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 Under Lock and Quay (a Flame On Mordheim campaign)

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WarbossKurgan
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Tue 10 Aug 2010 - 2:03

Cheese hunt!

Godfather Viktor wrote:
Nachgeheim 9, 2010 IC

The dark and humid tunnels of the Labyrinth proved an easy game for the Hold Rats, they nearly felt at home there. Unfortunately once Skrikit was trapped into a dead end by the revolving walls and a huge vampire appeared to claim the tresaure, the rest of the rat-men scattered and quickly fell to the perils of the Labyrinth. However, life in the Underempire can teach you couple of things about how to get out of a dark place. And so it was that all of the warband, save for one of the Festering Pikes, made their way back to their lair loaded with warpstone and gold.

"Well-well!" greedely murmured Skrikit "Time to visit the Clan Moulders pits, yes-yes!"

A Ratogre was definetely what the Assassin needed to finally conquerer the streets of Vercuso (and the most valuable of their treasure, the Merrie Men's cheese).
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 16 Aug 2010 - 1:53

The Heretic's Handbook

Andy wrote:
Chapter 1: Choosing Your Followers



One of the most important decisions a cult leader can make is deciding what manner of follower to recruit. Now while it would seem to an outside observer that most cults are comprised of a veritable pick 'n' mix of mutants, outcasts, monsters and beggars, in actual fact each member has been carefully chosen. While the selection methods of each cult differ - from savage pit fights to talent shows to who has the hairiest knuckles - all are vetted and background checked before being accepted into the fold. New members of your 'exclusive club' should be able to stand before the following questions:

- - -
* Can they work well with others? It's all well and good being a one man whirling dervish of death, but when it comes time to lug all those heathen artifacts up your hideout's spiral staircase, are they grabbing the other side of that possessed piano or sneaking out for a crafty fag?

* Do they have a previous vendetta? Far too often a leader has recruited members of opposing tribes and found them at each other's throats the next day. In some 'organisations' they cut your eyes out for that. But of all the punishments for infighting, the Bank of Marienburg dishes out the worst - they make you sit a three day tolerance course followed by a seminar about workplace injuries. And they don't even put on a buffet.

* Are they good at fighting? Even if you set up a cult with the best of intentions it's a sorry fact of life that your 'hobby' will attract some rather horrible attention. They don't understand that you're only grafting third arms onto people's necks so that they can become better at carpentry. Oh no, they'll come with torches and try to light you up like a christmas tree. It is for this reason that as well as being team players, your followers will also have to be quite handy in a scrap.

Taking all of these points into account we can offer this piece of advice:

Do not recruit beastmen of any form or type.

They are an unruly breed often prone to slacking off, brawling with their own kind and dying in droves. They are particularly vulnerable to anything furrier than themselves, most notably skaven and Brian Blessed.




So if I can't have a goat what can I have?

If you're reading this then you're probably human. We've been having problems getting the publishing rights outside the realms of man so there's a chance we're right. It is our great pleasure to say, then, that humans are by far your best bet when starting out with your own cult. Their versatility, easyness on the eye and impeccably good manners make them perfect to act as minions at all levels of your 'secret party'. And they are easy to kill - a great bonus if you sense any of them are getting a little too ambitious.[b]
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 16 Aug 2010 - 2:13

Vercuso Betting Shop

Andy wrote:
First off, at Phil's request, here's little intro into betting:

Quote :
Bookies use fractions, often referred to as 'odds' or 'prices'. As an example lets use 7/4. Your winnings are determined by how much you stake; your stake is multiplied by the first number, in this case 7, and then that figure divided by the second, in this case 4. Lets say you stake 5gc.

5X7 = 35
35/4 = 8.75
Plus your original stake of 5gc = 13.75.
Rounded to the nearest whole number = 14gc.

Groovy, eh?

Then we can go onto doubles, trebles etc.

A double is very similar, but you pick two contenders. When the first contender wins we do the above calculation, and then all of the winnings go onto the second contender. Example:

We pick two fighters, one priced at evens and the other at 6/4. We put on a 2gc double. The first wins at evens so we win 4gc. That 4gc then goes onto the second fighter at 6/4. He also wins, netting us 10gc for a 2gc stake. Trebles are the same but include three, and four-folds, five-folds etc are the same but larger. These are called accumulators. As you can probably see, it is very easy to win big for very little investment. However, if one of your fighters loses, the bet is down - all must win or it's no moolah for you.
John McKillYouQuick's Betting Service


A few rules now:

- You may only back one contender in each match. With the odds available it is possible to back both fighters and still come out winning. Avoiding this can be done with the right pricing but that involves too much time, effort and maths.

- Bets must be proposed in this thread or in the presence of others and the relevant amount of gold crowns immediately removed from your warband's treasury, before the fight takes place.

- When you have proposed your bet I, or some other neutral party, will tell you how much you stand to win. If you are present when the fight takes place you may immediately add said amount to your treasury. If you are not present please wait for somebody to post up the result of the match.

- You may only back one contender in each ante-post market.

And now, presenting the schedule for round 2 of the impeccably incorruptable UPFC:

6/4 Moloch the Merman vs Pauli D'isgized 4/7

4/6 Thoraxe vs Skabbisnout 6/5

19/20 Brace-Face vs Chang Hi 1/1

5/6 Conan Skeletor vs Maximus D 19/20

19/20 Chuck Norris vs Ironhead 5/6

3/10 Douglas vs Pustus 21/10

5/1 Jolly Roger vs Putrhed Putrhedson 1/7

Ante-Post Bets (bets in the future)

To Win Outright:

Moloch - tbc after round 2
Pauli - tbc after round 2
Thoraxe - tbc after round 2
Skabbisnout - tbc after round 2
Brace-Face - tbc after round 2
Chang Hi - tbc after round 2
Conan - tbc after round 2
Maximus - tbc after round 2
Chuck Norris - tbc after round 2
Ironhead - tbc after round 2
Douglas - tbc after round 2
Pustus - tbc after round 2
Jolly Roger - tbc after round 2
Putrhed - tbc after round 2
Bad Max - tbc after round 2

To Survive the Tournament:

Moloch - 2/1
Pauli - 2/1
Thoraxe - 2/1
Skabbisnout - 2/1
Brace-Face - 2/1
Chang Hi - 2/1
Conan - 2/1
Maximus - 2/1
Chuck Norris - 2/1
Ironhead - 2/1
Douglas - 2/1
Jolly Roger - 2/1
Putrhed - 2/1
Bad Max - 2/1
Pustus - 4/1

To win most crowd points:

Moloch - 2/1
Ironhead - 2/1
Thoraxe - 4/1
Douglas - 4/1
Skabbisnout - 5/1
Brace-Face - 9/1
Pustus - 10/1
Chang Hi - 14/1
Jolly Roger - 14/1
Conan - 18/1
Putrhed - 18/1
Maximus - 20/1
Chuck - 25/1
Bad Max - 25/1

Number of movie quotes uttered before the end of the campaign:

Not Enough - 10000/1
Too Many - 1/10000


These prices will change as the tournament progresses. As fighters pick up injuries their prices will drift out (get bigger) and as they pick up groovy new skills their prices will shorten (get smaller). It's up to you, the punter, to decide when it is best to place a bet on the ante-post markets. Remember you can only have one bet on each ante-post market. I will also add new markets at a later date as I am currently posting from work.


Disclaimer: While I may have a rudimentary understanding of bookmaking I have little understanding of Mordheim, so these odds may be a little... unbalanced. For now anyway. Maybe you can win some easy money before we iron out the kinks.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Thu 26 Aug 2010 - 7:19

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Thu 9 Sep 2010 - 4:01

Ladies and Gentlemen, I am pleased to announce that, after an unavoidable and seemingly millennia-long, break Luncheim returns!

The Under Lock & Quay campaign re-starts at the Mill at lunch time today.

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Thu 9 Sep 2010 - 8:27

Kommodore Deffgit and the Ogresuns, not all washed-up!

9th September, the year ten.

Adm’rul Kurgan Grimjaw looked at the stained and dog-eared map spread out on the table before him in the morning sunlight. He stared long and hard at the detailed, but slightly out-of-date, street plan of the city. Many of the buildings marked where either ruins or had been replaced completely but the streets were mostly unchanged.

A Goblin messenger peeped over the edge of the table and stood on tip-toe to reach a grubby hand into the middle of the map. Pointing a dirty finger at a non-descript house in the docks area.

“It’s only a rumour chief, but there is supposed to be a heap o’ gold and gems and the like in that old guys gaff. I sure it’s already been ransacked a dozen times but the stories say its proper cunning hidden.” said the Goblin.

“Run down the the Pickled Mermaid inn lad. Send my compliments to Kommodore Deffgit and ask him to take the Ogresuns to check it out. You never know, there may be a grain o’ truth in it…” rumbled the Adm’rul.

~~~

Starting crew:

Boss: Kommodore Deffgit, 2x Club
Shaman: Wrydtoof Hogbreff, Club
Big'Un: Barnacle Nog, 2x Club
Big'Un: Salty Oggbad, 2x Club
4 Orc Boyz: The Starboard Watch - Throg, Fishgutz, Dubloon Dreg and Floggin Morr, 2x Club
3 Orc Boyz: Bad Hook and Briney Duff and Scupper Lug, 2x Club
3 Goblins: Dirty Morrgun, Dread Pirate RogUrtz and Stormy Trug, Club

WBR 130



Last edited by WarbossKurgan on Thu 9 Sep 2010 - 8:46; edited 1 time in total
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Thu 9 Sep 2010 - 8:46

The return of Luncheim with some OLD FAVORITES...HOW COOL! cheers
Now, if only, there are some poems & a Ludwig or two... What a Face
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Thu 9 Sep 2010 - 11:54

Defend the Find, Cathay Town.

The Ogresuns peered round the corner of the stone-walled Wall Tavern and looked across the street at a house. An ordinary house, of no particular significance from outward appearance, but one that apparently held a secret store of loot.

Shaman Wyrdtoof scratched his goatee and hmmm’d to himself. Big’Unz Salty Ogbad and Barnacle Nog took turns squinting through a small spyglass. Kommodore Deffgit lit his pipe and was soon surrounded by a thick, noxious cloud of sickly-sweet tobacco smoke.

Nog said “I reckon there’s a fair number of ‘em in there. I counted at least five”

Salty chuckled to himself, knowing that Nog couldn’t count any higher, smug in the knowledge he could comfortably reach the giddy heights of seven, maybe even eight if it was quiet! “I’d say they was them Outlaws from the Chanlons. Which their leader calls ‘imself The Crow, or some foreign word for such.” he said.

Wyrdtoof took a pinch of dirt from the ground and crumbled it between his fingers, watching how the wind took the dust.

Deffgit puffed on the stem of his pipe. “We rush the lubbers. All at once” he said and squinted his one good eye at the others.

The pirates nodded to each other, satisfied that the Kommodore had, once again, come up with a brilliant and fool-proof plan of attack.

~~~

The Outlaws, holed-up in the objective building:





The Ogresuns storm the house!



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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Wed 15 Sep 2010 - 3:46

14th September the year ten
Skirmish at The Capstan









The Merrie Men spotted the Ogresuns approaching from three directions and scampered into the Hole in the Wall Inn. They knew that the Orc Pirates didn’t have much long-ranged firepower so they didn’t even try to hide; they just took advantage of the natural defensive position of the inn.







The only room was two stories up so the Orcs would not only have to cross the wide open streets to get close, they would have to climb the long stairs and suffer one last volley of arrows before they could get to grips with the bowmen!





The Pirates were made of tough stuff though: they ran full-pelt down the streets, taking advantage of any cover they came across on the way. Most of the Merrie Men’s arrows missed their mark but even those that found a target didn’t do much to slow the scurvy dogs down.





But as the Orcs crossed the last few yards of open ground their numbers were thinned out a little too much. When Fishgutz and Salty Ogbad went down the Kommodore called a retreat.



~~~
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 17 Sep 2010 - 2:30

16th September the year ten
Occupy at the Cod and Cutlass

The Ogresuns battled the Night Goblins of Manciniweenie the Mighty’s Eastland Blue Moon Tribe in a struggle for control of three key buildings near the famous inn.

~~~





Even before the enemy was in sight Orc Pirate Scupper Lug took offence at something Dubloon Dreg said and clobbered him!

When they did pop up there seemed to be millions of the little green lubbers!

















The new Big’Un, Dredger Zug, led half the Orc Pirates off to the west to storm the Warehouse while Kommodore Deffgit took the other half off east (leaving one Boy behind in the walled yard of the Revenue House to make sure the Night Gobbos didn’t nab it later) to assault the Sail-makers’ Guildhouse.



The bat-suited Black Gobbo launched himself over the rooftops with a loud “TWANG”, sailed through the air on his home-made batty wings with a long wailing whoop of joy, then landed on the pavement with a slightly less-loud “SPLAT”. But he picked himself up and started climbing up the crumbling side of the Hole in the Wall Inn.







Deffgit and Barnacle Nog crashed in the Clobberers as Manciniweenie the Mighty shouted orders at his minions to advance while he himself ran away from the fight!

Dredger’s ladz faced a swarm of Snotlings and a couple of Goblin Heroes. The Ogresun Kabin Grotz and Floggin Morr ploughed through the wall of hysterical tiny green fiends, knocking them senseless left and right. Dredger booted a Goblin Hero with a Squig Prodder out of the Warehouse but was sent sprawling across the floor by a hail of arrows fired from above. He didn’t stay down long but by the time he got up the Goblins had legged it.



~~~
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 20 Sep 2010 - 4:27

The Heretic's Handbook

Andy wrote:
Chapter 2: Dress to Impress


So you've chosen your henchmen, you've trained them and you've armed them, and you've given them the speech about the greater good and how much better off the world would be if you were in charge. Now take a look at your loyal followers. What are they wearing? Chances are they're not dazzling you with their attire. And that is the second lesson you must learn. Not only do you need to take over the entire planet but you need to look good doing it.

Fashion, much like war, is an ever changing beast. Frilled pantaloons might be all the rage one summer and old news the next. A good cult leader does his research. Find out what's hot and what's not. Anticipate the ebb and flow of clothing trends, but most of all be prepared to wear anything. Who's to say that bright pink wigs won't be the next big thing this autumn? It also helps if you have somebody on hand who can see the future.

Just take a look at these two handsome gentlemen:



Phwoar! Get back ladies.

Fact File: Head Urchin

The head urchin is one of the more peculiar creatures that inhabit the world. They are found on the beaches of most south-westerly islands and sometimes in the tropical ponds of deep jungles. At first glance they appear to be nothing more than a mass of throbbing, jellied meat, and many an unwary traveller has mistaken them for algae or frogspawn and met a very nasty end. For when stepped on the head urchin will exert an iron grip on the foot of its victim and never let go. It has no nerves and so can not be beaten off; it's body has a consistency similar to a jellyfish and so it cannot be hacked apart; and its skin is remarkably fireproof. It will proceed to expand across the body of the victim until eventually everything but the head is subsumed. Parties often have to leave their friends in the grip of these creatures or, if they are of a more merciful bent, kill them quickly to spare them the horror of being eaten alive by something that looks like your mum's trifle.

They acquired the name head urchin because of their strange inability to consume a victim's head. Instead it stays lodged on top of their bodies – seemingly alive as the urchin still struggles to eat the nerves of the neck – until it rots away and falls of.

And we thought we should say that, for any budding cult leaders out there, they make excellent minions.

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 20 Sep 2010 - 13:24

Chaos Chic is SO NOW...I KNEW all those swish fashion designers were minions of the INFERNAL POWERS or George Bush...whichever is worse. Suspect
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 20 Sep 2010 - 15:52

George Bush is worse by far...
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 20 Sep 2010 - 16:48

Pirexian wrote:
George Bush is worse by far...

thumbsup
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Tue 28 Sep 2010 - 15:38









28th September, the year ten
Surprise Attack at the Wishing Well

A small number of the Ogresuns’ Port Watch were attacked near the Wishing Well by the Blue Moon Tribe but it was a cunningly laid ambush! Within minutes of the Night Goblins fully committing to the attack the rest of the Orc Pirates stormed through an alley behind them and gave the grots a beating.

~~~

The Kommodore adjusted the focus of his spyglass and chuckled.

“Them pesky Blue Moons has taken the bait; hook line and sinker! The whole lot of ‘em is rushin’ towards Bad Hook and the Port Watch Boyz.”

He closed the brass telescope and climbed down from his vantage-point on the wall of a small ruined house.

“Let’s go get ‘em Ladz!” he shouted; the Ogresuns roared their approval and started running.

~~~







The Dark Night landed deftly in the second story of the Cultist’s house just below Scupper Lug. The sneaky, and this time quite lucky, flying Goblin had ideas of knifing the pirate without him knowing what hit him.

But Scupper Lug saw the bat-winged grot swoop in and leapt down from the floor above, landing a heavy boot on the Dark Night’s head.

After dealing with the “super hero” he ran across the gangplank into the Sail-maker’s house with Floggin’ Morr and (after a brief argument) they both took up firing positions in the attic, over-looking the main street.







Bad Hook was mobbed by a gaggle of Snotlings in the main bar of the Hole in the Wall Inn. The little squeakers tripped him up and started pounding on him with their tiny clubs. He shrugged off their puny blows and dragged himself up and repaid the Snots’ in kind. He kicked and punched and stabbed and slashed until the monstrous little blighters backed off leaving most of their number rolling on the floor clutching various body parts.







The crew of the Ogresun burst out of Half Moon Alley and smashed into the Boom Moons, knocking about a third of them down with the initial barrel-charge!

Wyrdtoof blasted a couple of the Goblin clubbers with a thunder-clap of green power and the crossbow-armed Pirates in the attic took down another.

When Dredger joined the fray and clobbered two clubbers the Goblin Boss Manciniweenie the Mighty had had enough and called for a full retreat.

~~~

As the Ogresuns picked over the Goblin encampment (having found a princely stash of Wyrdstone) an old acquaintance appeared in the street.

“Mr Whalebelly!” cried Kommodore Deffgit “What a pleasure it be ta make yer acquaintance again!”

“Kommodore.” said the Ogre Bodyguard as he knuckled his forehead. “Which I was wondering if you’m hiring today?”

“There is always a place in my crew for you Whalebelly. The Ogresun ain’t a small ship as ye know.” said the one-eyed old Orc.

~~~
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Wed 29 Sep 2010 - 6:41

A TRULY GREAT visual experience with just enough text to clue moi to the action...a FINE way to start the day! thumbsup
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 1 Oct 2010 - 6:04

30th September, the year ten
Occupy at Binnacle Yard

The Ogresuns fall foul of the Hold Rats in a territorial dispute.

~~~

“Busy down ‘ere” said Kommodore Deffgit as he eyed the street through the steamed up window of the Cod and Cutlass inn.

The other Ogresuns nodded in agreement but didn’t look up from their dinner and glasses of grog. Out on the street the blue-uniformed City Watch were hanging about in much greater numbers than usual. Normally one or two of them would lurk on a street corner trying to look inconspicuous then disappear at the first sign of trouble. Today there were about a dozen of them tramping about the dock side!

As the Pirates left the inn with full bellies and groggy heads there was some sort of commotion going on between the Watch and the Merrie Men. The Orcs ignored it and headed towards the Binnacle Yard.

~~~





Sling stones skipped off the cobbled street and the double thump of a pair of pistols fired together echoed through the alley ways.



Wyrdtoof took cover in the lee of a ruptured cannon and fired a blast of green lightning at the Skaven Assassin lurking in the attic of the Revenue House on the south west corner of Binnacle Yard, while the Kabin Grotz snuck round the back of the building keeping in the shadow of the Revenue House’s wall.







Whalebelly and a knot of Pirate Orcs pounded forward toward the Bretonnian Chapel on the north east corner of the Yard. From the broken roof of the Chapel four Skaven sent a rain of pistol and sling fire down on them.





With a titanic crash a vast Rat Ogre burst out of the door of the Sailmakers House and crashed into Barnacle Nog. A Skaven Sorcerer charged Dredger and Throg at the same moment. The Sorcerer tried and failed to summon the power of the Horned Rat, so Dredger smashed him in the face with the hilt of his cutlass.





The Rat Ogre kept smashing his huge mailed fist into the ground where Barnacle Nog had been stood just moments before. The big First Mate couldn’t believe his luck as he narrowly avoided getting pounded again and again.





Whalebelly and a few deck hands charged into the Bretonnian Chapel but the Hold Rats upstairs were not being budged. Crossbow bolts started skitting off the ruins around them but the Skaven kept their heads down and held on.

“Zog this” said Deffgit “Let’s go for another drink!”

~~~

Though the Ogresuns had crew members in three of the buildings around Binnacle Yard the Rats had all four, so with one completely under their control the day was theirs.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 1 Oct 2010 - 6:37

Surreal report. The Watch and the Merry Men interposed with the orcs and the skaven. I also like the fact that despite the skaven being the enemy they rarely appear in the photos. Your group must have great powers of concentration. We get distracted by side by side games let alone games on the same board!
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 1 Oct 2010 - 9:59

Four players, not much room, a one hour limit (as we all have to get back to work) and a lot of off-topic chatter (mostly about Captain America!).

We were laughing for a fair amount of the allotted time and getting in each-others way for the rest. Laughing
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 1 Oct 2010 - 20:08

Captain america and his rubber feet

It was a day of mixed blessings for the Watch they lost 2 games their WBR went up by 120+ , have 6 heroes 9 henchmen, no money and many wanted posters to put up and criminals to arrest.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Mon 4 Oct 2010 - 9:27

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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Tue 5 Oct 2010 - 5:46

Cheese hunt!

Godfather Viktor wrote:
Erntezeit 28, 2010 IC

Quitch the Sorcerer death at the hand of the Blue Moon Tribe, back at the end of Vorgheim, had forced Skrikit to travel to Skavenblight to look for a substitute.
Unfortunately for the Assassin, news of his scarce success in Vercuso had reached the Skaven capital. The Assasin's pledge for a new sorcerer was the chance Clan Eshin's rivals awaited and trough some subtle scheme Clan Pestilens managed to have Skabius, one of its lesser clerics assigned to the Hold Rats.

Filled with anger and ever-suspicious of the newcomer, Skrikit devised a sneaky plan to regain some of his lost prestige: taking battle to the recently returned Ogresuns. Surely the Orc Pirates hadn't had time to reestablish themselves in Vercuso. And so it was, in fact! Having heard the Ogresuns were looking for a nice spot at Binnacle Yard, Skrikit led the Hold Rat to the area, quickly occupied it and denied it to the greenskins. Even better, Skabius had been taken down by a huge orc!

The brawl with the Ogresuns, however, attracted the attentions of a passing patrol of the Vercuso Watch. While the Hold Rats were returning to their lair at the harbour, the blue-clad man-things were spotted by Scheech, sent ahead scouting. Appearently they wanted to deny passage.

Graar the ratogre, the Festering Pikes and the Nine Fingered were sent to meet them, while Skrikit took the rest of the warband up to the roofs. The man-things managed to take the ratogre and a couple of festering Pikes down, but they couldn't stand against the numbers of the Verminkins and retreated, nearly ignoring the agile figures crawling above their heads.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 8 Oct 2010 - 12:44

Cheese hunt!
Godfather Viktor wrote:
Brauzeit 8, 2010 IC

The moment Skrikit had long been waiting for finally arrived. The blond-haired Marion and a Binnacle Yard ganger had been spotted waiting by the docks, the rest of the Merrie Men boarding the ferry on the other side of the harbour.

The Assassin immediately spreaded his gang through the alleys around the ferry landing. If the Merrie Men wanted to save their cheese they'll have to break through the Hold Rats, and Skrikit was confident they won't.

The Festering Pikes led by Squeech were sent to intercept Marion and the ganger before they could join their companions.

As the ferry ramp was lowered the Merrie Men loosed a volley of arrows, downing a few verminkins and taking Scheech the Nightrunner out. Marion and the ganger closed toward the Festering Pikes, taking one down. Then Skrikit, Izkit the Black Skaven and Graar jumped on board the ferry and started making short work of the man-things.

Squeech and the surviving Festering Pike, on the other side, were unable to deal with the ganger and Marion, who in return nearly felled the Black Skaven.

The Merrie Men downed the ratogre by ganging up on him, but with Skrikit, Izkit and a few verminkin hacking their way through them there was little they can do apart from fleeing.

"Ran-ran, men-things!" screeched Skrikit while a few sling-shots skipped between the men's feet "We got five of your smelly-smelly cheeses!"
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 8 Oct 2010 - 13:50

8th October, the year ten.
Street Fight at the Merchants' Guildhouse

The Ogresuns got pin-cushioned but broke through the Merrie Men's firing-line.

^^^







"Hold fast me beauties, or ye'll have me to answer to!" growled Dredger from the rear of the lines, as the Pirate Orcs advanced in the warm mid-day sun. The new Captain's Coxswain was taking to his role of disciplinarian very well, and the Pirates were paying attention. After the first one who ignored him got a hefty punch in the ear it wasn't hard to remember. Poor Bilger Bob hadn't been able to stand up since that day... for that matter last time anyone checked he hadn't be able to sit up either. Or drink. Or breath much...

The Ogresuns ran up the narrow street towards the Guildhouse, excited that the rumours that the Outlaws had found a stash of loot must be true! They were here, just as the City Watchman had said, so it was logical that the loot would be just beyond their line. Crossbows at the ready they jumped from cover to cover, zig-zagging down the road.

Kommodore Deffgit directed the Goblins up into the Shambles, hoping they would draw the Outlaws' fire a little, while the rest of the Ogresuns advanced. Mr Whalebelly led the charge but his massive girth attracted an awful lot of attention from the green-clad bowmen and the big chap did a face-plant on the cobbles before he'd got very far.





The Outlaws formed up with practiced order and drew a bead on the nearest Pirates, who fell screaming with arrows piercing limbs. Soon the Ogresuns were pinned down behind a barricade with anyone who showed their face getting impaled.

Maid Marion drew back her bow but was distracted by a butterfly or a colourful bird or something, she loosed the arrow ineptly and it sailed off into the firmament, but it came down eventually and somehow managed to ricochet off a stone wall right into Throgg's neck. The fat Orc fell face-down onto the last arrow Marion had fired as it lay at an awkward angle between two cobblestones. The unfortunate lighthouse keeper was poked clean through the eye and killed stone dead!



Fishgutz made a run for the Sailmaker's house and got into a relatively safe position.





The Orcs tried to return fire and took down a couple of the Binnacle Yard Gang (ruffians who had deserted the City Watch after the Outlaws outsmarted them!) but the Kommodore was shot in the arm and knocked his head as he pitched sideways.





Fishgutz carefully maneuvered into position and took aim at Tuck (after the priest had sent a few arrows his way) but his aim was poor and the portly priest escaped unharmed.

The time had come, in was now or never. Dredger bawled at the Ogresuns and the ran forward, more in fear of the Coxswain than anything else.





It came as a surprise to the Outlaws to find the Orcs had slipped past them!

^^^

The Kommodore awoke to find himself in the Guildhouse surrounded by a worried and battered-looking crew.

"So much for the stash Boss" said Dredger holding a small handful of coins "I fink we wuz set up."

Deffgit squinted at the massive greenskin.

"Whassat?" he shouted.
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PostSubject: Re: Under Lock and Quay (a Flame On Mordheim campaign)   Fri 8 Oct 2010 - 16:03

Congratz on the win Boss! Sounds a bit hard won. What's with these Stirland Outlaws traveling to Sartosa? Criminal.
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