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 The Treasures of Toth Amon

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DeafNala
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PostSubject: Re: The Treasures of Toth Amon   Tue 17 Aug 2010 - 17:46

All in all it was a Rat's Life...as always VERY COOL PHOTOS & REPORT. ALSO commendations to The Wasted Guy on GOOD SPORTSMANSHIP! thumbsup

Who makes those OH SO COOL Turjuk Raider minis? Question
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Von Kurst
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PostSubject: Re: The Treasures of Toth Amon   Tue 17 Aug 2010 - 18:28

DeafNala wrote:
Who makes those OH SO COOL Turjuk Raider minis? Question

Since they are painted in my signature primer, I can answer that: The riders are Al Muktar's Desert Dogs. They are holding some cut down pikes as spears.
The horses are from Clan Wars.



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PostSubject: Re: The Treasures of Toth Amon   Tue 17 Aug 2010 - 18:34

It's the horses that threw me [ Rolling Eyes ]...those are MUCH nicer than the G.W. ones that come with Al Muktar's Lads. Thanks for the info, Von Kurst. thumbsup
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PostSubject: Re: The Treasures of Toth Amon   Tue 17 Aug 2010 - 18:48

You are most welcome Deaf!

I remounted my 20 or so Desert Dogs on to Clan War and Reaper horses. Those old plastic ones just didn't do it.

Someday I might paint them... But not tonight! Smile
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PostSubject: Re: The Treasures of Toth Amon   Fri 20 Aug 2010 - 17:35

DeafNala wrote:
All in all it was a Rat's Life...as always

With the above game as a tie breaker the Most Heroes Killed in the Course of the Campaign Award goes to... Chadwicc's Clan Pestilens in true ratty fashion they lost 13 Heroes killed in 17 weeks.

Congratulations to the winner.

Playtable's Wasted come in a close second with 12 Heroes killed.

Smalls is 3rd with 6.

Von Kurst (myself) is 4th, appropriately with 4. (All 4 in the last 5 weeks! I coulda been a contender!)

Toth Amon's Treasure.
The campaign is titled Toth Amon's Treasures, however, the ancient sorcerer proved fairly adept at protecting his possessions.

The Faithful captured 2 Major Arifacts and 2 Minor Artifacts.
The Sartosans captured 2 Minor Artifacts.
Clan Pesilense captured 1 Major Artifact.
The Nuns captured 1 Minor Artifact.

Not a big haul for the treasure hunters, but it was a good time!
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PostSubject: Re: The Treasures of Toth Amon   Fri 20 Aug 2010 - 20:09

And now...2 weeks late.
The last report of the last game of Toth Amon.

Week XVI—The Shambling Tread of the Army of the Dead

"The Tomb of Toth Amon III”
The Final Battle
Eyewitness report by Von Kurst

The Tomb.
The Sartosans approached from the northeast. There were many small rooms in their area of the dungeon as well as a direct path to the upper entrances to the burial chamber. The Arabyans can be seen off to the southwest. The numbered sarcophagi represent the entry points for the tomb’s guardians. Sarcophagus lids represent the possible traps (more atmospheric than barrels). Almost immediately the Sartosans encounter a Liche Priest and his skeletal minions.
</A>

The Faithful.
Haroum studied the map. They seemed to have gotten completely turned around from their last assault on the tomb. The passages they tread were unfamiliar yet the map said the chamber was near.
The Faithful had survived a sandstorm and found their way back to this cursed tomb. The men were staggering along the dusty corridors propelled by greed and a desire for revenge. Some suffered from delusion, others were weakened to the point of collapse but none had failed to enter the tomb once more.
The ogre, Usef the Toothsome, and the magical scorpions led off. The little creatures soon disappeared into the gloom, but Usef was careful not to outdistance the humans and their torches. The journey was uneventful. No guardians appeared and each room searched yielded a supply of Dark Venom. The Faithful immediately supplied most of their heroes with at least a dose of the poison with hopes of meeting living enemies. Instead several Tomb Guardians suddenly attacked Usef. (The round counters represent scorpions.)
</A>

Interlude.
The Sartosans sneered at the shambling skeletons that approached them. However, 2 mummies suddenly lurched out of the shadows. Suddenly the battle became deadly.
</A>

The lead Sartosan hero held his own for a bit. Reinforcements moved toward the chamber and skeletons were felled by shots through the doorways. Still the Lich Priest would reanimate the fallen bones and more mummies arrived! (At this point there are so many undead on the table that ghosts are used for mummies. The space between 2 ghosts and a skeleton used to be occupied by a Sartosan hero…)
</A>

Haroum.
The Rais surveyed the large chamber. Bits of bone, armor and weapons were all that remained of the guardians. However in the struggle Usef had blundered into a trap. He was uninjured but the sound of heavy footfalls from within the burial chamber boded no good. (The Great Sarcophagus is open! An Ushabti follows its master while the Arabyans deploy to meet the threat. Note that [unpainted] Sartosan scouts are already outside the tomb’s upper entrances as well.)
</A>

Despite their losses in recent battles the Faithful still had many competent shots. Rais Haroum distributed the Blessed Water amongst them. The Rais commanded his enchanted scorpion to block the doorway. The Faithful waited the approach of the undead. Suddenly Toth Amon himself filled the archway. The ancient sorcerer blasted the scorpion to bits with a spell.
The archway was clear. All of the Faithful heroes threw Blessed Water onto the evil one. The ancient dissolved into a pile of wet rags. (That was easy. Why did it never work that way on the invincible vampire?)

The Sartosans
Immediately the overwhelming numbers of the undead guardians began to diminish as the spells that animated them failed. However for the few Sartosans still fighting even the diminished horde was enough. All of the Sartosan scouts fall before the surviving mummies and the lone skeleton (the skeleton spearman crumbled immediately after it got the last henchman.)
</A>

Using the upper entrances the surviving Sartosans entered the burial chamber. (The Ushabti attacked the Arabyans who had destroyed the Sorcerer.)
</A>

The Faithful
The Ushabti lumbered out of the burial chamber. It easily cut down the cowering Sartosan slave that blocked its way. Usef, Al Bobo and Hassan dismantled the undead construct. Abu entered the chamber first followed closely by the rest of the unengaged warriors.
Inside Abu discovered a cowering Sartosan scout staring in horror at the open sarcophagus. (The fool had triggered the trap guarding the resting place of the sorcerer. The sarcophagus and the area immediately around it projected a powerful Curse which forced all warriors to re-roll successful attacks and armor saves.) Other Sartosans could be seen, but they held back.
The battle in the tomb began in earnest. The Faithful crowded into the chamber (because I fixated on getting as many warriors as possible into the tomb instead of flanking the Sartosans. Doh!)
Usef made it as far as the sarcophagus before being struck down by the fusillade of bullets fired at him. The Faithful pushed slowly into the chamber. Arrows, bolts and bullets replied to the Sartosan fire. Wounded Sartosans would crawl back away from the doorways to recover (to be replaced with healthy warriors). The fanatical Arabyans pushed forward until missile fire struck them down.
</A>

Eventually Al Bobo and Hassan broke past the curse and engaged the Sartosan heroes. Because the Sartosans had pulled their wounded back they had few warriors to stand up to the Arabyan assault once the attack got past the cursed area. One by one the pirates fell. Soon Al Bobo and Hassan faced the Sartosan captain, who defended a door alone. Once she fell the Sartosans broke.

Finale
The mummy stalked through the dark corridors, resolute in its determination to make those who had despoiled it’s master pay. (One mummy had survived the death of Toth Amon. It had spent the last turns of the game attempting to reach the lower entrance to the burial chamber. By the time the Sartosans broke it was almost there.)

</A>
Post battle:
The Sartosan heroes all survived their wounds (5 out of 8 heroes OOA!). They lost 2 or 3 henchmen.
The Arabyans lost Tariq the promoted Janissary. The last of the veteran rank and file Janissaries, the last Turjuk tribesman and an Arabyan corsair died as well. (Yes, we rolled for injuries even though it was the last game of the campaign.)

The Faithful had defeated the guardians of the tomb and claimed the Ring of the Djinn. In future years, minstrels will sing their praises throughout the courts of Araby. (Because Haroum can afford to pay them to!) However, rumors persist of a curse, which haunts the men who returned victorious from the desert…

Sinister music and the promise of a sequel…fade to black.
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SerialMoM
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PostSubject: Re: The Treasures of Toth Amon   Wed 9 Nov 2011 - 13:13

I know this is an old thread, but i love this campaign.

The tombs are awesome. Many lost heroes, many bloody battles.

Did you allow more than 6 heroes? 5 out of 8 were OOA?

Maybe you could write something about the plot with the hints all the warband found in the beginning.

Can you post them here? Do you have a link?

Thanks a lot!
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PostSubject: Re: The Treasures of Toth Amon   Wed 9 Nov 2011 - 18:20

SerialMoM wrote:

Did you allow more than 6 heroes? 5 out of 8 were OOA?
The Sartosans had found the Monkey's Paw and gained 2 hero slots from it.

SerialMoM wrote:
Maybe you could write something about the plot with the hints all the warband found in the beginning.

Can you post them here? Do you have a link?

Thanks a lot!

You are welcome. The plot was contrived by my record of our games and the orginization of the locations and different scenario tables. We played games each week at different locations: ports or islands or the Caves of the Damned.

Originally I wanted a set of clues for every location, but that just wasn't practical. Instead I did a general set for every type of location in a really broad sense. So there were clues to be found in ports and then there were clues you could find when you were not in port.

When we moved to Araby the type of clues changed to clues you could find in Al-Haikk and clues you found in the desert. Once players found the Tomb they were searching for the treasure chamber.

Clues were found by searching for them as Rare Items, which meant that players had to give up searches to attempt to find clues.

For example:
Quote :
Clues to Toth Amon’s Tomb:Sartosan Ports

Finding clues in the towns of Sartosa, Ossumunte or Vermunte.
Sartosa’s towns are rife with rumor and odd information. If you play a game in a town you may search for clues after the battle in the Exploration phase. A clue is found in the same way as a rare item, but a hero that searches for a clue may not search for rare items, Hired Swords or Dramatis Personae. Clues in Sartosa, Ossumunte and Vermunte are a Rare 11.

The following conditions may modify the search roll in towns:
• The warband won the game: +1.
• A hero or a Hired Sword assisting the hero has the Haggle Skill: +1. (The modifier applies only to a search by that warrior. A Hired Sword may only assist one hero.)
• Special modifiers may be added by clues found elsewhere.

Once a clue has been found roll on the table below to determine the nature of the clue. Although any number of heroes may search for a clue after a battle, only one clue will be found per player per battle.

Die roll (2d6) Clues in Sartosa, Ossumunte and Vermunte
2 Message—Quite by chance your hero discovers a dying man in an alley. With his last breath he tells of a treasure ship sailing from Araby to Marienburg. On board there are said to be artifacts looted from Toth Amon’s tomb. For your next battle in the islands you may automatically pick the scenario The Treasure Ship. If your warband gains a treasure counter you may add or subtract 3 to one roll on the treasure table.
3 Artifact—Your hero discovers several ancient tablets. The faded hieroglyphics tell of Toth Amon’s life and death. As long as this artifact is in one of your hero’s possession and he has the Arcane Lore skill, he may add +1 to any search for a clue in Araby or Khemri. If no hero in your warband may learn the Arcane Lore skill, a hired sword in the warband’s employ may be used to interpret it instead. However if the hired sword is killed or leaves the warband the artifact is lost.
4 Rumor—Your hero learns that the hulk that recently ran aground in the Skull Sands sailed from Araby. There is a good chance that the crew has recent information about the lost tomb. For your next battle in the islands you may automatically pick the scenario Wrecking. If your warband wins you may add +4 to any searches for a clue after the game.
5 Rumor— The hero learns that there is a legend of a renegade apprentice fleeing Toth Amon. The apprentice was caught and killed in the Osso Hills, but the secrets he stole were not recovered. Instead they are buried along the path of his flight through the Hills. For your next battle in the Osso Hills you may automatically pick the scenario X Marks the Spot. If your warband wins you may add +3 to any searches for a clue after the game.
6 Rumor—A frightened swabbie confides that once he saw the interior of Slippery Jack’s cave. There he glimpsed a strange golden cask covered in the glyphs of Khemri. For your next battle in the Caves of the Damned you may automatically pick the scenario Slippery Jack’s Cave. If your warband wins you may add +2 to any searches for a clue after the game.
7 Rumor—An informer confides that there is a legend that a strange statue from Khemri is buried on an island in the Skull Sands. For your next battle in the islands you may automatically pick the scenario X Marks the Spot. If your warband wins you may add +2 to any searches for a clue after the game.
8 Rumor—The taverns are buzzing with rumors about the old hermit of the Osso Hills. He is said to know more than he should of Toth Amon and his lost tomb. For your next battle in the Osso Hills you may automatically pick the scenario The Hermit. If the hermit joins your warband and survives he will add +2 to any searches for a clue after the game. If the hermit is taken OOA by your warband, you have captured him and may force his knowledge as above. (Note a warband may not attack a hermit that would join them.)
9 Rumor—Your hero hears dark rumors of a necromancer lurking in the Osso Hills. The fiend is said to be attempting to raise the shade of Toth Amon’s renegade apprentice. For your next battle in the Osso Hills you may automatically pick the scenario The Dark Ritual. If the necromancer is taken OOA by your warband, you have captured him and may force him to share his knowledge. It will add +3 to any searches for a clue after the game.
10 Artifact—The hero finds an ancient map. It shows the location of the treasure hoard of a band of pirates active during the reign of the Priest Kings. For your next battle in the Caves of the Damned you may automatically pick the scenario X Marks the Spot. If your warband wins you may add +4 to any searches for a clue after the game.
11 Rumor—Your hero has learned that one of your rivals has an important artifact or bit of information, in addition the hero has also learned the location of your rival’s hideout. For one battle in the islands you may automatically pick the scenario the Sea Wolves. If your warband wins you may steal one artifact or one clue from your opponent.
12 Artifact—Your hero discovers a curious piece of parchment for sale. It costs 2D6 gc. If you purchase it, the document tells of a hidden temple in the Caves of the Damned. For your next battle in the Caves of the Damned you may automatically pick the scenario The Temple of Doom. In addition one hero may nullify one corridor trap that he or she triggers. No roll is necessary and the trap is ignored.
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PostSubject: Re: The Treasures of Toth Amon   Thu 10 Nov 2011 - 14:03

Ok this is a good idea. Maybe we will try something similar

How does the crowded rule in cities work out on day.

Everything is difficult terrain because there are so many people. The game is really slow then isn' t it?

We played only Mordheim scenarios until now ( and Empire in Flames of course).
So i am not sure if this works out nice.


Last edited by SerialMoM on Sat 12 Nov 2011 - 13:53; edited 1 time in total
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PostSubject: Re: The Treasures of Toth Amon   Thu 10 Nov 2011 - 20:02

The relics of the Crusades and EiF were really in love with Difficult Ground. Half move does make the game drag until the crowd dispurses. We eventually changed it from Difficult Ground to May not Run, which is not much of distinction but works for us.

The crowd rule is just a way to simulate a populated city or town. Its not perfect but it works in most situations and gives a different feel to the city games.


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PostSubject: Re: The Treasures of Toth Amon   Today at 3:33

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