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 Toth Amon Returns!

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Von Kurst
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PostSubject: Part 1--The Curse! Sinister Adventures on Sartosa   Mon 26 Mar 2012 - 15:55

qboid wrote:
aha, when fighting in darkness, making your enemies glow is truly evil
That's sort of what Bob said... Twisted Evil
______________________________________________________________________________________________________
Week 4
Larceny and Murder


The Heist II

The flap of the tent was ripped aside. The whole tent nearly went with it. The orcs inside looked at their Boss in surprise.

"Da fing iz gone!" howled Bruudish Backbreaka.

"Wot?" asked Rik. Bruudish backhanded him through the tent wall. The tent collapsed.

As soon as the orcs disentangled themselves from the ruined shelter, they began to focus on what the Boss was shouting about.

"Me newest fing!" growled the Boss into Hugor's face. "Zoggin fing iz gone an Vrit sez da stunties done took it!"

"Thought it wuz Vrit's fing," said Hugor. He threw himself backward as Bruudish swung his choppa.

"Vrit's zoggin lost it, ain't he! Den itz mine!" Bruudish glared at the gathered orcs.

"Da Stunties!" howled the orcs, almost in unison. "Get 'em! Rub 'em out!" The orcs rushed around the camp grabbing weapons and getting in each other's way.

"Wot fing?" asked Rik. Rik and Gronk were standing amid the ruined tent just kind of, well, drooling.

"Gotta kill stunties!" shouted Kik.

"Kill stunties!" shouted Rik.

"Dere's hiz tracks!" pointed Burbag.

"Don' look like stunty tracks," said Rik.

"Catch him!" shouted the mob. "Kill him! Thief!"

The mob of orcs charged out of the makeshift camp toward the distant hills. There's always stunties in the hills, especially if there ain't any for real mountains about. They were still running full out a mile later when the first volley of crossbow bolts hit them.


Post Battle
It was a daring daylight robbery. The orcs tried to apprehend the culprit but 4 of them were shot down as Gronk the troll drooled.

Kik, the nutter hero, died. Rik and Janar got better. Burbag took a chest wound.
The orcs hired a doom diver named Boom Basta.

The Dwarfs steal the Cloak of the Desert from the orcs. In addition they discover Clue #21.
____________________________________________________________________________________________
X Marks the Spot
The wind tugged at the map as Somer Teef tried to make sense of it. The day was right blustery. Somer turned the map around and squinted at the surrounding landscape.

"Outta be ovva dere by dem rat-mens wit de shovels, dem," observed Somer. "Hey! Put dat back! Hey!"

Somer was some put out. Zoggin wind kept blowing his lads' shots off target. Zoggin rat-mens was thumpin' the lads mighty. Mean gits, them rat-mens, mean.

"Hey!" Somer shouted as his bolt took the duppy rat-man carrying the treasure square. Git flipped right over and dropped the treasure. Ha!

Them rat-mens didn't know nothing about fueding, them. Sure lots of his lads were down. Didn't mean nothing! Somer would fight to the last git for that treasure, see if he wouldn't, him.

The rat-mens was dragging that treasure chest toward them big rocks. They get in there and Somer never find them, no. Somer looked around quick. Not many of his lads left on their feet, but Somer figured the lads what was left was the toughest.

"Shiners!" yelled Somer. "Charge!"


Post Battle
Razzamataz the Eshin Sorcerer found the treasure, but got shot. Kappa Eta routed before they could drag the treasure chest off. Licehead and Varnick, vermin pledge-brothers both, died.

Rapheal got Captured, but was ransomed back to the 'Shiners. Ophelia suffered a Old Battle Wound and Francois now hates Skaven. The rest of the lads recovered.
Inside the chest the 'Shiners found 13 gc, a sword and several minor treasures. Despite rough handling of the chest by the skaven, they also discovered Enkhil’s Kanopi, artifact #23.
The 'Shiners also liberated a Hochland Long Rifle from an unguarded armory.
_________________________________________________________________________________________________
Wolf Hunt II
The Turjuks


Haroom surveyed the surrounding hills and scowled. The Emir liked this not. The day was fair for this heathen isle. The sun shown, the sky was clear. Yet wolves howled from the jungle and grim crags rose above him on all sides.

Somewhere ahead the Ghutani lay in wait. So said his coven of women, Almah the cartographer, the Witch of Ghut and this woman out of the wilds, Red Sonja. Suddenly the howling stopped. From the jungle ahead a woman screamed. Haroom heard the hated Ghutani battle cry. Greymist, Haroom's mare, shied as a snarling wolf leapt upon Farouk.


The Ghutani Smugglers


"Forward my brothers!" cried Haroom. The pack of wolves was destroyed. Still corpses doted the jungle clearing. The Ghutani had held his warriors at bay, but the fools had attacked on the right, square into the arrow storm. Their attack would fail.

Post Battle
The Ghutani lost one warrior to an arrow wound. A janissary hero becomes frenzied.
The Ghutani retain the services of the Elf Ranger and aquire another free Hired Sword through exploration.

The victorious Turjuks lost the captured smuggler captain.
The Turjuk killed 5 of the wolves, looted some Greatcoats and managed to find the fabled Waters of Shallaya.
The Kislevite Ranger is hired as well as 3 townsmen. The Turjuks discover clue #19.
_______________________________________________________________________________________________
The Heist III
"Kill them! Smash them!" screamed Ahriman the Sorcerer. Despite the extreme heat the Sorcerer stomped through the jungle inside his Mechanical Suit, crushing vegetation and small animals in his haste.

Ahriman had no idea how the thief had entered the camp. No, actually he knew how the thief had been so bold, a hobgoblin had been on guard! Ahriman would flay the fool!

"There master!" cried one of the cowering imbeciles. "There is a village ahead. The thief is sure to be there."

Of course, thought the Great Sorcerer, the coward was bound to run to its own kind. Thieving humans!

"Forward!" bellowed Ahriman. "Spare no one!"


Roberts Raiders attempt to rob the Chaos Dwarfs


The Chaos Dwarfs sweep all before them!


Post Battle
The thief was flushed from his hiding place by Loken, the Great Beast. He was quickly dealt with. One pirate is reported killed.
___________________________________________________________________________________________________


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PostSubject: Re: Toth Amon Returns!   Tue 27 Mar 2012 - 20:50

Sundayheim II--The Dark Ritual



Thunder crashed and lighting flashed across the sky. The huddled Arabyans wailed their misery. "The Djinn of the Air will strike us dead!" they screamed. "We are accursed in a foreign land!"

Haroom reigned Graymist about. He struck the nearest fool with his quirt. "Silence!" he hissed at his rebellious servants. "We are near our enemy! Behave like men of the Turjuk, not gutless infidels!"

"The One protect us!" cried the men. "Ayie! The dead walk!"

Graymist reared in fright as a walking corpse tried to wrest Haroom from the saddle. All of his Askar drew their weapons and rushed to Haroom's aide, though more zombies appeared among them from out of the darkness. The Arabyan line dissolved into knots of struggling men.

"Ayieee!" The shrill scream was cut short.

"The Witch has fallen!" cried Almah.

"The Dead have claimed her!" screamed the men. "We are forsaken and betrayed!"

"Forward ye dogs!" ordered Haroom. He spurred Graymist toward a looming standing stone. In the gloom he could almost see the ancient tomb he sought. Haroom could hear chanting on the wind, rising and falling with the storm. His men wailed anew, but more of them joined the struggle.

Suddenly the chanting stopped. A shrill scream echoed through the night. The zombies crumpled like broken toys. The Arabyans gaped at each other, then they grinned. They pressed on toward the tomb until arrows sought them from the dark.

A hunched goblin appeared in the door of the tomb.

"Get ye gone, Sandeaters!" ordered the goblin. "Ize gots da purty doxie, an her duppy boyfriend will no be raising no more haunts, him. Begone!"

"Goblin!" growled Haroom. "Imp of the night, I order thee to release the lady. Hie thyself to your lair foul creature, lest the Righteous smite thee!"

"Ha! Sandworm, mess not with Somer Teef!" cried the goblin drawing himself to his full height. "Ize gots the difference!" With those words the goblin held high a blasphemous statue. Even in the gloom the statue shown with a sickly light so that all of the Arabyans could see it.

"Set!" cried the men. "The One protect us! Ayieee! The Dark One will devour us!" The closest warriors cowered back from the foul statue.

"Tis mummery!" cried Haroom. "Slay him!" Arrows sought the goblin but the mouth of the tomb was empty.

"Shoot dem Sandys lads!" cried a voice from the darkness. Arrows fell among the Arabs. Abu groaned and crumpled with a shaft in his thigh.

"Cut them down men of the Turjuk!" ordered Haroom. The Arabyans surged forward.


Post Battle
Rapheal was killed by a zombie. The 'Shiners had almost completely disengaged when the lads broke and ran. (TJ rolled a 10 for a rout check.) The 'Shiners did fulfill their objective of taking the Necromancer OOA, thus they were able to force him to reveal clue #18.

The Arabyans lost Daoud and Fisal killed. Abu suffered a Leg Wound and was invalided out. Al Bobo the Mamluk was promoted from the ranks to take Abu's place.

Curses.
Both warbands were depleted by their Curse. The 'Shiners suffered from Bad Rations, while the Arabyans were hampered by Bad Omens.
_______________________________________________________________________________________________________
Artifacts
Playtable's Clan Eshin Skaven -- Shield of Ptra.
Malnap's Wastelanders --Cloak of the Desert.
Bob's Dwarf Treasure Hunters -- Staff of Set, Cloak of the Desert and a Brooch of the Great Desert
TJ's Bayou Goblins--Statue of Set and Enkhil’s Kanopi
Smalls and Pete -- Ifrit's Blades
My Turjuk Arabs --Vambrances of the Sun
grtbrt's Nomads -- Brooch of the Great Desert
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PostSubject: Re: Toth Amon Returns!   Wed 28 Mar 2012 - 4:46

COOL stories & photos as always. I LOVE that Graveyard Pic. What a Face
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PostSubject: Re: Toth Amon Returns!   Sat 31 Mar 2012 - 3:13

Loving the story Kurst, the cursed artefacts add a real sense of forboding over the whole thing, the fell hand of Toth Amon is at work!
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PostSubject: Part 1--The Curse! Sinister Adventures on Sartosa   Mon 2 Apr 2012 - 16:11

Thankee, thankee gents. There be more on the way....
__________________________________________________________________________________________________________
Week 5
Adventures in Sartosa, Ossomunte and the Haunted Port of Vermunte

Skirmish
Bayou Goblins versus the Ghutani Smugglers
It was past dawn, but a mist had rolled in from the harbor blanketing the whole town of Sartosa. It being Sartosa and all the party was still in progress and the 'Shiners were there to keep things rolling. But it was a tad hard to get oriented.

"Where be ussun at?" asked a confused goblin.

"I tink dat be da T'ree Sistas over dere," answered another.

The hulking humie duelist said nothing. He was checking the flints on his pistols.

A bell began to ring from the cloud above them.

"We uns down by da harbor?" asked the first goblin.

"We uns be almos' ta da Temple, us," said the little warlock in the first goblin's ear. The startled git jumped a good foot straight up.

"Bugger off ye duppy git!" screeched the second goblin. The duelist said nothing. He had primed both pistols. He was looking off into the fog, staring at every lubber the party met.

"The fog, she lift right soon, her," said the warlock, unperturbed by the goblins. "Ye be needin Spark den, ye."

"Dat will be da..." the first goblin didn't finish his thought. The fog was lifting. But there was no wind. The air was still, but it was clearing.

Boom! A shot rang out from behind them. The crowd around them went crazy.

"Take cover!" "Who fired that gun!" "Beware the Black Spot!"

The goblins and their allies were caught in a narrow alley. Fleeing lubbers ran right over them, tossing gits aside and trampling those that didn't get out the way.


The invisible crowd tramples the goblins as a wounded Ghutani writhes in the street.


The Goblin firing line covers the street.


The Ghutani oblige the goblins by charging up the street to meet them.


Post Battle
The Ghutani took a beating and fled. Their new Warlock, a Swashbuckler (who had just wandered into the fight) and a tribesman were killed. As a consolation prize all their heroes survived and scored six sixes in Exploration. 6 doses of Crimson Shade are aquired for some nefarious purpose. In addition they stole some black powder from the town stores.

The 'Shiners dusted themselves off and collected their reward for defeating the rowdy smugglers. A Tilean Marksman owed Somer a favor. Somer say come on to Araby with us!
In addition a Captain's Hat and 2 rapiers were aquired.
Some lubber tell Somer about clue #8. but Somer say that old news. (Next week the campaign will be only playing scenarios set on the seas or outer islands so clues about the Osso Hills are not worthwhile.)
_________________________________________________________________________________________
Pressgang IV
Skaven versus the Wastelanders or Frat Rat Breaks Spring Break

"Most Dread-Dread Master, we do what-how?" Blottard asked in confusion.

Frat Rat lashed his tail with impatience. "We-us-me will break the Spring Break-break! Capture-grab all drunk humans! Sell them to Clan Moulder!"

Frat Rat was frothing at the mouth. Blottard shrugged his shoulders and nodded. "Of course, Great-glorious One! How brilliant-wise-devious art thou!"

Frat Rat looked at the great hulk of a building before him. It was a shoddy combination of ship and human-hovel. It reminded Frat of his home Skavenblight. Frat Rat would show the Council of Thirteen! Frat Rat was a genius!

"Charge!" screamed Frat Rat.


Kappa Eta swarms toward the Blow Hole. Bad omens keep the swarming down a bit (the line of skaven nearest the table edge refused to join Frat Rat in the first wave.)


The brave privateers of Robert's Raiders gather to foil the skaven plot.


A scuffle occurs near the front room.


There are LOTS of Privateers and only a few skaven, what could possibly go wrong?


The best laid plans of men...


Two man-rats and a sigmarite friar walk into a bar...


Post Battle
Robert Roberts was captured! 3 Boatswains were killed. 'Fancy' John learns to parry with his peg-leg! (John held off certain doom by making all of his peg-leg special saves.)

Kappa Eta confiscates the Privateers' Cloak of the Desert. They ransomed Captain Roberts back to his crew for 50 gc. They also captured 3 living drunks, the friar having died. A fifth drunk became belligerent and beat Razzamataz senseless. (It is assumed that the sorcerer recovered from his injuries if not his humiliation.)

Curses. The Privateers claimed to be cursed with clumsiness as they fell a lot in the darkness. Bad Omens kept the skaven numbers low for a bit.
__________________________________________________________________________________________
X Marks the Spot
Da Black Orcs versus the Chaos Dwarfs

"It were a duppy night and no mistake," the orc pirate Stave Jones told his listeners. "Rain comin down in buckets, haunts howling in the hills."

Stave took a long pull on his tankard. Smacked his lips and looked around at his audience.

"Recollect it like it was last Thursday, mayhap cause it was. Old Backbreaka had a bee in his bonnet about some stunty gold. Or stunty taken his shiny. Stunty something.

So there we was, mucking about in dis humie burial ground. Cain't see fer spit. Little kept tripping on his spear. I told the git he shoulda brought a shovel, but he hasta brings his spear. Ah Little, he was a right stupid git."

"To Little!" shouts an orc from the back. "Stupid Git!" cried the rest of the crew. Everyone tossed off a pint.

"So there we was, mucking about like I said," Stave continued.


"We searched the whole burying ground. Twice.

I says, 'Ain't no dwarf gold in a humie burying ground!' Didn't I just? But they call him Backbreaka.

Anyway it was a duppy night. We is diggin away like stunties when I hears this loverly song. The song of the sea it was. Oh. I wish I could hear it again, but some lubber smacked me about the head and all of a sudden I was back in the muck with you-uns. (Encounter--Siren's Song)

And a good thing too, cause all of sudden there was them spiky stunties and them no good hobs!


Gronk squared off agin that duppy git in the steel suit.


Me an that spellslinger Backbreaka hired got stuck in with that duppy stunty cow-thingy. That sucker kicks hard!

(Note Gronk has won the fight against Ahriman. Vomit on that 3+ save!)


Post Battle
There is an epic fight for the final treasuer counter, which happens to be on the top floor of the center ruin. However the orcs lose this fight. Bruudish Backbreaka takes a Deep Wound and will miss 2 games. Vrit will miss 1 game. Little the goblin swab dies as does a git named Jonar.

The Chaos Dwarfs report that Broseefus and a hobgoblin died. The orcs loot Broseefus body (and aquire his blunderbuss).

Curses.
Neither warband has an artifact so neither suffered from the curse anew. Interstingly (for me anyway) both warbands have suffered permanent damage from the curse which will linger until they can find a way to lift the curse completely.
__________________________________________________________________________________________________
The Cry of the Banshee
The Turjuks face the Kegslayers and an acient evil in old Vermunte

The night was rain drenched and sullen. The Turjuks huddled miserably in their robes and dreamed of hot sands and fierce winds.

"We must locate the treasure during the hours of darkness. The guardian reveals its location by her presence," Haroom spoke with calm. He knew the men were at their wits end after the terrors of the burial ground. To lead them to this cursed harbor had taken all of his strength and the men's belief in the Witch of Ghut's powers over the supernatural. Had she not survived the attack of the walking dead?


The storm moaned with the voice of grief around them. "She is near," spoke the Witch. The men clutched amulets and charms. The muttered prayers and shuffled forward down the narrow dark lane through the ruined town.

The Kegslayers approach the ruin from the east. Treacherous footing on the wet cobbles is the undoing of 2 Dwarfs. (Another was taken ill before he entered the ruins.)


Haroom urged Graymist into the dark mouth of the lane in the lead of his men. Even as he touched his heels to her flanks he heard a distant wail of pain and terror. Graymist shied but he urged her forward. The men followed.


The Kegslayers advance. The Towb Robber slips in the dark as well.


Gorin looses his axe.
Suddenly the shade of a human woman swept out of the darkness. Her terrible cry is met with mute stoicism by the dwarfs. Seeing the dwarfs are unmoved the shade suddenly attacked with spectal claws. Gimli valiantly defended himself and the spirit fled into night.

"Avaunt foul fiend!" shouted Gorin Kegslayer he lunged toward the hovering spirit only to sprawl on the wet cobbles. As he fell a piping voice said, "I'll take that Master Dwarf."

Gorin felt around in the dark. His axe was missing. He pushed himself up in time to see a small furry-footed thief rushing into the darkness.

Unfortunately the thief ran toward the Banshee. With a screech the fiend was upon him. "Noooo!" screamed the thief. Then he fell lifeless.

Gorin drew his dagger. "Kegslayer!" he roared. The trollslayer rushed the shade, who screeched with joy at the prospect of another victim. The battle was long. Gorin was sore wounded but the fiend liked not the cold iron of his dagger. Eventually she disappeared into the storm.


Battle is joined.


The Dwarfs press forward in an attempt to break the Turjuks. The Troll Slayers and the Tomb Robber had a hard time staying on their feet.


Post Battle
Haroom was able to load the chest on to Graymist and escape with the treasure while the Turjuks held the dwarfs at bay. The Man with No Name was killed. The Banshee's teasure yielded gold, a holy relic and an elven cloak.

The Kegslayers suffered only embarassment as the two trollslayers could not keep thier feet long enough to join the main battle. An ogre who owes a favor is discovered.
________________________________________________________________________________________








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PostSubject: Re: Toth Amon Returns!   Mon 2 Apr 2012 - 16:45

OH BABY! WONDERFUL PHOTOS...thanks MUCHO! cheers
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PostSubject: Part 1--The Curse! Sinister Adventures on Sartosa   Tue 3 Apr 2012 - 20:40

You are quite welcome.
__________________________________________________________________________________________________________________
Week 5 Cont'd
Sneaking Out of Town
A Breakthrough Variant Scenario



"Quiet-silence-hush!" hissed Frat Rat. His sniveling litter-mates groveled and mewled in their terror of the storm. "There be man-things watching the gates-burrow-entrance. We must be sneak-silent-lurk."

The night was miserable. Frat Rat had counted on the laziness of man-things to ease his departure from the island. But a sullen line of sentry posts blocked his path, Frat Rat drew his dagger. The man-things would never know what hit them.

"Kill-maim from the darkness, my brothers," Frat Rat ordered. "We-you must eliminate these fools by silent-quiet-death, yes!"

The skaven moved forward undercover of the night, the storm and the crowd of drunks staggering home from the Blow Hole. Surely the guards would never spot them before it was too late.

"A Hunched-one! Ye there, what be thy business abroad on a night such as this?"

The human voice grated on Frat Rat's sensitive ears. "Kill-kill!" he screamed over the storm.


Post Battle
playtable wrote:
Sentries – last one to move spotted me and shot at me.
Crowds (2 turns) knocked most of my warband down.
Skaven took 1 hero sentry OOA and 2 or 3 henchmen sentries OOA before Chris rolled up the random event Merchant Returns to end the game in a draw.
__________________________________________________________________________________________________________________________
The Great Gun
The Wastelanders versus the 'Shiners

"Wot be da plan, eh?" the goblin asked again. They was all standing around on the roof of the old Temple of Manann. That priest down there, he was some pissed off. Goblins in his temple. Had to truss him up good.

"We waits here, we," said Somer for the third time.

"Dem humies ovva dere , dem," observed the goblin. "Dey grabs da gun afore ussun, we waits here, we." The goblin pointed at a group of humies across the way. Looked like them Wasters.

"We waits here, we," repeated Somer.

"Aye waits fer it, ye," added the hunched warlock.

"Waits fer wot?" muttered the goblin to no one in particular.

There was a distant rumble. Over across the town one of them buildings just folded up and then crash! It was gone. A cloud of dust rose from the ruin. Maybe a fire, too. Then the screams started. The goblins looked in awe at Somer Teef.

"Don't just stand an gawp!" rasped Somer. "Shoot the survivors!"


Post Battle
The Wastelanders may not be cursed by Toth Amon anymore since Kappa Eta stole their artifact, but their luck is poor. One of the buildings that the Privateers set up in collapsed due to a random event. Several men were injured in the collapse. Then the 'Shiners filled the survivors full of arrows. The Wastelanders threw in the towel.

The 'Shiners collected a great cannon and looted the town for good measure.
_______________________________________________________________________________________________________________
Sundayheim Week 5--Pressgang V



The night was wet and dark. Still revellers, pirates and whores could be encountered on Sartosa's streets. Red Sonja, Al Bobo and the Man With No Name kept off the streets. They were climbing a crag known locally as 'The Knob'. Sonja said she had heard singing from the height, perhaps a group of revellers had split off to finish a bottle away from the demanding crowd.

The Turjuks were looking to fill out their crew before sailing for Araby. Since their adventure in Vermunte, the Witch of Ghut had talked of nothing else. The crew knew not what secrets Haroom and the Witch had found in the old chest they stole form the female djinn and the dwarfs, but they were kean to return to home.

The Man with No Name had rejoined them in Sartosa. He said little, but Haroom made it known that the Man had escaped the dwarfs and the vengeful spirits of the ruined port. The crew made signs against evil and thanked the One for their comrade's return, but there was no celebration. The Turjuks had seen the Marksman die. He had fallen with terrible wounds. They had seen his body. They had left him for dead as the dwarfs pursued them. The Man stood apart.

"...on a wall! Take one down, drink it all! Sumfing...on a wall!"

The croaking voice pierced the sound of the steady downpour. Sonja gestured for silence as she crept along a ledge. Al Bobo followed. The Man circled to the left in the gloom. Sonja found herself confronting a man surrounded by empty rum bottles on a narrow promontory over looking the Grog Bucket tavern. The man looked at the bedraggled ranger in astonishment.

"Well havva rock sweetheart!" he bleated. "The party's jus' start!"

Sonja drew herself to her full height and put her hand on her sword hilt. "I vant no party," she said indignatly. "I have job for man!"

"You'd pay me?" squeaked the drunk. "Let's start now! Guido plenty man, eh!"

A rock rolled down from the cliff behind them. Guido whrilled around. He peered into the gloom toward a man shape that Sonja hoped was the Man. Al Bobo called from behind her. Guido swung back to face her.

"So its that kind of party, eh?" Guido drew a sword from somewhere. "Guido weren't borned yesterday Sissy!"

Sonja drew her own sword and met Guido's clumsy thrust. She attempted to counter but slipped on the wet rocks. She could hear shouting behind her near the tavern. Suddenly Guido's body began to glow. The entire ledge lit up from the light of his body. Guido's eyes got huge with terror. Arrows rattled against the rocks and tugged at her cloak. Guido slammed against the cliff face from the force of a hit. The light died.

Sonja sheathed her sword and readied her bow. "What?" she called into the sudden darkness. "Who?"

"Sorcery!" said the Man from the cliff above her.

"Aye, we are beset by Djinn," called Al Bobo.

"Turjuk dogs!" called a voice from the darkness. "Die by the hand of the Tanukhid!"

Sonja's body began to glow. Arrows sought her. She glimpsed a Arabyan woman in the crowd below. Sonja realized that the light that illuminated the crowd came from her own body. The panicked revelers seemed to shy from the woman who held no weapon in her hand.

"There!" cried Al Bobo. "A Fire Witch of the Tanuk! Slay her!"

Suddenly the woman called strange words into the night. Bright arrows seemed to appear in the woman's hands. The glittering arrows arced into the night, Sonja screamed. But the arrows flew past her to slam into Al Bobo. The big Turjuk groaned and fell from the cliff. Sonja could see his still body lying on top of some unfortunated pirate.

Sonja fired arrows at the witch woman. Her arrows found their mark, though the woman merely staggered. Still the damage was enough, whatever power had been holding the crowd back failed. The enemy witch was flung aside as the panicked drunks fled from sorcery and death.

Sonja felt the light around her dim. Arrows still sought her, but they lacked force. She scrambled back into the cover of the rocks. Above the screams of the retreating crowd she could here the call of Haroom's horn. The Emir called retreat. Sonja checked Guido and found that he still breathed. Suddenly the Man was beside her.

"Time to go," said the Man. "Get his feet, he might as well learn to row."


Post Battle
The Turjuks lost one townsman killed. Al Bobo recovered. The Turjuks captured 2 drunks and killed one. They found a crate of jewels in the rout and contacted another Cartographer who offered maps of the Great Desert.

The Nomads captured one drunk. All their casualties recovered (casualties inflicted by one mean drunk who held the tavern against all comers.) A Hired Sword returns a favor.

Curses,
The Nomads suffered from a Minor Disability while the Turjuk were subject to the Sorcerer's Curse, which grtbrt forgot to roll for until the turn I routed.
_______________________________________________________________________________________________________________
Artifacts
Playtable's Clan Eshin Skaven -- Shield of Ptra and Cloak of the Desert.
Bob's Dwarf Treasure Hunters -- Staff of Set, Cloak of the Desert and a Brooch of the Great Desert
TJ's Bayou Goblins--Statue of Set and Enkhil’s Kanopi
Smalls and Pete -- Ifrit's Blades
My Turjuk Arabs --Vambrances of the Sun
grtbrt's Nomads -- Brooch of the Great Desert


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PostSubject: Re: Toth Amon Returns!   Fri 6 Apr 2012 - 5:23

Thanks for these fine reports wih pictures
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PostSubject: End of Part 1--The Curse! The Voyage to Araby   Fri 6 Apr 2012 - 16:17

Hey SerialMoM,
Glad you like them. Playtable has been bringing the camera along regularly recently:
_____________________________________________________________________________________________________________________________
Week 6--The Voyage to Araby
photos by playtable

Duel on the High Seas II
Kappa Eta tries pi-rat-cy

The skaven ship 'Silent Terror U' glided toward the distant hulk. "Man the gun-boom-shooters," ordered Frat Rat. Slaves scurried to obey. There was a distant pfft! from the enemy ship. Their gun had misfired. Razamatazz shouted, "I curse thee-thou-thine!"


A shark dines on a clumsy skaven.


The ill-fated skaven jolly boat attempts to board the dwarf ship.


"Doom!" "Despair!" "Squeak-squeak!"

"Silence-quiet-kill!" shouted Frat Rat. "Take in the sail lest the storm swamp us!

Frat Rat cursed the humans who had built this craft. Clearly skaven could have done better! Then he began to gnaw on his tail. What if his enemies from Skavenblight had arranged to have his agents steal this craft just to drown him on the leaky hulk!

He had no time to think for the storm was upon them.

Giant waves swamped the ship as the wind tore at the sail. Skaven were flung from side to side as the ship pitched in the storm. Frat Rat could hear skaven voices scream in terror and agony. The musk of fear would have been overwhelming had not the rain and wind swept it away as fast as the terrified rats could squirt it.

Suddenly the ship righted. Rain still fell but the violent squall had passed. Frat Rat clawed himself erect by the helm. "Report-tell-truth!" he shouted. Frat Rat could see the enemy craft to larboard. Of his jolly boat he could see nothing. Curse those fools! The jolly boat had been expensive! Many warptokens!

"Boat-dingy-thingy ahead!" sqeaked the lookout.

"The dwarf-things!" cried the crew.

"Run them down-crush-kill!" screamed Frat Rat. His guns were useless after the storm, but he could crush the water-logged jolly boat beneath his keel. A volley of crossbow bolts swept the deck. Skaven screamed and fell bloody to the deck.

"Flee-run-away!" "Surrender!" "Strike color-flag-thingy!"

Frat Rat laid the helm over. He would fight another day.


Post Battle
3 skaven were eaten by sharks. The jolly boat sank.

The Kegslayers collected their comrades from thier own sturdy jolly boat and journyed on to the mysterious ilse located on their treasure map. I believe they amassed 15 treasures/crates/wyrdstone from the trip.

Curses.
As far as I know the skaven suffered Bad Omens again. The skaven tend to suffer curses in a series. However, they had just liberated a stash of grog so the effects of the curse may have been mitigated by drunken henchmen...
_________________________________________________________________________________________________________
The Sea Wolves
The Chaos Dwarfs surprise the 'Shiners at an island hideaway

The Chaos Dwarfs attack in the darkness before dawn. (Once again I was less prepared scenically for this scenario than I could have been. The hills behind the ships are all land for the purpose of the scenario.)


With amazing skill the Chaos Dwarfs manage to locate and dock near the 'Shiner's Rum Runna.


The general melee. The Chaos Dwarf shore party attempts to link up with their ship, but are surrounded and cut off (Note the 'Shiners seagoing still.)


Somer's secret brew.


Post Battle

TJ wrote:
I routed on the 5th turn i believe/
John took out 2 of my heroes and 3 henchmen.
No one died.
My super injured champion Ophelia gained hardened.
And my duelist Francois hates Chaos Dwarfs.
I gained 4 treasures/crates and sold 2, opened the other 2 crates ( using my fence) found a long barreled pistol again and sold it and found a cargo crate with 15 gold and tarot cards.
John and I both rolled double 6's an cought a big fish wich made selling cargo better.

My leader leveled and so did my other champion.
My 2 crates sold for 45 and I used 30 to pay upkeep on my hired swords.
After selling my new pistol and opening the extra crate I combined that with my previous earnings to be at 96 gold, I believe.
My warband rating should be somewhere in the 300's.

The Chaos Dwarfs relieve the 'Shiners of the Statue of Set.
__________________________________________________________________________________________________
X Marks the Spot
The Turjuk wrest more treasure from the Ghutani




_____________________________________________________________________________________________________
X Marks the Spot
The Black Ocs seek a Hidden Treasure

Chadwicc wrote:
Raining, Day.

Gronk the troll was stupid all game seeing as how Bruudish stayed out of the game (Deep Wound) and couldn't make him work. I quickly start searching but find nothing while Jason moves into the biggest jungle terrain peice and finds the treasure. The forrest and enemy proximity slow him down enough that I can make a move for the middle of the table to try to rout him, as I was never going to reach the two carrying the chest.
 
malnap wrote:
 
From the Journal of Captain Robert Roberts
The men had been muttering about us being a cursed lot for some time now, and after the run of luck we've had I was starting to believe 'em.  But I've never been one to give up easy, so I did some digging until I found us a sure thing.  A hidden treasure on a remote island, and not far off course either!  Yeah, that was just the thing we needed to turn our fortunes around.  Of course, nothing is ever that simple.  A band of orcs seemed to be taking an interest in it as well.



malnap wrote:
A couple of the crew managed to get lucky and spot it deep inside a dense bit of jungle and started hauling it out.  It was in there pretty deep though and the orcs were closing in fast once they saw what we had.
 



malnap wrote:
"Fancy" John held off one flank (the left), carving up two orcs before falling back while myself and the bulk of the crew held the other side.  Meanwhile, my mates tried to catch up and slow the orcs down. 



Chadwicc wrote:
I'm two orcs down and make a massive charge move with 5 Orcs/gobos on two of his guys. After 3 turns of fighting his two are still standing, one of mine had gone down and Jones the pirate had joined in. Jason fails his rout test the turn he would win, but then uses his rabbits foot, passes and exits the table. Rik the last Nutta dies as well as Boosta the new boy.

malnap wrote:
Their strategy worked like a charm, too well even!  Just as we were getting that chest free and were making our escape every orc and goblin remaining charged Burke and Smedley en mass!  I've never been more proud of 'em though, they held fast and even took out one of their number before we all rushed back to our ship to count our booty!  It was a paltry haul but the taste of success was our real reward!  Only one crew died to his injuries and we even managed to haul in a whale of a fish afterward!  A passing ship also had news of the far off land we travel to, it gives me an idea....
_______________________________________________________________________________________________

The Hulks
The Ghutani attempt to assert salvage rights against the Kegslayers




_____________________________________________________________________________________________________
X Marks the Spot
Robert's Raiders foil the Chaos Dwarfs

malnap wrote:
Further exerpts from the Journal of Captain Roberts:
Well, I figured it worked out once, best try it again!  This time that blasted group of strange dwarves showed up again, the same group that ruined my carefully planned heist of their loot!  I was ready to get some payback for that!  Sadly, lady luck was not with us today, as the blasted dwarves found the treasure almost right away.  We gave it our all though, and tried to pursue them!  Smedley took a nasty bit of shot from a blunderbuss, but other than that we all got out all right.
 




malnap wrote:
That big bull centaur they had tried to run down Burke but he was having none of it.  Said that thing was tough as boot leather, but he ran it through all the same! 


Post Battle
malnap wrote:
Sadly, in the confusion some one grabbed Smedley and sold him off to the pits.  We didn't find this out till much later when he turned up naked and torn up almost beyond recognizing.  He'll be laid up with the ship surgeon for a good while, but I ain't got the heart to let him go.  He'll die how he lived, as a pirate!

Loken the Great Beast is killed. A new Bull Centaur is located in the islands nearby. The hard won treasure is less than inspiring. A few mouldy coins and a rusty sword.
_____________________________________________________________________________________________________________

Duel on the High Seas III
Kappa Eta gives it the good old ratty try one more time!

Chadwicc wrote:
Duel on the high seas with playtable, normal weather, day. Pretty uneventful...


The dark skaven ship pitched as she rode a swell, but she had the wind and was coming straight on. "Helm ta larboard!" shouted Burbag. For good measure he smacked the helmsman on the wrong shoulder. The ship lurched slightly as the confused orc tried to turn starboard and larboard at the same time. Goblins hooted and orcs jeered. Gronk drooled.

By happy accident the starboard guns lined up with the enemy hulk. "Fire!" screamed Burbag. He smacked the helmsman in the head for emphasis.

BOOM-BOOM! Both broadsides let go, since Burbag had forgotten to order only the guns that had a target to fire. Again, through no skill, the rounds fired at the skaven hulk struck true. The skavens' port gun was dismounted and rats went down like tenpins!


Chadwicc wrote:
Pretty uneventful... until playtable comes across and rams me right near the table edge. He moved his crew before he rammed me, so no charging for him that turn. Oops!

I Board his ship and start taking down Skaven. A goblin cannon crew takes down one of his black skaven! The gobo goes down the next turn though.



Chadwicc wrote:
Luckily the wind changed on that turn or else I would have drifted off the table. Jones the pirate is holding his own on playtable's ship while my heros make there way across my ship to join in. Meanwhile playtable's fully loaded row boat has been coming around the back of my ship and latches on. I'm down a cannon crew, Boosta's replacement from last game, and Boom Basta the doom diver. playtable's down 5-6 guys with one in the water.



Chadwicc wrote:
It gets eaten by a shark and playtable routs.


Post Battle
Chadwicc wrote:
Everyone lives for me this time around. I open a crate up and find some healing herbs, a hook hand, and 3 peg legs.

The skaven lament much death and destruction, including 4 pledge-vermin-brothers eaten by sharks of an evening. A hero is feared killed in a Pit Fight but it is only a misunderstanding of the rules. Lamentation begins anew for the loss of the hero's blunderbuss, dueling pistol and sundry personal treasures.
_____________________________________________________________________________________________________
Artifacts
Playtable's Clan Eshin Skaven -- Shield of Ptra and Cloak of the Desert.
Bob's Dwarf Treasure Hunters -- Staff of Set, Cloak of the Desert and a Brooch of the Great Desert
TJ's Bayou Goblins-- Enkhil’s Kanopi
Myth's Chaos Dwarfs--Statue of Set
Smalls and Pete -- Ifrit's Blades
My Turjuk Arabs --Vambrances of the Sun
grtbrt's Nomads -- Brooch of the Great Desert


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PostSubject: Part 2--The Quest Begins in Al-Haikk   Fri 13 Apr 2012 - 16:10

Week 7--Our Heroes Arrive in Al-Haikk, the City of Thieves
photos by playtable

The pale light of dawn revealed the battered hulk run aground near Al-Haikk's harbor. The ship had clearly been involved in at least one sea fight. The hull showed damage from round shot, one of the gun positions had been destroyed and the dark heavy stains of blood were everywhere. The tribe of wreckers that discovered the hulk got little for their trouble. The crew was gone, as well as anything of value. All that remained were some huge rats trapped in the bilges. The wreckers suffered one man maimed before they could kill one of the beasts. The rest of the huge vermin escaped toward the harbor and the city beyond.

The wreckers bore their wounded comrade back toward their beached dhows, exclaiming at the ill omens of the day. The men of Araby knew it not, but Kappa Eta had come to Al-Haikk.

______________________________________________________________________________________
The Thieves Quarter
Quote :
From Ye Traveling Gentleman's Guide to Al-Haiik
The Thieves Quarter is a warren of twisting alleys hardly to be called streets. The place is mostly a ruin left from the bitter battles for the town in past wars. There is no law there and no mercy.

Pressgang!
Or the Death of Frat Rat

"Look-see it is as I said," gloated Frat Rat. "Many-many slaves for the taking-ours-mine."

Razzmatazz the Sorcerer nodded enthusiastically with the rest. The brave warriors of Kappa Eta were crouched in a noxious alley with a view of an equally noxious square. One of the man-thing entertainment/sense dulling enterprises was centered on the other side of the square. It was dark, but many of its patrons lingered insensible.

"Go reap our-my bounty in slaves!" ordered Frat Rat.

Razzmatazz waited until the lesser pledge-brother-vermin had been pushed to the fore before he entered the square. There was something not right with the night. The skaven sorcerer could feel power nearby, but as of yet he could not sense the source.


Chaos Dwarfs vie with Kappa Eta for slaves.


Frat Rat (blue cape) wisely leads from the rear as Ahriman the Sorcerer and Quark the hobgoblin exchange pleasantries with Kappa Eta spear-rats.


Razzmatazz leads the attack on the center from the rear.


Notice who is missing from this photo...


Post Battle
Some claim that Frat Rat had no idea that Ahriman the Sorcerer was T6 with a 3+ armor save before he attacked. Others point to the photos of Frat Rat leading from the rear as his spear-vermin are crushed. Whatever Frat Rat's motive, he made his last charge. Other skaven may have died in the fight, but the howls of grief were for the fallen Frat Rat.

Myth wrote:
I played playtable in Press Gang! I only claimed one drunk at the end of the game while the skaven got two (the others died) but I was the victor! I killed the leader of his warband and my worst injury was an Old Battle Wound on Quark, my Hobgoblin. After the game I then bought my house in the Thieves District as well as claiming the Shield of Ptra off his leader's corpse. (I'll need the stats for that btw)

Curses.
"Frat Rat died!" The Chaos Dwarfs suffered a Murrain, which killed Ahriman's parrot, Tweety.
___________________________________________________________________________________________________________
Last Orders III
"Kegslayer!" roared Gorin Kegslayer. He shoved against the mass of orcs arrayed against him and wished for an axe. And that he had never suggested a night of drinking in the Thieves Quarter.

"Backbreaka!" roared the room full of orcs.

"GRONK!" bellowed the troll, Gronk, from somewhere on the floors above the taproom. Another dwarf flew over the rail above to demolish a table. From where he was pressed against the bar, Gorin could see four dwarf bodies amid the wreckage of the common room. He figured Fili was the only one still fighting. The five Thunderers had all trooped up the stairs to 'see the sights' a few kegs ago. Before the orcs showed up...

"GRONK!"

Another dwarf sailed into view from the balconies above. There was another thud as Fili landed amid the wreckage.


Post Battle
The Black Orcs win their third bar fight.

The Dwarfs dusted themselves off and limped into the morning haze. Large amounts of money were spent on supplies and hangover medicine.
_______________________________________________________________________________________________
Knives in the Dark
Orcs and a Troll sneak up on an inn full of Skaven, or what could go wrong?

"Gronk!" hooted Gronk. Quietly because the orcs was sneaking.

"Shut it!" growled Bruudish Backbreaka. "Weez sneakin, ya git!"

There was a crash from within the old inn. A rat squealed in death agony in the alley. Somewhere inside the inn a squealing chittering cry further marred the silence.

Bruudish sighed heavily. He should have just set the zoggin place on fire.

"Waaagh!" Bruudish roared at the top of his lungs. Gronk roared as well and charged through the inn's rear door without attempting to open it first. The door and the frame broke into splinters.


The counters represent the sleeping skaven, who have been let down by their Giant Watch-rats.


Post Battle
A skaven hero may have been captured. Other skaven of no account may have died.

No orc casualties are reported.

Curses.
Are heaped upon the author of the scenario. Smile
__________________________________________________________________________________________________
The Merchant Quarter
Quote :
From Ye Traveling Gentleman's Guide to Al-Haiik
The Merchant Quarter of Al-Haikk is a bit of the Northern Kingdoms transplanted on Arabyan soil. The laws of Araby do not apply there. Stern Nordlander Marines enforce the laws of the Empire and Tilea. The Imperial Merchants Council rules with a firm hand. The Council is backed by the mailed might of the Crusader Knights of the Citadel and the guns of grim Man o’ War in the harbor.

Sirrah, Ye Lie
malnap wrote:
From the Journal of Captain Robert Roberts
Having just arrived in this strange town called Al-Haikk, we were in need of supplies and information, so I figured I'd split up my lads and have them comb the city.  This, like all else, somehow managed to turn ugly.  Francis and the couple of crew he had with him started exchanging headed words with some Araby warriors we'd had a prior exchange with.  Some comments involving crossbow bolts and sensitive body parts seemed to be the main theme, but it all ended up with fist flying before long.  Of course, we all hear the commotion and come running.  Francis, the good lad, had the sense to find a nice perch while the men exchanged blows.  My lads gave 'em a few good lumps but they returned the favor with haste. Burke and Fancy John were quick to arrive and enter the fray.  One good punch from Fancy John sends one of their boys to the ground and then the gutless cowards draw steel on us!


malnap wrote:
Things get serious then, as John wipes the floor with two of 'em but Burke takes a nasty series of cuts to the face and goes down.  Seems they hired on a good many more men since last I saw them (perhaps they are in greater supply in this city) as there seems to be no end to them.  I decide to make an exit before we are overwhelmed.  Thankfully Burke survived, but he'll be winning more staring contests than beauty contests from now on.  We were able to locate a house in the merchants quarter, which should save us some money.


Post Battle
Selim was killed by the infidel 'Fancy' John. Haroom had bribed the town guards, which was money well spent.

Curses.
Achmet suffered a minor disabiltiy (T2). The Wastelanders were prone to the Witch's Curse, which as usual had no effect.
_________________________________________________________________________________________________
Guard Me Well
Da 'Shiners put da hit on a Ghutani Merchant

Somer Teef was fuming good. This Sandy fella, Bellzabub Ohtep or some such, he say he can move Somer's 'shine, but he no want to pay for it once Somer deliver it. Say Somer Teef's best 'shine is vinegar! But Somer, he knew 'V' was for vendetta, ya. So old Somer he don't get mad, he get even, him. Somer figures the enemy of your enemy is your friend, so he find some friends of his, know this Bumbling Ostep fella, too. Somer let iit be known that Somer can 'take care' of his new friends' Otep problem, for a fee, yes he can.

And yes he will! Somer find this Otemp and his Sandy guards. Find his hideout! It's right over there in that little, roofless adobe ruin. Omtep hired them gits Somer call the Good Sandies because they get dead easy. Somer bribe his new friends the Town Guard. say maybe they patrol over by the harbor today. Now Somer wait until the Sandies make a break for it. Then all Somer got to do is drop this little flag and yell, "Kills em all!"


Post Battle
The Ghutani nearly got the Merchant to safety. Nearly. No reports of casualties except the late Merchant.

TJ wrote:

1 champion gained swashbuckler
1 marksmen hero gained quickshot
I made 65 gold. I bought a house in the Merchant Quarter,a Dimashquine sword and toughned leathers for my 4 duelists
_______________________________________________________________________________________________________

Pressgang!


________________________________________________________________________________________________________
The Arabyan Quarters
Quote :
From Ye Traveling Gentleman's Guide to Al-Haiik
The Caliph of Al-Haikk nominally rules the Arabyan Quarters of the town although this Prince can really do nothing without the permission of the Imperial Merchant's Council. Still as long as a disturbance is not deemed rebellion, it is left to the Caliph’s men to deal with policing the Arabyan sections of the town.

Hunt the Heretic

malnap wrote:
From the Journal of Captain Robert Roberts
In all our searching, we at least got a tip for some work.  This was welcome news as money was amazingly hard to come by in this town.  Some dark practitioner wanted us to drive off some goody-two-shoes magic hater who was set on giving him trouble.  'Course that witch hunter seemed to have the same thought and hired some muscle as well. As Bill and Francis kept watch on the tower this man called a home, another group of Arab warriors come charging in.  The same group, I might add, that tried to ambush our island camp.  Clearly my lads were in the mood for some payback as Francis drops a warrior with his first volley.  Sadly some blighted elf takes Bill out in short order and Perrin is close order behind him.  That magic user was no slouch either though, slingin' his spells from the top of that tower, much to the dismay of the attacking forces.
 



malnap wrote:
  Sadly, we were delayed getting to the place (honestly, you would not believe how many ruined towers there are in this area of the city!) and just as we were about to rescue the beleaguered forces guarding the tower, who but the blighted local guard shows up!  And I can tell you, they are a mean bunch.  I wish I had a few more pirates as ill tempered as those lads.  I weighed our options at that point and decided the pay was not nearly enough to justify the effort and wished that sorcerer the best of luck as we made our escape.  Sadly, Sven, well known for keeping a fish on him at all times, for good luck and all, was cut down brutally by the guards.  The fish was saved though and passed on to his replacement, may he carry it in good health!  Also, Bill joins Smedley in the sick bay for a time.  I suppose he was probably getting lonely in there by himself.
_____________________________________________________________________________________________________
Artifacts
Bob's Dwarf Treasure Hunters -- Staff of Set, Cloak of the Desert and a Brooch of the Great Desert
Myth's Chaos Dwarfs--Shield of Ptra and Statue of Set
Playtable's Clan Eshin Skaven -- Cloak of the Desert.
TJ's Bayou Goblins-- Enkhil’s Kanopi
Smalls and Pete -- Ifrit's Blades
My Turjuk Arabs --Vambrances of the Sun
grtbrt's Nomads -- Brooch of the Great Desert

Bob remains the leader in Artifact hoarding. Myth makes a comeback. I am kind of amazed and pleased that almost everyweek shows a change as Artifacts are stolen and stolen again.


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PostSubject: Re: Toth Amon Returns!   Sat 14 Apr 2012 - 12:06

Very fine reports..

I love the city pictures with the great scenery of playtable. The houses also have some mobilar in them. These details make the scenery nearly perfect.

I have some questions.

How do youplay the jungle and wood scenery. True line of sight or a line of sight as described in Empire in Flames?

Do you also count woods as difficult ground?

Do all ships have some kind of cannon? Does every warband start with one? How are the rules for this scenery? Are they in the Sartosa rulebook? I have difficulties to follow these ship battles, because all models are on the same spot and after connecting of the ships the big brawl starts. Is this scenario fun?


In your city scenarios i see that the warbands are divided in different groups quite often, but what i am missing is a kind of second level, more bridges between buildings. I know this not " realistic" but i found out it is more fun if there are several levels to move on.

I am really jealous of your regular playing cycle. We do play not often enough.

Thanks a lot for sharing your fine campaigns!
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PostSubject: Re: Toth Amon Returns!   Sat 14 Apr 2012 - 13:36

Thanks for the feedback and questions. I like questions because they make me think about how we play our games.

serialMom wrote:
How do you play the jungle and wood scenery. True line of sight or a line of sight as described in Empire in Flames?

Do you also count woods as difficult ground?
If we can be said to play one way (how 'we' play varies player to player) I think we play by Empire in Flames. True line of sight is an interesting concept but its hard to implement on a gaming table. We often get down to see what the model can see, but sometimes its impossible to do and the variation in how scenery is built means that there is no standard or base line.

We count woods terrain as difficutl ground.

serialMom wrote:
Do all ships have some kind of cannon? Does every warband start with one? How are the rules for this scenery? Are they in the Sartosa rulebook? I have dif`ficulties to follow these ship battles, because all models are on the same spot and after connecting of the ships the big brawl starts. Is this scenario fun?
All ships have the same cannons (unless the player won a scenario that gives a bigger gun.) Every warband starts with 2 cannon, a ship and a row boat that they can never lose.

The basic rules we use for ship battles are Warhammer Ahoy! 3rd edition. The house rules we use are in the Sartosa Add Ons from StyrofoamKing or Sartosa Locales. One of those.
http://sites.google.com/site/styroheim/sartosa

I find crowded little ships more fun than empty big ships. I don't mind the log jam at the rails because it feels right to me. Plus you can always use 'real' tactics like sending your jolly boat around to board the other side of the enemy ship.

For ship battles we try to encourage fun. Despite some player's nightmares, a player never loses his ship and guns are automatically replaced if they blow up. That said there is always some despondent player who is sure he will never be able to replace his ship if it sinks. Since they are generally the guy who was goofing off when the rules were explained, I let them sweat.

serialMom wrote:
In your city scenarios i see that the warbands are divided in different groups quite often, but what i am missing is a kind of second level, more bridges between buildings. I know this not " realistic" but i found out it is more fun if there are several levels to move on.
I agree.
We suffer the same problem getting warbands off the ground as other groups. If we supply bridges and walkways, players remove them or knock them over.
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PostSubject: Re: Toth Amon Returns!   Sat 14 Apr 2012 - 19:27

Another note on ships.

Cannon crew are also supplied; 2 crew for each of the 2 cannons.
Standard humans with daggers mostly, otherwise standard basic henchmen of your warband's type.
Once tied up to another ship they can join in the HTH.
(Last week an oponent's cannon crew charged my best fighter and took him OOA.)
At the end of the battle if any crew are taken OOA, then roll for injury like henchmen (they will die on a 1 or 2 like henchmen).
You can replace them for 25gc. If you do not replace them then your cannon crews will be short handed in the next games.
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PostSubject: Re: Toth Amon Returns!   Sun 15 Apr 2012 - 13:10

Von Kurst wrote:
Thanks for the feedback and questions. I like questions because they make me think about how we play our games.

serialMom wrote:
How do you play the jungle and wood scenery. True line of sight or a line of sight as described in Empire in Flames?

Do you also count woods as difficult ground?
If we can be said to play one way (how 'we' play varies player to player) I think we play by Empire in Flames. True line of sight is an interesting concept but its hard to implement on a gaming table. We often get down to see what the model can see, but sometimes its impossible to do and the variation in how scenery is built means that there is no standard or base line.

We count woods terrain as difficutl ground.

serialMom wrote:
Do all ships have some kind of cannon? Does every warband start with one? How are the rules for this scenery? Are they in the Sartosa rulebook? I have dif`ficulties to follow these ship battles, because all models are on the same spot and after connecting of the ships the big brawl starts. Is this scenario fun?
All ships have the same cannons (unless the player won a scenario that gives a bigger gun.) Every warband starts with 2 cannon, a ship and a row boat that they can never lose.

The basic rules we use for ship battles are Warhammer Ahoy! 3rd edition. The house rules we use are in the Sartosa Add Ons from StyrofoamKing or Sartosa Locales. One of those.
http://sites.google.com/site/styroheim/sartosa

I find crowded little ships more fun than empty big ships. I don't mind the log jam at the rails because it feels right to me. Plus you can always use 'real' tactics like sending your jolly boat around to board the other side of the enemy ship.

For ship battles we try to encourage fun. Despite some player's nightmares, a player never loses his ship and guns are automatically replaced if they blow up. That said there is always some despondent player who is sure he will never be able to replace his ship if it sinks. Since they are generally the guy who was goofing off when the rules were explained, I let them sweat.

serialMom wrote:
In your city scenarios i see that the warbands are divided in different groups quite often, but what i am missing is a kind of second level, more bridges between buildings. I know this not " realistic" but i found out it is more fun if there are several levels to move on.
I agree.
We suffer the same problem getting warbands off the ground as other groups. If we supply bridges and walkways, players remove them or knock them over.

Thanks your detailed answer. We play with lots of bridges walkway and ladders, but we do not have rules for knocking them down.

In case of bridges i think it is ok, in case of ladders there may be missing some reality but we really want to improve the several floor action in our battles.

Your ship battle rules are looking fine so far. I really need to find a copy of Warhammer Ahoi on ebay. I recently purchased two MegaBloks ships.

I know they are huge but i really like them.

@jungle and woods.

We play them currently as normal difficulty and true line of sight scenery, but i think we should change it somehow.

Thanks guys have lots of fun.



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PostSubject: Re: Toth Amon Returns!   Sun 15 Apr 2012 - 14:40

Quote :
Thanks your detailed answer. We play with lots of bridges walkway and ladders, but we do not have rules for knocking them down.
Oh, I'm sorry for the misunderstanding, but neither do we. The players knock them over during the course of a game. Not as part of the game.

Quote :
Your ship battle rules are looking fine so far. I really need to find a copy of Warhammer Ahoi on ebay. I recently purchased two MegaBloks ships.I know they are huge but i really like them.
I hate joining Yahoo groups, but it is easier than buying something that is available for free.
http://www.spiritofthegame.org.uk/warhammerahoy/index.htm

We have 5 or 6 Megablocks ships between us. We use them for scenery on the rare occasion that they make to game night. We fight Warhammer scale ship fights with them. I can cram 90+ crew on to the decks of my Black Pearl.

Quote :
Thanks guys have lots of fun.
You too!
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PostSubject: Re: Toth Amon Returns!   Fri 20 Apr 2012 - 20:39

Week 8--Adventures in Ye Great Desert

Small parties of warriors left the city fhroughout the following weeks. Some like the Turjuk and the Ghutani traveled by known trails in the bold light of day. Others left the city by forgotten gates, cloaked in the darkness of the cold desert night. None, even the most secretive, left unnoticed for the City of Thieves never sleeps.

The gamblers and the idlers made wagers on which warriors would ever return and when. For none of the outlanders or the Arabs had hired a Nomad Scout while in the city. The fools relied on witches, tomb robbers and other charlatans to guide them through the furnace of the Great Desert. They would learn their folly, or they would die.


The Quest.
To find the Tomb, each warband must win a battle at each of three desert locations: The Oasis of Onethousand and One Camels, the Ruins of Bel-Alaid and the Pools of Despair. The Warbands begin their quest at the Oasis of Onethousand and One Camels.



Ye Oasis of Onethousand and One Camels

Quote :
From Travels in Araby and Khemri by 'Lucky' Gino
The Oasis is actually a series of smaller and larger pools spread over a great area. The baren desert gives way to some groves of palms and hardy grasses. All of the main caravan trails converge there, but in the desert no trail is certain.
I was never able to discover the exact meaning of the name of the place. Some said that the pools could be counted on to water onethousand and one camels. Others claimed that the name refered do the number of camels whose bones ring the trails to the Oasis.

Skirmish
"Cap'un," hissed a sentry into Robert's tent. "There be something stirring in the desert nearby, sir. And Cap'un,sir, they squeaks."

Thus the men were roused, armed and ready when the rat-devils charged out of the darkness. Fat lot of good it did them. There were dozens of the fiends, led by some howling sorcerer out of nightmare. The center gave a good acount of itself, but the lads on the flanks were outnumbered and overwhelmed.


Post Battle
The Wastelanders fled into the desert night. By morning they realized they were hopelessly lost. Still they made the best of it. Captain Roberts shot one of the giant sandworms that plague the area. The things aren't half bad fried.

Kappa Eta suffered Nightrunner Skratt captured by a gladiator school. Skratt returned without glory or equipment, having been a disappointment as a pit fighter. Kappa Eta returned to Al Haikk to spend their loot from the man-thing camp.

playtable wrote:
post game:  No skaven deaths, 1 pirate henchman died and my old prospector looted his dagger and sword (paid for his own upkeep that way).
Nightrunner Skratt was sold to the pits, lost his pit fight, lost all his equipment (there goes a 3rd warplock pistol) and got a hand injury so is now ws2.
_________________________________________________________________________________________________________________
Skirmish
"GRONK!" shouted Gronk. There was puppies up ahead by the water place. Gronk could hear them barking and growling. Gronk like puppies.

Gronk could see them now. A whole bunch of puppies was playing with an ogre. The ogre was swinging a big club at the puppies while the puppies dashed around biting, growling and barking. Looked like fun. That ogre sure was slow.

Thunk! THUNK! Gronk staggered. Gronk looked down with his good eye. Something was wrong with the other one. There was a stick in his chest. Gronk tried to remember if there had been a stick there earlier. Gronk thought he had had two eyes a second or so ago, too. He reached up to rub his blind eye and there was a stick in his eye! Gronk tried to pull it out but it was stuck.

Thunk! Thunk! THUNK! Gronk slowly woke up. He was lying on his back. The sky sure was wide. Gronk could still hear the puppies, but he was tired. That little goblin with wings flew across Gronk's field of vision. Gronk wondered where the git was going. Somebody was shouting louder than the puppies. Gronk was tired or he go over and make that orc stop shouting. Thunk!


Post Battle
Without Gronk the orcs could not overwhelm the Kegslayers. Boom Basta the Doomdiver gets his dwarf, but that's about it. Boosta (one o' da boyz) dies. Burbag, Vrit and Willie all recovered from their wounds. The Black Orcs return to Al Haikk to refit. On the trip back to the city the orcs discover secrets about the ruling house of Al Haikk. (Desert Clue #8.)

The Kegslayers drove off the orcs, no thanks to Bil, the ogre bodyguard, who was bedeviled by a pack of wild dogs and nearly eaten to boot. Dirk the newest hero is reported to have dispatched a wild dog, an orc and an orc hero by cleverly striking when his enemies were down. Gorin Kegslayer gets his revenge by defeating Bruudish Backbreaka in personal combat. (The orc was down when the cowards pulled his body away in the rout!)
Flushed with victory the Kegslayers somehow stray into the desert to be lost. (Roll of 2 on the Trading table, modified to a 3 by the bonus for winning is still Lost in the Desert.)
_____________________________________________________________________________________________________
The Signpost



"Who Dat!" cheered Somer Teef as another Sandy bit the dust. The gits had tried to come up on them in the twilight, but old Somer was ready for 'em, him! Light wasn't too bad, no. Sandys had them that elf-git shooting out the dark, but the elf-git couldn't be everywhere, eh?

Somer's lads had found the plinth with the inscriptions about that dead git, Toth-whatsis. Git ought be glad he dead, him, Somer get ahold of him, for a dead git that Toth caused Somer a bit of trouble, him. Anyway Somer had the secret, Somer had the difference and Somer was no running, ha!


Post Battle
The Ghutani fled into the desert, defeated and demoralized. With them they carried two warriors who were likely to die. But the One smiled on his children. The tribe stumbled on to the fabled Oasis of the Djinn. The warriors recovered and the Ghutani found several treasures to aide their quest. Sadly the One could not do everything. The Ghutani met the caravan of Jebal Sag, the penny pincher, with whom they would not bother to trade.

The 'Shiners were a bit frustrated by the Ghutani's good fortune (Somer had finally looted a fallen enemy, but the git got better.) The 'Shiners had their share of luck as well. In the desert his camp was visited by a mob of fanatics that left some pamphelts and a holy relic with the goblins in hopes of converting them to the true faith. The goblins' camp also attracted the caravan of this Jebal Sag git. Somer was all tickled to dicker, but when he heard old Jebal's prices, Somer just show that git out of camp.
All was not wasted by the visit though, one of the lads chatted up this caravan guard and learns of another evil magician that Somer must put down. Somer he got a hate for them gits surely he do. (Desert Clue #6)
_________________________________________________________________________________________________
Capture the Oasis
The Assassin's beady eyes scanned the night shrouded desert. Enemies were near, yet the moon was dark so he could not see them. Still his nose told him there were cats by the water. The Assassin hated cats. To the south there were man-things. The Assassin hated man-things. They would be clumsy, easy victims of his trained killers. Beyond the cats the night wind brought the scent of dwarf, warpstone and goblin. Big Hats. The Assassin hated Big Hats.

It was good,yes. According to the plan. The Big Hats, the supposed killers of Frat Rat were coming to him unsuspecting, perhaps tonight he would learn the truth about Brother Razzmatazz, yes. His plan was true, the water would draw the Big Hats to him.

There were roars and screams from the west. The Big Hats had disturbed the cats. It was good, but he could not be too cautious.

"Send-order-sacrifice now the giant rats," the Assassin ordered. His sorcerer chittered something arcane and the giant rodents scampered fearfully toward the oasis. They had not gone far when huge cats pounced from the darkness. Yes, he was right to suspect the cats of treachery.

There was a human shout from the south. Curses, his minions had been seen, perhaps. The Assassin twitched his tail in anger and uncertainty. The cats were toying with his rats. Only one was dead. The other rats were nipping at the big felines who batted them about and roared deafenly. The cats and the humans could ruin everything.

Suddenly a man-thing mounted on one of those tasty horse-things loomed into the Assassin's field of vision. The man peered uncertainly about him, but the Assassin knew the man's behavior was probably a ruse. There were many man-things, many Big Hats. Perhaps tonight was not the night to challenge superior numbers.




Post Battle
The New Skaven failed their first rout test and fled. They lost one giant rat killed by lions. One skaven hero attempted to attack a lone man-thing straggler and ended up ridden by a desert daemon. The skaven find many warptokens worth of loot, but are lost in the desert.

The Turjuk endured the rain of blunderbuss shot without serious injury. The Witch of Ghut was able to illuminate one of the chaos dwarfs, which allowed the Arabs to bleed the Big Hats to a rout test. Unfortunately Ahriman has recovered from his curse and is Ld 9 again. The Big Hats reached the Turjuk line and 8 Turjuk warriors fell in batle (the skaven got 1 earlier).
Tariq II was killed in his first battle. Al Bobo became over-excited by the skirmish and was Stupid for much of it. He wandered into Ahriman and company and was sold to the pits, where he again failed to control his madness and was nearly killed. Fortunately he was saved from death by an apothecary, but he suffered a Hand Injury. Assam survives against the odds!
The Turjuks wander lost in the desert, but do find the remains of an ambushed Crusader party, which they duly looted.

The victorious Big Hats gained the safety of the Oasis, but no caravan came to trade with them. In addition Lokken II and Nog are captured by the Arabs. Lokken II is ransomed after much groveling by Myth. (30 gc, Kuffa Beans and a Lucky Charm.) Nog is enslaved by the Turjuks.
With little else to do, the Big Hats search their surroundings. Some nearby ruins provide a partial map of the Great Desert. (Desert Clue #7)
___________________________________________________________________________________________
To be continued.


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PostSubject: Re: Toth Amon Returns!   Sat 21 Apr 2012 - 7:08

COOL Battle Report. I've been rereading or, in some cases, reading for the first time my way through your adventures. Even without photos, it's all EXCELLENT stuff...great little cinematic stories. WELL DONE! thumbsup
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PostSubject: Re: Toth Amon Returns!   Sat 21 Apr 2012 - 13:10

Thanks Al.thumbsup
___________________________________________________________________________________________________
Ye Ruins of Bel Alaid



The Treasures of the Ancients

"Dey's just haunts!" growled Somer Teef at his cowering goblins. "Ye fit haunts all yer life, ye! Go get 'em!"

A few of the lads shuffled toward the misshapen ruins of the Sandy city, greed and fear of Somer winning the battle with their fear of the spirits of this place. Somer glared at the cowards hiding behind a cluster of boulders and jogged toward the ruined walls. He would lead by example, Somer.

"Ahaaahoooo!" the mournful wail seemed to come from a cluster of leaning walls to his left. Somer pressed on. Duppy stuff or not, them old timey humies always had the gold and jewels, them.

Suddenly a man stepped from a ruined doorway across the way. A pirate! Saints be praised, thought Somer, here was flesh and blood to fight. Somer drew his rapier and shouted, "Look ye gits! Tis no haunts, tis the Wasters having ye for a laugh. Forward me hearties, let us make ghosts of dem!"


Post Battle
The Wastelanders suffer four casualties and withdraw.
malnap wrote:
Fancy John beat down two 'Shiners while Burke and Captain Roberts grabbed some treasure. Made it back to Al-Haikk, on the trip back found a Lucky Charm in the remains of a massacred caravan.
Smedley and Bill return to active duty!

The 'Shiners report no permanent losses. They also collected two treasures from the ruins. In addition the goblins found the Oasis of the Djinn on their trek back to Al Haikk. Somer collected an additional 3 treasures from the oasis, which he used to open a Shoppe back in the Merchants' Quarter. Drunken patrons immediately confide secrets of the town to Somer's barkeeps. Somer hears of a whole nest of them duppy clutists, mutants and whatnot. Disgusting what some folks gets up to.
(Desert Clue #9) The 'Shiners have collected the most clues during this campaign cycle.
_______________________________________________________________________________________________________
Skirmish

The twilight held the considerable heat of the day. The light of the dying sun was still strong, but Razzamatazz could scarce hold his minions from swarming forth to overwhelm the Sandeaters who poked and pried among the ruins. There was a nameless terror to the underdark of the ruin. Something hunted there, something the skaven feared to meet.
playtable wrote:

Bel Alaid, skirmish, night 16", Tomb scorpion (unwanted company)
Skaven move first.  The scorpion marker moves a little south but still in center, skaven rush forward to center.

Smugglers move second. The scorpion marker goes to hill on south, smugglers come forward on the south.

Skaven turn.  The scorpion marker comes back to center. Skaven take the center, some skaven circle north.

Scorpion turn. The scorpion marker moves a little but still in center - scorpion appears and charges giant rat, he goes OOA.

Smugglers shoot 2nd giant rat and knock him down. They shoot scorpion and take a wound away. Also they shoot other skaven.

Skaven turn.  2nd giant rat gets back up and moves 2" towards the smuggler line (so as to draw the scorpion that way). (Insert evil laugh!) The rest of the skaven backtrack and hide in a center building or continue circling north.

The scorpion charges a smuggler. The smugglers counter charge the scorpion with many warriors and take it OOA. They shoot skaven, also.

Skaven charge from the north into a narrow alley between ruins.  1 smuggler henchman goes OOA. Smugglers counter charge. Smugglers do more shooting and HTH taking a 5th skaven OOA

Skaven rout. Razasmataz (Ld7) had fallen down running so I was testing on Ld6.

post battle:
1 giant rat died
1 verminkin, Ickiflem II, died and was pressed into service as crew for the smugglers. (I hope Ickiflem III does better!)
The Old Smuggler looted a sword and dagger off a dead Arabian smuggler and paid for himself again, guess I have to keep him for a while.
One of the 4 Bowery Boys (verminkin with sword, club, sling) advanced to Lad's Got Talent, yeah! So I am back to 6 heroes.
The Skaven return to the Thieves Quarter to refit.

The Ghutani lost one henchman, but held the ruins.
__________________________________________________________________________________________________________
No artifacts were found or stolen thus far this turn. Gamenight ended with 4 warbands safely back in Al Haiik, 1 warband safe at an oasis, 1 warband unacounted for and 3 warbands lost in the desert.

Cast of Characters
Bob--Dwarf Treasure Hunters
Chadwicc--Black Orcs (Nemesis Crown)
grtbrt--Arabyan Nomads (Khemri)
malnap--Wastelander Pirates (Sartosa)
Myth--Chaos Dwarfs (BTB variant)
Pete--Marienburgers
Playtable--Clan Eshin Skaven
Smalls--Araby Smugglers (Sartosa)
TJ--Bayou Goblins (Counts as Tileans from Lustria)
Von Kurst--Turjuk Arabs (Relics of the Crusades)
Scott--Clan Eshin Skaven (New Skaven)
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PostSubject: Part 2--The Quest Leads to the Great Desert   Fri 27 Apr 2012 - 13:11

Mondayheim--Betrayal in Bel Alaid



"Gimme da keg!" growled the orc pirate, Stave Jones. Bruudish Backbreaka's warband was back in their favorite grog hut in the Thieves' Quarter of Al Haikk. The orcs were dusty, blood stained and smelled worse than they looked.

"Ain't never seen da like, sand for leauges, nuthin but sand." Stave continued, "'Belle Adelaid,' they says, sounds like a right fine place ta crump stunties don't it? Yarr! Don't ye be fooled! We uns had follered them stunties from da big oasis. Der was water dere, shoulda stayed. We sees dis rock pile off in da distance. Da Spellslinger, he get all excited. 'Bel Addled!' he shouts. Like it was sumfing, ha!

But in we go. Old Bruudish got him a fing about stunties and humie bone yards, thats a fact. Old humie rock pile was all it was. Everything dead or ruined. Nuffink special about the place but haunts and dead fings. Hates haunts, I does."


Chadwicc wrote:

Skirmish
Day. Weather:Hot as Hades Unwanted Company: 3 Restless Spirits
The Chaos Dwarf 'werewolf' flees on the first turn it encounters a spirit. It recovers the next turn, but was too far away to matter.

Gronk goes stupid for the first four turns: shuffle, shuffle, drool, drool. Recovers on the next turn, charges a dwarf and takes it OoA. Charged by 2 more dwarfs, taken down by one's attack. 3 wounds and 3 failed regenerations.

Bruudish, Vrit and Burbag charged the bull centaur. Result: endless combat, no injuries until Burbag gets flanked by a henchman. He manages to survive a few more rounds before being killed.

Low leadership didn't hurt me much against the spirits, except for Johston the warlock and Boom Basta (who fled).

Post Battle
Burbag (Black orc hero) dead. Willy (orc boy) dead. The orcs returned to Al-Haiik. On the way they looted an the remains of an ambushed caravan.

Myth wrote:
Torgaddon took down the troll, while my henchmen Skrag and Marv took down the orc hero. None of my henchmen died, but three hobs, one dwarf and the Cursed Hillman were occupied with running from spirits.

The Chaos Dwarfs discovered a nearby oasis and were glad to entertain a nice caravan.
________________________________________________________________________________________________________________


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PostSubject: Part 2--The Quest Continues   Fri 27 Apr 2012 - 21:08

Week 9--Adventures in Al Haikk and Ye Oasis of Onethousand and One Camels

Ye Merchants Quarter



Pressgang VI
The Captain of the Guard eyed the elaborately robed easterner with distaste. The man bowed and thrust forward a heavy purse.

“My Master should like to do business this evening near the tavern of Herr Gottshalk,” spoke the envoy in badly accented Riekspeil. “My Master very much wishes to cause no trouble for the Watch responding to false alarms and wasting valuable time. Please accept this small token of my Masters appreciation.”

Captain von Blucher knew Emil Gottahalk’s foul den. This purse could nearly buy it. Von Blucher wondered if the fop’s master could really cause enough trouble to warrant this expense.

“This evening, you say?” responded von Blucher. “My men must patrol the docks this evening. The fleet is in as you know.”


Myth wrote:
I won vs. Jason! He was all like "I am expressing my anger at you! Grr!" and I was all like "I am stoically responding with something heroic."

...OK, we spent like five minutes exchanging Futurama quotes and had a hilarious game. Razz
I over bribed the guards and that cut into my profits for the game. I made 25 gold off the three drunks I captured (who lived!), but that only paid off the amount I spent on bribing.

Bad Omens: Against Jason I had the Curse where my Henchmen were terrified to move until they passed a leadership test.

malnap wrote:
It was a meager press gang with only 5 drunks up for grabs. All recruited and survived. (2 to me, 3 to John.) The dwarves did a lot of stumbling about in the dark, dark night. Visibility was only 7 inches. The dwarf leader took out Smedley, causing him to lose an eye, and right after his long awaited recovery, too! But the experience did toughen him up and he was never a very good shot anyway. I lost 2 experienced men, a gunner and a crewman. Thankfully we were able to recover the handgun.
After the fight, Roberts set out to find our mysterious benefactor from Sartosa. He was easily able to locate "Altdorf" Schmidt and, after a short negotiation and some furious pawning of goods, he agreed to aid us!
____________________________________________________________________________________
Ye Arabyan Quarters

Pressgang VII
Rais Abdulha shook his head reprovingly. The infidel fleet was in and all the sailors from the known world had descended on the Arabyan Quarter. Now there came a desperate report that the Ghutani and the Tanukhid nomads were abducting sailors from the Kasbahs and causing riots just two streets from his office. This would never do.

“Order the Guards to muster!” shouted the Rais.




The maximum possible of twelve drunks were scattered throughout the crowd. But the Arabyan Guards slammed into the back of the Ghutani line almost before the rioting crowd had cleared. Caught between the Guard and the Tanuks, the Ghutani quit the field as soon as they could.

The Nomads found clue #33 and were able to locate a cheap Lamp of the Djinn with the help of their Merchant contact.
___________________________________________________________________________________________________________
Yhe Oasis of Onethousand and One Camels



Capture the Oasis
”Waaaterrrr!” echoed the cry from Boom Basta up in the sky. The little goblin sailed on to the east. The orcs below trudged along in his wake. Bruudish mumbling about killing the git, if he drank any before Bruudish got his.

Suddenly the little dot in the sky began to flap its wings and turn. Boom got closer real quick. “Raaaatttssss!” he cried has he swooped over their heads. Bruudish squinted his eyes against the glare of this relentless sun. There was some rocks and sand ahead, rocks and sand behind. Might be a bit o’ green there off a bit, but he couldn’t see no rats. No matter.

“Let’s go crump some ratties lads!” Bruudish cried has he drew his choppa and jogged toward the bit o’ green on the horizon.


Chadwicc wrote:
Da cunnin’ plan.
Orcs distract skaven and draw them to one side, only to retreat back to the main group. Gronk charges and takes down a giant rat only to become stupid and do nothing for the rest of the game. Boom Basta takes out the other giant rat. Two skaven charge the strong side of my orcs after the giant rats go down. They both go OoA.
I am down the warlock, Bombur (a young ‘un) and Little Too (the new goblin swab.) I re-roll my rout test and stay. The lads take down two more skaven and playtable chooses to rout.

Post Battle
Little Too lives. Johnston (the warlock) lives. Bombur, the hero, dies.

The orcs take the oasis, but caravans pass them by.

The skaven all recover from their injuries but find themselves Lost in the Desert. They find the remains of a desperate skirmish and loot a lance.
___________________________________________________________________________________________________________
The Signpost

The male lion growled quietly, deep in his chest. Two groups of prey were approaching the pride. Both stank of magic. The cats had retreated as the prey advanced toward them. The lions kept out of sight, using the broken ground to advantage. Now there was nowhere to go. The big lion lashed his tail in anticiaption. A humped, skittering shape filled the cat's vision. The prey squeaked in fear. The cat could not help itself, with a deafening roar it leapt from the concealing shadow of the ruined pillar. The silence of the desert was shattered by roars and screams as the pride followed.

Post Battle

The fight ended in a draw by Store Closing.
Myth wrote:
The game with JIm was called early, but he put up an amazing fight! Those lions were out for blood! :O

Temporarily Disabled: the curse I had was the -1 Toughness to a random hero (Torgaddon).

playtable wrote:
Well, I ended up at the merchant at 25% rise in prices but I rolled 3 ones in exploring so I get a 25% discount. Cool all normal cost. Shame I couldn't look for a blunderbuss, rare 9 max.

Anyway, I spent all my cash but 1gc on some more henchmen and am now at 20 skaven, and broke again.

I got some lousy advances:
(Ld and initiative) for my henchmen.
The old prospector got another attack.
Highest Ld is 7, and only the boss has that.
No one has more than one wound still. Bummer.
Only 2 heroes have rolled an extra attack so far, (except for tail fighting 'n such).
Only 1 BS 4 hero, the one with my last warplock pistol.
Skitter is still BS 3, so no swivel gun using yet either.
_______________________________________________________________________________________________________
The Pool
Kill Bil or the Lost in the Desert Blues
The vulture soared lazily on the hot updraft. Below it watched three separate groups of food struggle through the sands. The food were converging on the hidden pool as the light of day died. The vulture knew this pool, it had found much food here, for the pool was small.

The Assassin struggled on through the dunes. He would triumph! His nose told him of the water ahead. So close now. The sand hit the Assassin in the face. His minions stopped briefly. Several drew weapons and scanned the nearby dunes for a lurking archer. But there was no one, nothing but the bird-death-things above them in the sky. Nothing but the moaning wind and the heat.

"Leave him-leader-killer," ordered the Sorcerer. "The place of water-life-safe is near. We will come back for him after we have drunk and grown stronger."

The Black Skaven growled and touched their weapons at the Socerer's presumption. But then they noticed that there were more giant rats ringed around them. The Sorcerer had summonded them, from where?

The Sorcerer barred his teeth. "It is good we not fight-kill-maim now," he said. "The water is guarded and many seek it. Fight-kill-maim soon."


The skaven suffered most from the Restless Spirits guarding the pool. Without their leader many skaven refused to even approach the pool. Still those that did reached the pool first. The Dwarfs suffered more from hallucinations brought on by the heat. Several collapsed when they tried to run toward the pool as well. As the dwarfs neared the pool the skaven fell upon them.

The Turjuks braved the Spirits and the lack of water. Haroom, Al Bobo and the Witch of Ghut suffered from hallucinations. Since he is also stupid, Al Bobo did not do much before wandering into the open and being shot down by dwarfs. With Haroom's help, the Witch was able to control the hallucinations and bedevil the dwarfs with the Light spell. Unfortunately she freqently had to cast the spell on her fellow Turjuks, which did not make her popular.

The skaven broke first with heavy losses. The Kegslayers rushed to the pool as the skaven abandoned it. Even with the unintended help of the light spell, the dwarfen archery took a small tole on the Arabyans. Many dwarfs were shot down or pulled down by surging waves of warriors. Bil the ogre was filled with crossbow bolts then stabbed to death by the Hobgoblin slave. The Kegslayers gathered their treasures and fled.

Post Battle
One skaven died. The rest found a small renegade caravan to trade with and paid exorbitant prices for their good fortune.

The Kegslayers suffered an old battle wound and a miss one game result. Bil died and a Thunderer was captured by the Turjuks. The defeated dwarfs did find the trail to Al Haikk though, they returned to the city to refit.

The Turjuks captured the pool, but chose to return to Al Haikk. On the way they liberated some prisoners from a caravan of evil slavers. Tariq III joins them in gratitude. All of the injured recovered from their wounds.
____________________________________________________________________________________________________

The Adventure continues...


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PostSubject: Re: Toth Amon Returns!   Mon 7 May 2012 - 15:40

Week 10--Adventures in Ye Ruins of Bel Alaid



The Treasures of the Ancients
A Variant of the Wyrdstone Hunt scenario also known as Ricochet Alley

The sun beat down on the ruins of Bel Alaid. The Ghutani scout looked down unto the ruins with fear and longing. Once this was a great city, now it was a place of sorrow and terror. Still it drew the tribes of the desert to look and dream of times of greatness and power. And, of course, they came, as he did, to loot the lost riches of the city. A shrill cry interrupted the scout’s reverie. A small winged figure suddenly appeared over the ruins opposite his position. The scout made a quick sign against the evil eye. He readied his bow. There was more movement in the ruins below. The scout took aim at a scuttling shadow.

The Black Orcs.
Bruudish quickly claimed a shiny from the ruins. The big black orc clutched the tiny, delicate statue in his huge hands as he watched the git Boom Basta launch from his zoggin catapult. (Dragged the zoggin thing miles into a trackless desert, just so’s a goblin could fly easier! Bruudish had a notion to fry the little show-off on a flat rock.) The goblin landed in a cloud of dust with a squeal of greed. Bruudish knew the signs. The little git was trying to claim some shinies!

“Haul ye humie behind over dere an guard me shinies!” Bruudish ordered the humie warlock, John’s Stone. All these mercenary gits was costing Bruudish shinies. Even the goblin wouldn’t work for teef. Bruudish blamed the elfs.

There was a shout from the cliffs above. Bruudish hadn’t trusted those cliffs since he laid eyes on them. Arrows! Clouds of the zoggin things! Elf tricks for sure, or Bruudish was a furry foot! That little goblin screamed and flopped about. Bruudish was pretty sure he was just acting.

“Get stuck in lads!” Bruudish roared amid the screams and war cries.

“Gronk!” hooted Gronk as he tumbled a big rat on its ear.

Arrows was flying everywhere. Bruudish saw one go into Boom’s head. Boom spun from the impact and the zoggin arrow comes out hit old John’s Stone. John was pretty tough but the git had a few arrows sticking in his robes and such already. Some of them human sand crawlers was cutting on old Gronk. Pieces of troll everywhere. Little jumped up, screamed and the arrow that got Little finds Stave Jones over behind a big rock! Bruudish held on to the shiny he had picked up and legged it.


Post Battle
For the Black Orcs everyone recovered except Boom Basta who died and made his new catapult useless. The Orcs claim one out of the three treasures.

The Ghutani captured two treasures. The report no losses.
_________________________________________________________________________________________________
Ye Monster's Lair
Supposedly a more Lethal Monster Hunt

Sweat stung as it seeped into Sonja's eyes. She placed her feet carefully on the rubble strewn street as she advanced toward the large ruin. The dead city was silent under the killing sun. They said the ruin was the former treasure chamber of the Sultan of Bel Alaid in ancient times. Great riches were supposed to lie buried in its catacombs. Sonja couldn't imagine digging in this silence.

"HEY DEAD FINGS!" roared an impossibly loud, brash voice to the east. "COME FIGHT BILI! HEY! LITTLE FINGS SNEAK! BILI NO SNEAK! COME FIGHT!"

The Arabs around Sonja froze. Everyone's eyes sought the source of the voice in the surrounding streets. Angry muttering could be heard off to the east.

"WHAT? NO SHHHHH BILI!" roared the unseen Bili. "YOU PAY BILI, FIGHT! NO SNEAK!"

A loud crash came from the depths of the ruined treasure palace. The ground began to shake as something large moved within the ruin. Dust rose over the ruin as the ancient structure shifted with the ponderous footsteps.

"BIG DEAD FING COME FIGHT!" roared the joyous Bili.

Part of a wall collapsed as something huge forced its way out of the ruin on the far side away from the Turjuks. At nearly the same instant the dwarf slave screamed and fell with a crossbow bolt in his back. Sonja wheeled and loosed an arrow toward a barely concealed archer. The Arabs sought cover and targets for their own arrows.

"Kegslayers to the east, Tanuks to the west!" shouted Haroom. "The Guardian should occupy the dwarfs. Attack to the west!"


Post Battle
Bili, the new ogre, suffered only 2 wounds before the Bone Giant was swamped by the Kegslayers. However a well placed Inferno spell from the Nomad's Fire Witch forced the depleted Kegslayers from the field before they could enter the treasure chamber. (One hero suffered a flare up of his Old Battle Wound, another was recovering from a leg wound and a henchman fell ill before the battle.) A Troll Slayer suffers a Deep Wound from the magical fire.
The Kegslayers retreated to Al-Haikk to refit again.

The Turjuks lost Sonja to yet another inferno, the Man with No Name was drowned by the Nomad's priest of Manann, Hadir Furryfoot was killed by a sword thrust and the new Warlock was killed by a crossbow bolt. The dwarf and hobgoblin slaves ran away and a Mamluk was burned to death as well. Al Bobo nearly died, again, only to be saved by water from the Well of Shallaya. Instead of dying, Al Bobo hates the Nomads.
The Turjuks met Jebel Sag the Greedy One (the Merchant result for a Supply Source.)

The Tanukhid Nomads recovered the Monster's Treasure which consisted of lots of armor, gold and some jewels. No artifacts were found. The Nomads lost the warrior Achmet, who was captured by the Turjuks.

The Nomads tried their new Lamp of the Djinn, but it disappeared after granting only one wish. The Tanuks returned to Al-Haikk to trade as well.

Curses.
The dwarfs suffered a henchman missing the game due to a sudden illness. Haroom was -1 T for the entire battle as was one of the Nomad heroes.
__________________________________________________________________________________________________


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PostSubject: Re: Toth Amon Returns!   Tue 8 May 2012 - 1:49

A VERY ENTERTAINING Report...just the thing in the early morning hours when sleep won't come. thumbsup
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PostSubject: Part 2--The Quest Continues   Fri 11 May 2012 - 16:37

Week 10--Weekdayheim or Misadventure in Ye Desert

I'm on vacation for the coming week so I tried to get in a couple of games before I leave.

Ye Ruins of Bel Alaid


Skirmish

Og Big Feather had never seen the like and he had seen a boatload in his life. One minute he and the ladz are sailing the Karibbean, bold as ye please, and the next they be stuck in a sand dune somewheres. He misremembered a storm or something in between. Og was trying to forget all the things with lots of eyes and tentacles and spiky bits. And the gibbering, Og was really trying to forget the gibbering.

"Tzeentch's Triangle," said Magog the shaman. "Hundreds of leagues wide, big towering warp-clouds, fountains of blood; ye sailed right smack in it."

"Wot?" said Og. His attention had shifted to some nearby ruins and the glimmer of sunlight on water in their midst. Magog followed the direction of Og's gaze.

"Expect dat would be Bel Alaid," observed Magog.

"Now how can ye tell dat?" asked Og.

"Ain't no legions of walking dead come out ta fight us," said Magog. "If this dead man-city was Khemri, dere'd be dead fings ta fight."

"Is dere shiny stuff and jewels?" asked Og. Normally Og would be tugging his choppa and grinding his teef when Magog got all know-it-all, but the last few moments, hours, maybe years had kinda mellowed him. And Magog acting know-it-all sure beat the gibbering. It was normal, like.

"Bound ta be," said Magog. "Dere's stunties. Stunties don't go nowhere they ain't shiny stuff and jewels."

"Stunties? Wot?" said Og.

Thunk! A crossbow bolt appeared in the rail by his hand.


Post Battle
Og and da Bliddy Red Banna Boyz got caught between a tomb scorpion and the Kegslayers. Hadji got snipped in two (or three) by the scorpion and Nasha got chopped up by a couple of dwarfs. Og took an arrow in the tender bits, but he got better. The ladz legged it, but remembered to drag Og along with them. Magog found Al-Haikk right where he had left it and the ladz moved back into the Thieves Quarter.

The Kegslayers pounded the disordered goblins despite three blunderbuss shots and all the throwing knives in the world. Only the new free-lancer was wounded and, of course, that was because his horse stepped on him as it fled. The Kegslayers looted the bodies of Hadji and Nasha then returned to Al-Haikk with their loot.

Curses.
The Keglsayers would have suffered from the Witch's Curse if I would have remembered. Da Bliddy Red Banna Boyz suffered from forgetfulness. (In all their histroy the Boyz have never found an artifact to loot, thus they have no curse.)
______________________________________________________________________________________________________________
Ye Oasis of Onethousand and One Camels
Skirmish
"There be death in the night!" so spoke the Witch of Ghut.

Haroom could well believe her. Sickness seemed to stalk the camp. One of the Mamluks was stricken suddenly before dusk. Now the men stirred uneasily in their tents listening to his groans.

"Beware Wanderer!" admonished the Witch. "Rat-devils stalk the night."

Soon the camp was roused and the able bodied assembled in a skirmish line facing the east. Only Haroom was mounted for the night was so dark cavalry was useless. The men waited nervously staring into the darkness. Some were hopeful that this was only a false alarm, a fancy of the Witch. Then they heard the chittering off in the dark.

Haroom had deployed most of the men between two dunes. Almah and her guards had taken the lee side of the southern dune. As the chittering increased in volume Haroom grew restless that Almah had not re-joined the line. Then the slave Achmed stumbled out of line and collapsed.

"Raise shields! Beware slingstones!" shouted Abu. The Witch began to chant. Haroom prayed to the One. Suddenly Hakir, the tribesman at the center of the line, began to glow. Hideous rat-devils recoiled from the sudden appearance of the magical light.

"Archers loose!" shouted Haroom. Rat-devils were punched off their feet by a volley of crossbow bolts.


Post Battle
The One favors crossbows and ballistic skill 5. Playtable rolled a 3 on 3D6 for our range of vision. Skaven add 6" by our Darkness rule. But the Light spell allowed the human archers to see the closest skaven.

Kappa Eta lost a couple of verminkin killed. Almah was able to loot at least one of them. The Skaven pressed the Turjuks hard, but failed a rout test due to Toth Amon's Curse.

The newest Mamluk was killed and looted by the skaven. One of the skaven heroes immediately claimed the longbow. The Turjuks discover a penal caravan and free the prisoners to recuit another Mamluk. They found an oasis but no caravan stopped to trade with them.
_____________________________________________________________________________________________________
Horse Thieves


Og looked down from the crest of the dune. Spread out before him was a large herd of them horse-fings. Had a bunch of humies guarding them. Like them tin-can men you hear about. Not that many of them, Og figured. The lads ought be able to take a few humies and their pets. Og had a plan.

"We does wot?" asked the goblin. Og didn't hold with explaining things. Goblins was here to jump when Og say jump.

"Follow me!" cried Og and rushed to the top of the dune screaming his head off and waving his bow. Surprisingly the goblins followed. Two humies and their horsies was down bleeding in the sand in seconds. The horse herd stampeded toward the distant dunes.

Og wasn't half as surprised as the rat-brothers of Kappa Eta. There they was sneaking up on these poor man-things when the whole horse herd just galloped right through a gap in the dunes into the skaven skirmish line.


Post Battle
Only one verminkin was trampled to death in the stampede. What of it? When the dust cleared ELEVEN skaven were bleeding on the sand including two heroes. Now that was something to complain about. You'd think the goblins did it on purpose or something. Most of them skaven got better, or at least sort of better. Another rat died of his wounds after the goblins shot and stabbed him a bit.
Kappa Eta captured a warhorse and looted one of the fallen guards and one of the dead goblins.

Two more goblins died. Six or seven were out of action when the skaven finally fled including three heroes. (The skaven briefly captured the Bliddy Red Banna but the goblins were able to recapture it after a stiff fight.) The goblins looted a couple of the nomad guards and captured all the horse meat they could eat. The goblins ended up trading with the cheating Merchant.

Curses.
The Kappa Etas would have suffered from a Curse, if I would have remembered.
_____________________________________________________________________________________________________
To be continued...


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PostSubject: Re: Toth Amon Returns!   Fri 11 May 2012 - 18:02

Have a FUN vacation, Amigo! I'll keep a candle in the window for you. What a Face
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PostSubject: Part 2--The Quest Continues   Mon 21 May 2012 - 21:52

Week 11--Rock Ye Kashbah
Reports from the past couple of weeks...
An Interlude in Al-Haikk
Last Orders

The Turjuks had sought relaxation and information at a respectable meeting place in the Arabyan Quarter known as the White Heron. The evening passed without incident, except for Al Bobo being asked to leave for attempting to smuggle a dagger into the establishment. The huge Mamluk was thrown into the street, but instead of fighting his tormentors the soldier meekly ambled off to join Achmet the slave in guarding Graymist, the Emir Haroom's horse.

Things had returned to normal when another disturbance occurred on the ground floor. A green-skinned warrior was pitched out into the back alley. Emir Haroom happened to note the altercation, but thought little of it. Then a loud bellow shook the building. A trap door opened and a bearded, tusked dwarf in a ridiculous helmet shouted, "Don't let them leave alive!"

More of the dwarfs clambered up the ladder. Screams, roars and battle cries rang throughout the building. Haroom's guard threw several of their attackers off the roof, but one stubborn little fellow refused to be dislodged. Indeed he flattened several Turjuks with just his fists and a broken chair or two...


Post Battle
6 or 7 Turjuks fell in the scuffle including the Askar Baibars. Despite pitching several Chaos Dwarfs off the roof, none was seriously injured. Only a couple of hobgoblin slaves were beaten down for their efforts. The Turjuks fled.
Baibars hates Ahriman the Sorcerer, who almost killed the Askar (the re-roll injuries suffered in the Last Orders scenario saves another Turjuk hero.)
The Turjuks hired a Nomad Scout.

The victorious Chaos Dwarfs invested the treasure they had gained in the desert in a Shoppe. Ahriman's Emporium of Curiosities opened in the Thieves' Quarter.

Curses.
The Chaos Dwarfs and the Turjuks both suffered the Witch's Curse.
___________________________________________________________________________________________________________
Ye Pools of Despair
The Crusaders I
Gorin Kegslayer slogged up the dune. Through the dusty haze he could make out a worn campaign tent pitched in the lee of two great boulders. There was a cry. He had been seen. A man appeared at the entrance of the tent pointing toward Gorin. The ground began to shake. Gorin heard the rumble of hooves. Two mounted knights in full armor appeared from behind the tent. Without pausing the knights lowered their lances and galloped toward the dwarf.

"Come and die!" screamed Gorin. He readied his axe and grinned as the horses labored up the slope toward him. Gorin's joy diminished slightly when he noticed goblins sneaking toward the abandoned tent...


Post Battle
The 'Shiners used the impetuous guardian knights to mask their advance, but to no avail. Both sides suffered heavily with the Bayou Goblins fighting nearly to the last man in hopes that the Kegslayers would break. Amazingly no goblins died AGAIN. A goblin hero was captured but so was a dwarf hero. A prisoner exchange was duly arranged.
The 'Shriners retreated to a nearby oasis, but no caravan came to trade with them.

The dwarfs gained gold, jewels and armor from the shrine the knights were guarding as well as looting both of the fallen knights.
______________________________________________________________________________________________________
Ye Ruins of Bel Alaid
Surprise Attack
The Dread Sorcerer Ahriman looked up from the inscription he had been studying. Something was amiss. His armored head swiveled on his stout torso. There was something. Ahriman had sensed an impending calamity all day. Even his worthless servants had felt it. He had had to whip his dwarfen warriors to do their duty. There was something near.

Suddenly one of the lookouts collapsed without a sound. Everyone was momentarily stunned, but not the Great Sorcerer. "To arms!" shouted his commanding voice. "We are attacked!"




Post Battle
The Chaos Dwarfs were hard pressed, but refused to break. All casualties recovered from their injuries.

The Ghutani Smugglers had great success initially, but foolishly closed on their victims instead of picking them off from afar. Three heroes suffer a miss game injury.

Curses.
Both sides suffered Bad Omens.
_______________________________________________________________________________________________________
Skirmish
The night was clear and cool. The Ghutani sentry starred out at the moon lit ruins and cursed his fate for bringing him to this cursed city. The smugglers had camped in the ruin of some large building. The sentry prayed to the One while clutching the good luck charm he had purchased in Al-Haikk. Something was out there in the night. The sentry had seen nothing, but there were too many sounds of loose rocks and furtive movement to be explained by shifting stones.

The crossbow bolt knocked the sentry off his feet. The frightened man clutched his wounded side and screamed, "Foes in the night! Awake my brothers, we are attacked!"

More crossbow bolts silenced his screams, but the night was rent with war cries and the crash of musketry. The 'Shiners charged out of the night.


Post Battle
The Ghutani fled as soon as they could. One henchman dies.

The 'Shiners looted the fallen smuggler. In addition they discovered the site of a recent battle (six 6's on the Exploration Chart.) Laden with wealth the lucky goblins retired to a nearby oasis, but no caravan stopped to trade with them.
______________________________________________________________________________________________________
The Pool
The desert night luxuriated in the unexpected rain squall. Grim runins shimmered with rain water. Near a briming pool several mishappen things that once were men gibbered and milled uncertainly. The largest growled at his minions and sniffed the night air. Something approached from the north.

"GRONK!" hooted Gronk into the rainy night. The troll was wet for the first time in many moons. He stood with his huge mouth open to the sky and drank the rain in.

"Shut it!" ordered Bruudish Backbreaka. The huge orc was in a good mood, but it didn't do to let the ladz know that. There was rain, there was shiny stuff up ahead and, Mork love them, those dead eaters that had been lurking around looked like they was ready to scrap!

"Get 'em ladz!" roared Bruudish as the ghouls charged out of the rain. One of the dead eaters lit up briefly as the humie warlock burned it with some duppy fire. Then the surviving dead eaters hit the orc line. Bruudish was some disappointed, them dead eaters died too quick, hardly any scrap! Still it looked like the party was just starting. They was flashes of light all around the ruins now, screams and roars, battle cries; it looked like a right proper battle.

"Waaaghhh!" roared Bruudish as he jogged toward the pool. A line of rat-devils appeared beyond the corpses of the ghouls. It sure was an interesting night.


Post Battle

Kappa Eta looted the treasures of the pool while Chad and I fought the ghouls who were supposed to be guarding the treasure.  Sadly for playtable, he attempted to charge the Turjuks who took 7 skaven henchmen out of action.  SEVEN!  The orcs got a couple as well and the skaven ran back into the desert with ALL the treasure.  2 skaven henchmen died. 1 was captured and joined the Arabs.

Alas the Turjuks were tired after all that rat killing.  Only 2 orcs fell for 7 Turjuks (including Al Bobo).  The Arabs retreated into the desert.  Aside from the 3 skaven lost, it was feared that the slave Achmet had escaped but luckily the Turjuks discovered the Oasis of the Djinn and Achmet gave himself up (all warriors automatically recover).

The victorious black orcs got the least treasure, but suffered no casualties.

The Skaven retreated back to Al-Haikk to plot and scheme.  The orcs and the Arabs ended up trading with the Cheating Merchant.

Curses.
The Turjuks suffered Bad Omens. The skaven were subject to the Sorcerer's Curse, but Chad and I forgot that as usual.
___________________________________________________________________________________________________
Ye Oasis of Onethousand and One Camels
The Caravan


Gorin Kegslayer watched the camels file through the narrow pass. The abominations led the beasts toward the Kegslayers' ambush. Soon they would all be in range.

Suddenly two hobgoblins entangled their charges. The caravan halted has the greenskins argued about which beast was at fault. Gorin fretted that the scout would spot the Kegslayer ambush. One of the abominations began beating both of the hobgoblins. The scout turned to watch. Order was restored and the caravan left the cover of the narrow defile. The scout turned back toward the trail. He was punched off his feet by the force of a crossbow bolt as the Kegslayers' first volley scythed through the ranks of the abominations.


Post Battle
The chaos Dwarfs fled. No camels were captured or indeed hurt in the
filming of the episode. Ahriman WAS captured AGAIN and lost another
artifact to the greedy Kegslayers. The Shield of Pta is now in the
possession of the Kegslayers.

The Chaos Dwarf casualties all recovered. Ahriman returns to Al-Haiik to trade despite the loss of the camels (and the shield).
_______________________________________________________________________________________________________
Ye Pools of Despair
The Crusaders II

Somer Teef was some surprised. He had thought that there be only one of these crazy shrines guarded by tin-can men, but here was another! It be a GOOD day, eh? Not only that, but some of them Spiky-stunties showed up, too. Somer hadn't felt so good since he sold his frist batch of 'shine. The Spiky-stunties was even more aggressive than the Kegslayers. Them Spikies just charge right at them tin-cans, them.

Somer shout, "Shoot 'em all!" The ladz timed the volley to hit just as the tin-can boyz hit the Spiky line. Nearly broke those Spikies right then, eh?


Post Battle
The Chaos Dwarfs tried to hold on, but the deadly fire of the 'Shiners combined with the martial power of the Guardian Knights broke them. One hobgoblin is killed and the Chaos Dwarfs become lost in the desert.

The 'Shiners loot the shrine and the bodies of its Guardians. Finally after having four chances to find an artifact over the evening the 'Shiners succeed on their last attempt. The Jewel of Seth is discovered.
The goblins return to Al-Haiik to trade.
_________________________________________________________________________________________________


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