</A>

</A>

</A>

After the 6 ghouls were defeated the Sartosans encountered a few survivors of a Wastelander crew.
</A>

They had found the treasure and were trying to make off with it. With one member back at camp recovering from an arm wound and 6 others taken out by the ghouls, the 4 remaining privateers from the Empire put up scant resistance before dropping the treasure and fleeing back into the darkness.

The Sartosans gained an old battered chest but found little wealth within. However, they did discover another cryptic map so their quest continues.

The Wastelanders discovered that daft Little Tommy failed to make the rallying point.
(Mostly because he forgot his 2 advancements, toughness and step aside.)
He is lost, feared to lie cold and dead in the eternal darkness of the Cave.
A new Cabin boy, Little Billy, is found and with the promotion of a talented henchman Gunner, Marley, the Wastelanders now have 6 heroes.
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PostSubject: Re: The Treasures of Toth Amon   Sat 24 Apr 2010 - 19:47

Von Kirst sure is long-winded!!!
But here is his last tale (for a while)...

“Chance Encounter”

Despite the guidance of the Slayer pirate, as Rais Haroum and his crew marched toward the entrance to the Cave they blundered into Clan Pestilens.
</A>

Both warbands carried much wealth, but a brief bloody skirmish convinced the Skaven to part with theirs. The Skaven fled back into the darkness.


One giant rat and an initiate lay dead on the stones. Monica, the former cabin girl, died of wounds inflicted by the Plague Priest. The Arabians captured one of the cowardly mutants. Haroum toyed with the idea of pressing it into service with the crew, but decided to sell the mutant into slavery instead.
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PostSubject: Re: The Treasures of Toth Amon   Sun 25 Apr 2010 - 11:09

EXCELLENT report, backed up with some COOL photos...AND I spotted some PP Pirates in the mix...OH BABY!
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PostSubject: Re: The Treasures of Toth Amon   Tue 27 Apr 2010 - 18:12

Sundayheim
Skeptic joined Smalls and myself for a game. EvilTed was embroiled in a massive Warmachine battle.

"Slippery Jack's Cave"
A tale of battle wherein Og meets Slippery Jack
The caverns were silent except for the sounds of dripping water and the gentle lapping of the small waves along the shores of the subterranean lagoon. Silent except for the giggling of goblins...

"Shut it, ye poxed gits!" hissed Og Bigfeather. "Ize re-connng 'ere!" Og glared at the gits following him until they all lowered their eyes and shut their gobs. Well most of them did... Og turned back to Magog.

"Wotcher makes o' it den?"

The passage they had followed had led down into the roots of the mountains. Now it opened out into a huge vaulted chamber. Oily water glinted in the gloom. The cavern was mostly flooded. The rocky shore looked to have been scoured by the waves as well. Giant pillars of eroded rock held the invisible ceiling, fantastic bridges of solid rock wove around the cavern. Crammed everywhere were pale bones. Bones of giant fishes, small fishes, man and beast lay everywhere as far as they could see. On closer look some of the bones were the wooden frames of wrecked ships crusted with limestone and barnacle.

"Big fing lair 'ere. Old," mumbled Magog. "Big juju! 'Ware!" Magog sniffed the still air. Og did too. The place smelled of death, old death and not so old. It smelled of the sea. Fishy. But there was something new in the air, dead but not dead.

"Da Walkin' Dedfings be 'ere!" whispered Magog.

"Dedfings!" "Dedfings iz 'ere!" The words echoed through the band of goblins. All the giggling stopped. For a bit.

"Dey iz off ta da Pole Star," Magog gestured toward the gloom on their left. The passage opened onto the mere. If you moved around a gigantic spire you could go towards the smell of the Dedfings. To the right was a smaller pillar and a path that led off towards those moving flickering lights...

"Torches!" hissed Og. It was getting kind of crowded down here. Og looked back the way they had come.

"Mate Mork'll perteck da Bliddy Red Banna Boyz!" proclaimed Magog. 'Weez kills em all!"

"Braiiinnnns?"

The wailing call came from the shore to Og's left. One of the shadows was shambling closer.

Hacka shouted "Waaagh!" And rushed into the gloom. A something pale rose up from the ground in front of him and things became kinda choppy.

In the excitement the Red Banna Boyz got split up. Most of the boyz followed Magog to the right to face the torches. Og did not remember ordering this. Og and Alee Bahbla (and a few other ladz) faced the Dedfings.

"Weez comin' Chief! 'ang on!"

Og heard Magog's voice but only more Dedfings appeared. Things were looking bad after the point ladz got swarmed by them Dedeatas and Braineatas. But a big sheet of green fire bathed the bridge in front of the lead Dedeata and they turned back into the dark! Ha! Og pushed Alee out of the way and sent an arrow into the dark after them.

Earlier:
Magog couldn't see Og anymore. Damn big rock in the way. Sorted that. There were some screams off behind the rock. Sounded like Abbla and Slyca weren't doing so good. Magog hauled himself further up the small pillar, there was a nice shelf up there. Might have a look see. "Weez comin' Chief!" he shouted into the darkness. There was more screaming. Magog grinned.

"Ere dey come!" Spyk'a called up from below. A couple of humies were advancing across the bridge to the right. Behind them a two familiar forms emerged from the gloom.

"Noob! Ize tought ye ded!" yelled Killa. Just as the blast from Spyk'a's booma cut down the lead humies.

"Killa, ye backstabba! Ize kills ye, kills ye meseff!" Noob shot a few arrows into the rocks. Jaff'r joined him, Neither could hit a whale. Killa howled with glee. Noob ran screaming with rage into the lagoon. And stopped.

"Oy! Jaff'r! Dey sumfing in 'ere! Sumfing big!" Noob clawed his way back to the shore and scrambled out of the water. The ladz on the opposite shore shot a few arrows his way to keep him motivated. They stopped shooting when a huge dark tentacle rose out the water and snaked along Noob's trail.

The Red Banna Boyz crouched down in their rocks and tried not to breathe as more tentacles broke the surface. Suddenly there were shouts and pistol shots from the darkness that Noob had disappeared into. There was also a splash as if someone had jumped or fallen into the lagoon. The tentacles disappeared in an instant and a large swell moved away into the gloom.

The ladz breathed a sigh of relief and started moving toward the downed humies on the bridge. One of them was showing signs of life, but hadn't got too perky yet...

Magog moved around the north side of his ledge and noticed that the fight there seemed to be over. A mob of dedfings were moving toward the nearest bridge. If they crossed they could get behind him...

"Look on dem Dedfings, Mate Mork!" Magog chanted, "Fry 'em wiff Ye Greeny Eye!" Magog was gratifed when a sheet of green fire engulfed the stone arch just before the nearest dedfing touched it. The dedfing cringed back and disappeared.

"Waagh!" shouted Magog. He shook his staff into the air and began to dance the steps of da Killa Horn Pipe.

Og.
Og let Gee Hadj lead the way across the smoldering stone arch. Green sparks popped under their feet. The dedfings seemed to have legged it.

Og let the Red Toofs taunt the retreating dedfings. He paced their refuge to make sure nothing was sneaking up on him. Sure enough there was a dedfing wading along a rocky shelf below them! The git was way down there so Og tried for a shot. It was a tricksy angle. And the light was poor. Og counted his arrows. He had got to one again when the dedfing disappeared under the surface of the lagoon. The water roiled for a couple of seconds and he may have seen a hand surface, then it was calm again.

Og said "Don' go swimmin'."

Magog.
Magog got to the third step of the horn pipe when he realized that there was screaming coming up from where he left his ladz. He looked over the edge. There was a dedfing climbing his rock! Where? How? It was closer. Magog called on Mate Mork. Green fire flared. A fine ash floated back down the spire. Magog looked for the ladz. They had stopped screaming and were looking at one another kind of sheepish like. Killa was hoppin' around like a tree hugger yelling "Kill! Kill! Kill!" Magog felt like joining him. It looked like a bloody mess down there. Bits of dedfing everywhere.

"Oy Magog!" Todder was calling him from below, "da humies iz scrammed."

"Wot?"

"Da humies iz bugged out! Cain't yer sees?

Magog looked. No humies. No bodies. Could've swore that git was a goner.

"Get afta 'em! Ye lazy lubbers!"

The ladz scrambled around and argued over who had to go first and who could go last. Killa was calmed down and pushed toward the front. They started forward and stopped again.

"Magog?"

"Wot?"

"Da path iz duppy! Dat humie goner wuz gone, Iz back!"

Magog looked. There was something on the bridge. It was about where the humie had fallen. But it didn't look right. Duppy. Then the sound of heavy foots steps rushing along the stone path registered on his consciousness. A misshapen horror rushed out the the darkness toward the bridge. "Ize comin' Count!"

When the ogre appeared the still shape on the bridge leapt to acton. With unnatural speed it swept past Hadjit who cowered back in fear. The fiend slammed into Killa in a storm of flashing blades. Killa never had a chance.

"Runnnn!" screamed all the surviving goblins. In moments the cavern was empty except for the bloody vampire and his minions.

Post battle.
The Estalians lost Jose to the Ogre's blades. I think he was a Mate, but he might have been a cabin boy... Against all odds the Estalians are able to replace him and find a clue to Toth Amon's treasure! Both of the pressed goblins survived their first battle despite being used as shields by the callous Estalians.
The Red Banna Boyz suffered no casualties despite the attrition suffered during the fight. Og was able to find a stash of loot and recruit a couple of castaway goblins.
The Fallen (that's what Skeptic calls his living impaired lads) lost a ghoul (killed by Og) and a zombie (Jack's only feast for all our terror). They also found a treasure map which will pay off handsomely next week.
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PostSubject: Re: The Treasures of Toth Amon   Tue 27 Apr 2010 - 19:16

COOL REPORT! The EERIE atmosphere of the cavern added a nice touch to the story. As usual WELL DONE!
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