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 Karibbean Moonrise: The Revenge of Bloody Bill

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Von Kurst
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Fri 24 Aug 2012 - 16:08

Week 9--Attempted Murder, Drunkenness and Pressganging in Torktuga, Piracy in Port Sigmar
Our first post Gencon meeting.
Skullduggery in Torktuga

Last Orders at Ye Blow Hole
Chadwicc's Sartosans attempted to oust grtbrt's Westerlander Privateers from the Blow Hole in Torktuga. Nearly forty warriors duked it out in the spacious barroom and the rooms above.

The Westerlanders have cleared the upper deck and the bedrooms to the rear...


The final minutes of the fight for the attic. Both warbands have pretty eclectic models but the surviving Sartosans are mainly orginal Mordheim plastics (now know as the Militia sprue for Warhammer).


The struggle for the main floor.


The Sartosans were routed from the bar. No one died, but a Sartosan hero is rumored to be laid up for a bit.

Sartosan Pirates--1 CP

Wastelander Privateers--2 CP
___________________________________________________________________________________________
Assassination!
Myth's Cathayans attempt to rub out Chacatoo, the Guardians talented Saurus brave. Most of the action took place under an old landlocked bridge, which gave playtable fits as he tried to photograph the action.

Myth sent a suicide squad of three heroes: Uncle Dante, the former Sea Patrol elf, Elise and his Disgraced Noble (whose name I have forgotten). Despite great effort on the part of the Guardians the assassins engaged Chacatoo (who was compelled to charge the Disgraced Noble.)

Late in the fight. Uncle Dante (unpainted Cathayan) and Elise (the primed model with the hammer) hack their way through the Guardians defense.


Atl the Saurus Totem warrior and his bodyguard Hue Hue rush down from the bridge to out flank the assassins. They are too slow.


Chicomecoatl the Great Crest/novice Priest defeats the Disgraced Noble.


Elise the elf was able to Step Aside enough wounds to take Chacatoo OOA.

Post Battle
The Disgraced Noble recovers from his injuries. Tochtli was forced to miss the next battle due to a smashed leg. Tototl suffered a chest wound to become Toughness 1! Chacatoo became Hardened. Another saurus brave is captured by the Cathayans.

Guardians of the Silent Places--1 CP

Cathayan Pirates--2 CPs
___________________________________________________________________________________________________
Pressgang!
playtable wrote:
Torktuga, night range of vision 13" (I think), clear weather, too late to mess with random events.
Amazons rush forward with scouts and in 2 turns get 6 drunks, at least half the easy way. Then we get shot and beat up. I routed, too many OOA

post battle:
Bob wins. I got 6 drunks, 5 lived to be sold off. Anymone III, speargirl, died.
The Pale Moons--1 CP

Reiklanders--2 CPs
_____________________________________________________________________________________________________
Piracy in Port Sigmar
Down On Ye Docks
The Amazons try to hijack a shipment of clothing and food.









playtable wrote:

Port Sigmar, day, -1 to shoot [windy],

Bob got a random encounter early and got a free cargo to drag away [the Lucky Find]. Bob's 1st blunderbuss shot hit 3 - took 2 OOA and 1 stunned. Bob's 2nd blunderbuss shot hit 3 - took 1 OOA. Then the Harbor Watch showed up...
With 6 or 7 OOA I left

post battle:
Pisto II, one of my new swordswomen died on her first game from the 2nd blunderbuss shot. Right after that we rush close to the ship and... Andromache III (my most experienced henchwoman at 8 exp.) died from a pistol shot from a ship's crew. Champion Archippie became Frenzied from her injuries.

I found just enough gc to buy back the dead.
Bob got rich.

Totals of the dead:
1 hero retired (on 1st campaign night).
3 heroes dead.
16 henchwomen dead.
3 hired swords dead.

21 Campaign Points
377 rating w/15 members and no hired swordsAgamede, my Serpent Priestes, just hit 60 exp.
73gc in the kitty for good stuff if I ever get to the lost city again and don't have to buy a lot of replacement people.
Pale Moons--1 CP

Reiklanders--2+1D3+1 CPs
_________________________________________________________________
____________________


Last edited by Von Kurst on Wed 29 Aug 2012 - 5:28; edited 8 times in total
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Fri 24 Aug 2012 - 16:27

OOOH! MORE PRETTY PHOTOS! Matakashi was right; senility has it's own rewards. What a Face
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 25 Aug 2012 - 1:54

I love the pictures, great stuff.

Today my nephews come to me and we play our second Mordheim game.

I hope i get them properly infected with the Mordheim virus.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 25 Aug 2012 - 13:18

Thanks gents! Glad you like them, it gives the photographer a reason to pack the camera.

SerialMoM@Good luck with the indoctrination! Cool

DeafNala wrote:
I'm afraid that means you HAVE to do a GenCon report complete with photos. Suspect

This is all I got--

http://armyaltaholic.blogspot.com/2012/08/gencon-day-three.html
______________________________________________________________________________________________________
Campaign Points at the End of Week 9
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--26 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--16 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--17 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--25 CPs
Bob-- Reiklanders with a Monarch of the Seas Objective--36 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--25 CPs/1 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--21 CPs
Zach--Alyssea's Sirens (Marienburgers). "The Lure of Fortune"--16 CPs
grtbrt--Wastelander Privateers (Sartosa), "The Lure of Fortune"--25 CPs(+an artifact and ship to roll for)/1 PCP
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Fri 31 Aug 2012 - 16:32

Week 10--Adventures in ye Hinterlands of ye Karibbean
Playtable brought the camera again!

Ye Lost City of Tlax: Ye City of Ghosts

The Temple of Dooom Part III

The intrepid Reiklanders make another foray into the depths of the Temple of Dooom or third times the charm.

The Reiklanders enter the empty temple. One is trapped in a cage. Another is out of action at the bottom of that pit trap.


The Sartosans struggle past Guardian Spirit traps.


The Sartosans enter the temple.




chadwicc wrote:
Other than Bob's leader almost stupidly walking right into the abyss after picking up the artifact it was pretty normal for that scenario: a pirate stumbled into an arrow trap, a Reiklander fell into a spiked pit, stuff like that. Bob had a lantern and his guys made it into the chamber pretty quick. Mine kept falling over. Three blunderbuss shots also completly failed to accomplish anything. My one shot doing to best by taking away two LC's. My Swashbuckler died and the swabbie ran away.
Sartosan Pirates--1 CP

The Reiklanders recover the Major Artifact Circlet of the Slann
Quote :
This Circlet imbues the user with the amphibious nature of the Slann.

Any Hero may carry this circlet. The Hero gains the aquatic ability and may run or charge through water. In addition, any opponent who wants to charge or shoot at the hero while he is in water must roll a 4+ on a D6 to perform the action. Lizardmen may re-roll this result.

Reiklanders--3 CP
_____________________________________________________________________________________________________
Off ye coast of Lustria

The Salvage Operation
Our take on the scenario The Illegal Salvage Operation.

The Pale Moons struggle with the current, crocodiles and the Sea Patrol.
It was a clear day. The Sea Patrol was attempting to recover some cargo that had washed up along the northern coast of Lustria.


The Amazons had the same idea, but first they went crocodile hunting.


The Amazons do not land the cargo.


The Sea Patrol easily collect the first cargo encountered.


A lurking crocodile...


Croc attack!


Amazon overboard!


The two salvage operations collide.


Amazons struggle to get the waterlogged cargo out of the water.


The boat carrying the Pale Moons' berserkers finally reaches the elves. Not many of the women are still standing...


Agamede the Serpent Priestess watches the defeat of her flotilla.


Post Battle

Despite heavy casualties playtable reports no deaths! A Totem Warrior suffers a Hand Injury and Champion Archippie is robbed.
The hard won cargo that the Amazons did escape with turned out to contain grog.
The Pale Moons rejoice with a drunken party, but playtable is less than impressed.
The Pale Moons--1 CP

The Sea Patrol lost a temple zealot killed. Their untold riches are also unreported at this time. The Sea Patrol do, however, manage to find the Lost City the hard way by winning their 5th exploration scenario, late in the campaign though it is.
Sea Patrol--2 CPs
_________________________________________________________________________________________________________

Ye Deadly Jungle

The Trail of Death

The Guardians move out. The day was clear and confidence was high. The Guardians knew the warm-blood invaders were ahead of them. Directly in the path of the invader as a clump of the killer plants and three of the bands' best shots lay in ambush near the killer plants.


The unsuspecting Protectorate deploys.


Hazard! Cold Ones attack the invader. One archer is taken out of action immediately.


Hazard! Pygmies ambush the skinks. Curses!


The Protectorate advance.


The Saurus warriors wait in ambush.


Post Battle
The storm of skink javelins, arrows and poisoned arrows pattered harmlessly down on the invaders. Six skinks and a saurus brave are taken out of action (4 in one horrible turn.) Two skinks die.
Fortunately Chacatoo was able to land a large fish providing the band with provisions and a blunderbuss is found in an abandoned cargo crate...
Guardians of the Silent Places--1 CP

The Protectorate easily swept through the Cold Ones and the Man-eating Plants, then they began to hunt down skinks...
Protectorate of Sigmar--2 CP
_______________________________________________________________________________________________________
Campaign Points so far for Week 10
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--28 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--19 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--19 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--27 CPs
Bob-- Reiklanders with a Monarch of the Seas Objective--39 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--26 CPs/1 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--22 CPs
Zach--Alyssea's Sirens (Marienburgers). "The Lure of Fortune"--16 CPs
grtbrt--Wastelander Privateers (Sartosa), "The Lure of Fortune"--25 CPs(+an artifact and ship to roll for)/1 PCP
______________________________________________________________________________________________________


Last edited by Von Kurst on Sun 9 Sep 2012 - 8:00; edited 2 times in total
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 1 Sep 2012 - 0:33

Ahhh great battle reports.

I love them.

One question: where did you find those plastic row boats? Playmobil?

I really love your temple scenery with all the trap markers. This is awesome.

Maybe the only thing i could think of as upgrade for the harbour is the dreadfleet water map.

How do you define the hazard? Arethese tables in oneof the Sartosa supplements?

And by the way, do you know what happened to Styrofoamking? Hw was not here since over 6 months.

Many questions, so thanks for you answers.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 1 Sep 2012 - 13:24

Quote :
One question: where did you find those plastic row boats? Playmobil?
I'll see if I can stir mr. playtable to answer. They are his find. He sometimes brings the Mega Blocks or Playmobil ones, but the ones pictured are not Playmobil.



Quote :
Maybe the only thing i could think of as upgrade for the harbour is the dreadfleet water map.
Is that what you used for your harbour?

The funny thing (for me anyway) is that the table that scenario was played on IS our only water table top, but it had gotten set up water side down that evening. Usually it is water side up, but is used for a jungle battle. Playtable feels quite rushed when unpacking scenary and doesn't like to bother with things like which table is for a water scenario and which could be used for a city scenario. (We play at the local store, but bring our own scenery collections to play with.)

Quote :
How do you define the hazard? Arethese tables in one of the Sartosa supplements?
I used the word Hazard because that is the title the Lustria: Cities of Gold folks used for their random encounter tables. The version published in TC is incomplete and a bit confusing. I have a revised version that I modified for our campaigns which is slightly better.

Quote :
And by the way, do you know what happened to Styrofoamking?
Styro's local group broke up a while ago and he got busy with RL. Hate when that happens.

Quote :
Many questions, so thanks for you answers.
Thanks for asking them!
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 2 Sep 2012 - 0:44



Quote :
Maybe the only thing i could think of as upgrade for the harbour is the dreadfleet water map.
Is that what you used for your harbour?

The funny thing (for me anyway) is that the table that scenario was played on IS our only water table top, but it had gotten set up water side down that evening. Usually it is water side up, but is used for a jungle battle. Playtable feels quite rushed when unpacking scenary and doesn't like to bother with things like which table is for a water scenario and which could be used for a city scenario. (We play at the local store, but bring our own scenery collections to play with.)


Quote :
And by the way, do you know what happened to Styrofoamking?
Styro's local group broke up a while ago and he got busy with RL. Hate when that happens.

Quote :
Many questions, so thanks for you answers.
Thanks for asking them![/quote]

Yeah I bought the water map on ebay , because you fixed me on to play in the Sartosa setting. Currently i use it for Mordheim harbour and things like that. I bought some weeks ago a raft and a rowboat on ebay and also the docks section you saw. I have many isles ans brifges to connect them, but i need more rowboats and maybe a bigger ship. The two Megabloks ships i have are too big to maover with them, but are excellent as mission targets.

@ Styoro: this is sad, i hope everything will turns out good for him. I miss him and his very good ideas for warbands.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Tue 4 Sep 2012 - 12:35

I think i found some nice row boats from Playmobil. They will need some color some mud etc.

But we will be ready to start a Sartosa campaign.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Tue 4 Sep 2012 - 16:33

I can also recommend this Playmobil ship. It can be jazzed up or used right out of the box. The ship is smaller than a Flying Dutchman or a Black Pearl, but still has plenty of room for models, cannon and a gamer's hands.



With Warhammer ogres (photo nicked from Sharkbelly on the W-E)

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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Tue 4 Sep 2012 - 22:34

I am watching several auctions with this ship. It is bigger than i thought it would be.

Do you now how long in cm this one is? Around 28 cm?
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Wed 5 Sep 2012 - 5:38

The deck is around 28 cm long and 12 wide. (10 3/4" x 4 3/4")
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Wed 5 Sep 2012 - 5:53

COOL SHIPS! I like the lantern on the one with the Ogre Crew. pirat
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Wed 5 Sep 2012 - 9:45

Von Kurst wrote:
The deck is around 28 cm long and 12 wide. (10 3/4" x 4 3/4")

Thanks, these seems to be an ideal size ship for a battle on high sea.

I think i will need two of those.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Thu 6 Sep 2012 - 19:53

Deafnala wrote:
COOL SHIPS! I like the lantern on the one with the Ogre Crew.
Its a neat bit that works really well as a lantern on an ogre's ship. Its a bit big for man sized crews.

SerialMoM wrote:
Thanks, these seems to be an ideal size ship for a battle on high sea.
I think i will need two of those.
They are a really nice size. I keep changing my plans for the one I bought, so its mostly an objective. If we had four of them they would work great for our standard ship. But I have one, so we use playtable's scratch built ones instead.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 8 Sep 2012 - 14:02

Week 11--Ports of Call

Port Sigmar
The Governor’s Daughter
A Piratical Variation of The Lost Prince(ss)



The Most Esteemed Fraulien Gertrude Eloise Erma von Hausen felt trepidation in her snowy breast. It was happening AGAIN. She had finally slipped her loathsome chaperones and escaped into the town for a bit of ENTERTAINMENT. But she was LOST again! Her silly maids had wandered off into this wretched crowd. She could see no familiar faces. Everyone looked so VULGAR, so common. So absolutely TERRIFYING!

It had been a clear sunny day when her party set out from the Citadel. The boat ride had been DISTRACTING and QUAINT. It had been such a LONG time since the unpleasantness of those HORRIBLE Sea Gitz and that AWFUL Mr. Borgutt. The Karribean had DECLINED so much in the last few seasons. Still she expected Pappa to sort the situation out in due course.

They had landed simply enough on Pappa’s private dock and made an EXPEDITION into the Old Town, so sad that the name was so APT. Still the day would have been delightful except for those FOOLS, her maids. WHEREVER could they have gone? Now the weather had changed for the worst. A thick MIST had rolled in from the sea. It was quite IMPOSSIBE to see anything. One feared these louts would take LIBERTIES. All around her she could hear cries of terror. Gertrude was certain some one was being MURDERED out there in the white mist. Getrude was shoved and PUMMELED. It was UNACCEPTABLE!

The mist! It was UNNATURAL! One could see the most horrible FACES in the swirling fog. The common people around her screamed that the MIST DAEMONS were upon them! Gertrude ran blindly. Someone cried out that the dread Cathayan pirate, Cheng Fo, was attacking the port. Daemons! Pirates! It was all TOO much!


Post Battle
The event the North West Wind turned the game into a 3 player solo game. Each player struggled toward the others in dense magical fog, which forced the warbands to fight among themselves and wander aimlessly. The Harbor Watch never appeared. Bribery is suspected although the players may have just forgotten about the rule what with everything esle that was happening.

Myth wrote:
I lost nobody, only suffering 4 losses during the fray. Blunderbuss Bill, one of the Kungs, and Van II decided to wander off into the fog while most of the game my warband was beset with morale problems and the crowd knocking them over. My leader Cheng Fo managed to take out one of Bob's guys and Elise almost took out TJ's bounty hunter.
Cathayan Pirates--1 CP

Reiklanders--1 CP

TJ wrote:
I won vs Bob and Myth. The princess ran in circles for like 4 rounds then wandered back and forth between Bob and I for 2 rounds while the crowd ran rampant. Then I grabbed her and bolted for the win.
Funny notes: first 3 rounds of fog my Merchant and his Bodyguard tried killing each other due to the confusion of the magic fog. [They didn't succeed.]

Loot: 5 shards found; sold 5. Opened 3 crates I had leftover
Scenario paid well: Found 3 swords, Hvy armor, light armor.
Bought 3 Shields of Sigmar and 2 heavy armors for my heroes that didnt have them.
Bought my temple for 200 gc. Paid for my hired swords.
Protectorate of Sigmar--4 CP
__________________________________________________________________________________________________________________
Torktuga
Down At The Docks

Chicomecoatl trilled a warning. The Guardains of the Silent places had boldly invaded the warm-blood port to steal a cargo. The raid had struggled from the first. The pointy-eared warm-bloods seemed to want the same cargo. Arrows sought the Guardians from far away. The saurus took the brunt of the arrow storm, while the skinks tried to avoid the panicked crowd to bring their short-range weapons into play.

The Guardians claimed much of the cargo down at the docks, but their losses mounted. Tototl lead a swarm of skinks in the capture of the warm-blood ship before he fell to an arrow. All of the skinks that captured the ship were wounded. Chicomecoatl’s prayers to the gods were not answered. The pointy-eared ones pressed their advantage. Another saurus fell. The Guardians gathered their fallen and the loot they had captured and withdrew.


Post Battle
Tototl fully recovered. The saurus brave was captured and pressed into the service of the Sea Patrol. A skink brave died.
The Guardians captured a cargo of food and clothing which included 2 Hardtack and a lot of Garlic. A stray drunk is sacrificed to Tzunki.
The Guardians—1 CP

The Sea Patrol suffered no losses. The elves confiscated 2 cargo from the docks and 3 barrels that they discovered abandonded near a ruined tower. In addition the elves purchased a local house to use as a baracks.
Sea Patrol--2 CP
____________________________________________________________________________________________
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 9 Sep 2012 - 0:59

Thanks for the nice reports.

What i personally do not like are events which change the game totally as in your three player game. In the end it was a three player solo game. It is just like some events from the random happenings table. We had some three player games, in which on player on fought with their start warband against a crazy sigmarite sister three falgellants or wardogs etc. For these players the scenario was mostly done and not so exciting as it would have been without those events..

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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 9 Sep 2012 - 3:42

SAVE THE PRINCESS...for later! GREAT REPORT...it would be cool to find/have a mini that resembled Gertie. What a Face
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 9 Sep 2012 - 7:52

SerialMoM wrote:
What i personally do not like are events which change the game totally as in your three player game.

Ah lad, you would absolutely hate to play in my campaigns! Very Happy

Thursday night was a train wreck but we struggled through it. Playtable and Chadwicc were missing (thus the lack of pictures). They are my backups for copies of rules and scenarios. I had told the players that we would be playing in Town locations, so I brought scenery for Town battles. However, I left my notebook with all of the rules and scenarios for Town battles at home.

I was sort of saved by the scenarios rolled since I had a copy of Chaos on the Streets, TJ had a copy of the Sartosa campaign rules and Bob had a copy of my revised events for the Karribean.

But TJ, Bob and Myth are relatively new to my style of complicated campaigns so they misinterpreted the set up rules for their game. TJ and Myth both set up in corners of the table instead of 12" from the corners of the table. Thus each war-band was about 24 to 30" from each other instead of around 12 to 18". The reduced visibility and movement from the event multiplied the problem.

Quote :
64 North Western Wind
A thick mist blows in from the sea blanketing the area. All (living, non-animal) members of each warband must immediately roll their leadership or wander 2D6 inches in a random direction into the fog. Lost warband members will leap off heights or dive into the sea in their confusion. If they encounter other models in the fog, they count as charging. (If they charge into a friendly model, they may make a Leadership test to avoid combat. If they fail a round of combat is fought.)
Warriors who are not disoriented by the fog may only see the distance of an Artillery dice in inches. If a Misfire is rolled, they may see 2x an Artillery dice in inches. Missile fire in the fog suffers an additional –1 to hit modifier because of the thick mist. A model may only fire missile weapons or cast spells on enemy models visible in the mist.
Roll for the distance models can see in the Recovery phase of the Encountering player’s turn as long as the fog lasts. Each time a Misfire is rolled the fog will thin, becoming first 2x an Artillery dice, then 3x and then dissipating all together if another Misfire is rolled.
Whatever the scenario was it is now also Rolling Fog. Apply the victory conditions for both scenarios (if possible).
The next time you roll a 1 for Random Event, see SECRET F.

The fog did eventually lift entirely, but not in time to save the Cathayans (Myth). Sadly (from my perspective) the Fimir never appeared. Of course this could be because none of the players except myself, playtable and Chadwicc have that scenario... Embarassed

I will say that I got asked a lot of questions during the battle but none were about set up or the scenario Rolling Fog. There were some gripes: one turn no one in either battle could see farther than 2". They had thick fog and we had a dense crowd of pirates for a turn. Razz
But everybody had a pretty eventful game in the end.

Deafnala wrote:
GREAT REPORT...it would be cool to find/have a mini that resembled Gertie.
Thankfully we were without a photographer. I think Gertie was played by a man for a turn or 2 until Smalls intervened with a painted female elf mage he wasn't using. I have this dream of the perfect game night where we have all of the correct terrain and perfect painted models to represent the warbands and the environment of the games played. Usually even if we DO have all of the right elements in the game room, it proves extremely difficult to get them on to a gaming table. Ah well, such is the stuff of dreams.

There are seveal compainies that make Governor's Daughter miniatures for LotHS. I have a Reaper mini that would do as well. Of course Gertie has a twin sister who has yet to appear (or be named), the Governor's fiesty daughter. Gertie is the timid one, but she seems to get out of the house more. Suspect
________________________________________________________________________________________________
Campaign Points for Week 11
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--32 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--19 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--20 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--29 CPs
Bob-- Reiklanders with a Monarch of the Seas Objective--40 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--27 CPs/1 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--22 CPs
Zach--Alyssea's Sirens (Marienburgers). "The Lure of Fortune"--16 CPs
grtbrt--Wastelander Privateers (Sartosa), "The Lure of Fortune"--25 CPs(+an artifact and ship to roll for)/1 PCP
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 9 Sep 2012 - 11:35

Ahh the setup went wrong. This explains a lot as the fact that the players were not so experienced.

Please don't get me wrong. I like unexpected events, but they need to be fair ( like weather tables) and should not make the game unplayable ( i do not know if this word exist in English).

As far as i read your reports i think i would have a great time in your campaign.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 16 Sep 2012 - 16:43

Week 12--Exploration!

The Cayman Straits

The Drifting Hulk
My variation of SearialMoM's Treasures of the Undead Ship
Quote :
Rumors abound of an unmanned Great Ship drifting with the wind and currents of the Karibbean. The ship just drifts they say, sails tattered, crew gone. But fog banks hide it during the day and by night strange lights glow on its decks. Some say the ship is a victim of Tzeench’s Triangle that has drifted free. Others whisper tales of dark pacts and ancient curses. Bloody Bill sails again they claim.

Terrain
An open sea near the Cayman Straits, there may be a small island or a cluster of rocks, but terrain should be minimal. We recommend a 4x6 table.

Set-up
1. Place a large ship model in the center of the table facing south.
2. Roll a d6 to determine which players sets up first. Each player places his ship and any boats at least 24 inches from the large ship and 18” from any other enemy ship along the east or the west table edges (a player must pick one edge or the other not both). The boat/ship must be within 8 inches of a table edge.
3. Place 3 treasure chests on the large ship’s decks. The chests should not be closer than 8 inches to another chest and there must be at least one on each deck section. (Fore, amidships and aft.)
4. Place 3 counters to represent hatches or cargo grates on the large ship. The counters are entry points for the undead crew of the hulk. (If the ship model has 3 grates, cabin doors or hatches built into it, skip this step.) The counters are placed as above although if the model has built in hatches the 8-inch requirement should be ignored.

Special Rules
1. Adrift. The large ship is drifting. It moves D6 inches in the direction of the wind during each player turn.
2. The Crew. Once a warrior from any warband sets foot on the deck of the large ship, the undead crew begins to appear on the following turn. Add a NPC turn to the turn sequence immediately following the first player to board the large ship. Once they are activated the crew has it’s own turn like a multi-player game. The crew turn follows the player turn that first boarded the wreck. At the beginning of each Crew turn roll a D6 for each of the three entrance points, on a roll of a 4+ consult the table below to see who appears. The crew will attack the nearest enemy model until the wreck is cleared of attackers or the crew is destroyed. Crew may charge on the turn they appear if an enemy is within range.
3. Cursed Weapons. The Cursed Pistols and Handguns carried by the crew normally hit on a roll of a 6 on a D6 with no modifiers. However the weapons’ curse is especially strong in fog or darkness meaning that they hit on a roll of 5+ with no modifiers. Cursed Weapons are subject to the Black Powder Misfire optional rules but are not affected by weather except as outlined above.
4. Sharks! The presence of the Hanna Boden draws sharks. If any warrior is in the water during the Recovery phase of a Player turn a shark swarm will appear on a roll of 2+.
5. Weather. If the battle takes place during the day the weather is automatically fog. However unlike normal fog this fog begins the game with a visibility of 3 x the result of an artillery die. If a misfire is rolled the visibility decreases to 2 x the result of an artillery die. With the next roll of a Misfire, visibility becomes the result of an artillery die. The process then reverses so that the next roll of a Misfire will increase visibility to 2 x the result of an artillery die, etc. The fog will never lift but will vary back and forth depending on the frequency of Misfire rolls.
If the battle is at night, roll for weather as normal.
6. Treasure Chests. Each treasure chest follows the rules for chests given in the scenario Hidden Treasure. See the treasure table below for the contents of each chest.

Starting the game
Each player rolls a d6. The highest roll has the first player turn.

Ending the game
The game ends after 10 turns or when all the treasures have been carried off the ship or when all warbands but one have routed.

Experience
+1 Survives. If a Hero or Henchmen group survive the battle they gain +1 experience.
+1 Winning leader.
+1 per enemy out of action.
+1 for carrying the treasure of the table. The heroes or henchman group that rows the treasure off the table gains the experience.
+1 for putting Bloody Bill OOA. If a hero puts Bloody Bill OOA he gains an additional experience in addition to the +1 for enemy out of action

The Crew of the Hanna Boden
Die roll (2d6) Result
2 Zombie Ogre Pirate
3 A Siren
4 D3+1 Skeleton Pirates.
5 Zombie rat swarm.
6-7 D3+1 Zombie Pirates.
8 D3 Skeleton Pirates.
9 Zombie Bosun and D3 Zombie Gunners.
10 Bloody Bill Hatchet and D3+1 Zombie Pirates*
11 Necromancer and D3 Zombie Pirates
12 Zombie Ogre Pirate
*Bloody Bill will only appear once. Any further rolls of 10 result in a Skeleton Mate appearing with D3+1 Zombie Pirates

I cain't tell ye how I came to live. The Swan, she struck something deep in the night. I could na sees what it where, though it must be the great hulk yonder. I were below, see. There was screams and shouts and grinding noise. I scampered out of the hold with water rushing in. Cold it were. The Swan, she were a goner. Breaking up she was even as I made the deck. Something struck me such a blow and I knew nothing for a time.

The gods blessed me then Masters, for I came to spitting cold sea water alying on some planks what didn't come apart. They was still screams from the dark around me. Cries for help. I couldn't cry out when I awoke, for I was near drowned. By the time I might've got a voice, I didn't make a peep. Not me, no sir. For something was hunting through the dark for them that screamed. I could tell by the way the cries changed, stopped. Oh it were horrible, and no mistake!

Day come, though it were hard to tell. Mist were all around. The water were still deathly cold. Sometimes I could see the great bulk of the ship just a few yards off. A great, rotted thing it were, holed and crushed. There were great holes that the sea flowed through, that hull could not float I tell ye, but there it were.

I lay there in that nightmare. There was wreckage from the Swan, I'd guess, drifting allong with the hulk. There was no sound, except maybe a splash every now and then off in the fog...

To be continued.



















___________________________________________________________________________________________________________________________


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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Mon 17 Sep 2012 - 0:04

I love your variant.

How did it work?

It looks like a fantastic battle so far.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Mon 17 Sep 2012 - 5:01

COOL PHOTOS! I finally get a good look at the BIG Boat; is she a Mega Block Beasty? What a Face
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Mon 17 Sep 2012 - 9:01

Yeah it is the Flying Dutchman. A very fine ship.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Mon 17 Sep 2012 - 16:36

Thanks for the comments gents. SerialMoM is correct it is the Megablocks Flying Dutchman. (An easy question for him since he has one too.)

SerialMoM wrote:
I love your variant.
How did it work?
It looks like a fantastic battle so far.
Thanks! I promise I will write a report to go with the photos above to answer your question, but not today. Long day at work.
__________________________________________________________________________________________________________________________
Tlax. The City of Ghosts

Surprise Attack! Part I
The Protectorate of Sigmar destroy the Pale Moon ambush.

Post Battle
One Pale Moon hero was captured by the Protectorate, which raised the possiblility of a Burn the Heretic scenario. But TJ did not want to deprive the Pale Moons of a hero until a game could be arranged so he ransomed the poor Amazon back to playtable.
Playtable was able to find a Claw of the Old Ones, despite the losses suffered and ransom paid.
Pale Moons--0 CP

Protectorate--2 CP
__________________________________________________________________________________________________________________________
Surprise Attack Part II
The Sartosans fail to rout the Cathayans.


Post Battle
chadwicc wrote:
I earned a free hired sword from the game. Crow, a ship's mate died taking 32 XP with him and a bunch of skills. My last original Boatswain also bit the dust in that game. John's first turn he had to take a route check and passed. I was holding my own, he kept passing his damn tests, and then the first one I had to take was failed...
Sartosan Pirates--1 CP

Myth wrote:
Chad killed Thogg the Lizardmen hero. Sad
We were playing Surprise Attack and even though I win by forcing him to fail a rout check I lost Thog and Kung 2 and Clobah the Martial Artist.
Cathayan Pirates--2 CP
______________________________________________________________________________________________________________________________
The Vault
The Sartosans race the Protectorate of Sigmar for Treasure.







The Sartosans find the entrance to the vault.




chadwicc wrote:
TJ and I played The Vault. I found the vault on my side of the table 4 inches outside my deployment zone. I quickly move in, fail my initiative test by rolling a 6 and a giant rock falls down and seals off the treasure chamber. Now I MUST fight TJ, but as you are aware, his fighters are just mean with all those attacks and hammers. I quit as soon as possible. I get nothing out of the fight except another dead hero, Drawt the LTGT Crewman, while TJ proceeds to find almost all the stuff in chest..
Sartosan Pirates--1 CP

TJ wrote:
Chad killed my witch hunter hired sword. I found 3 artifacts (extra treasure), 1 minor artifact. And found 5 treasures during exploration.


Quote :
Shield of Feather Iron
This shield is made out an ore called Feather Iron that is only found in the middle of the jungle. It was actually a meteorite that fell from the sky. It’s as hard as iron, while as light as a feather.

This shield counts as a buckler but gives +1 armor save.
Protectorate of Sigmar--2 CPs
______________________________________________________________________________________________________________
The Temple of Doooommm! Part IV
The Reiklanders lure the Cathayans and the Amazons into the Labyrinth!

The Pale Moons advance by falling into pit traps and such.


The Cathayans have a torch but don't fair much better. Yes that's an elf in that pit trap!


Reiklanders.




















Myth wrote:
In my game against playtable and Bob I lost the new henchmen I had just bought. plus Van Saar the Marksman. Then to add insult to injury I rolled three ones on my search roll. Razz

All in all, a grizzly day to be the Cathayans on the Karibbean.

Quote :
(1 1 1) Dart Trap A randomly chosen Hero finds a niche with a beautiful gold statuette. As he grabs it, a dart trap is set off. 1D6 S1 darts fly at him and will hit him on 3+. On a to hit roll of 6, the darts will automatically wound. If the Hero has the Dodge skill, he may try to save against each dart that hits. The statuette can be sold for 4D6+10 gc.
Cathayan Pirates--1 CP

The Pale Moons were beset by traps and darkness. They arrived to the treasure chamber last, which meant that the Cathayans took the brunt of the Reiklanders' wrath. Things went better once they got to the treasure room. One las pistol, er Sun Gauntlet, shot took down TWO Reiklander heroes! Then the Reiklanders fought back and lots of Amazons fell.
Not sure of the casualties suffered. No rare items are found.
Pale Moons--0 CP

Reiklanders capture the Shield of Teeth and 5 treasures.

One hero is Hardened another suffers a nervous condition. The newest youngblood becomes frenzied. 2 veteran marksmen are killed.
Reiklanders--3 CPs
_______________________________________________________________________________________________________
Campaign Points for Week 12
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--36 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--21 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--23 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--30 CPs/1 PCP
Bob-- Reiklanders with a Monarch of the Seas Objective--43 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--28 CPs/2 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--22 CPs
Zach--Alyssea's Sirens (Marienburgers). "The Lure of Fortune"--16 CPs
grtbrt--Wastelander Privateers (Sartosa), "The Lure of Fortune"--25 CPs(+an artifact and ship to roll for)/1 PCP


Last edited by Von Kurst on Thu 20 Sep 2012 - 22:02; edited 2 times in total
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