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 Karibbean Moonrise: The Revenge of Bloody Bill

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DeafNala
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Tue 18 Sep 2012 - 5:27

YET AGAIN, COOL PHOTOS! Despite my feelings about jungles, the Lustrian Terrain is gorgeous as is the underground setting. thumbsup
Looks like the Grey Guy & Ghosts smacked each other down trying to get to the Amazon Babes...this tendency to simplify is one of the roadblocks to my narratives. clown
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Mon 24 Sep 2012 - 18:34

Thanks Deaf. Our game night landed on playtable's grandson's football game night,
so the camera was off taking shots of the grid iron.
_______________________________________________________________________________________
Week 13--Any Port in a Storm

Lizardmen in Torktuga!

Down at the Docks (Again)


Myth's Cathayans raced the Guardians for a smuggler's cargo.
Myth is screwed by every possible random element of the scenario
except events which we forgot to roll for.  Poor Myth.  He lost the roll to pick sides;
the weather was Heavy Rain (Cathayans rely on Black Powder missile weapons) and the rampaging crowd lasted 3 turns.
The Cathayans abscond with some crates of food which they are terribly ungrateful for.
Remember the poor children of Hau Sung would happily accept the food
in those crates! And the wood from the crates would provide them
shelter and warmth!

In addition the Cathayans find 2 handguns in a cargo crate.  A veteran skink is
captured and forced to join the pirate crew.  No pirates die despite
the endless wailing from the pirate camp.  (Aparently they are still
broken up about the death of Throgg and the callous treatment of Ming
the Merciless.)  Oh the Cathayans looted the fallen smugglers as well gaining 4 pistols and 3 swords.  AND they hired a Leviathan Hunter.
Cathayan Pirates--1 CP

The Guardians capture the ship and 5 crates.  2 of the crates contained
food, 2 contained clothing (4 Toughened Leathers) and one contained
Cathayan Silks (not cheap knock-offs like the Cathayan Pirates wear,
but the REAL deal, yeah!)  Oh and the Lizards found a Treasure Map
during exploration. (OH YEAH, BABY!)
Guardians of the Silent Places--4 CP
_______________________________________________________________________________________
Press Gang Part X


Bob and I played a Press Gang in Torktuga on a hot and humid Karibbean night.
The Lizards captured 2 drunks.  The Reiklanders got 2 as well.  The
Mad Reikland Captain killed another.  
The game is a tie due to Store Closing.  Only one skink is taken Out
of Action.  He dies!  Skinks shot a couple of Reiklanders.  They
lived.  The skinks do find the Lucky Find event which turns out to be
a Hochland Long Rifle!

Both warbands used their treasure maps.  Both found map #4, which
netted the Lizards 90 gc in addition to the 100 gc gained from turning
in the cargo. (Plus 5 extra crates in storage.)  Woot!

Suddenly the poor Lizards have enough money to splurge on a Kroxigor...
Guardians of the Silent Places--1 CP

Reiklanders--1 CP
_______________________________________________________________________________________
Elves visit Port Sigmar
Sirrah Ye Lie!
The Sea Patrol forced the Sartosan pirates to fight at the Colonial Port, Port Sigmar. The Sartosans fled from the elves after a brief struggle.  The Sartosan swivel gun was smuggled into the market place inside a coverd wheel barrow.  

chadwicc wrote:
Clear weather. The guards never made it to the table, and I have I5 with Cpt Brewbold and never failed the Barred roll. The swivel gun never had a chance to fire. The turn after he got it set up elves shot him and stunned him. Then on the Sea Patrol's next turn elves charged it. I lost one of the Stumps. (Stupid crew keeps dying...)
I rolled 111 for exploration (Grog!), used rabbit's feet to reroll two 1's and rolled two more 1's. Arg! Cpt Brewbold passed the Ld test. Except for the initial plcaement, all of Chris's team showed up on the same side of the table. Mine though took three turns to all show up and came into the fight from three different sides.

Quote :
(111) Grog! Your band stumbles upon a hidden stash of rum. Down on the docks you can make a pretty penny. Assuming you can get it there…
The warband Leader must make a Leadership test. If successful they receive 4D6 gc for selling the rum. If the test is failed, all henchmen count as having drunk Grog for the next battle. Elves, Witch Hunters, and Sisters automatically pass the leadership test.
Sartosan Pirates--1 CP

Sea Patrol--2 CP
_______________________________________________________________________________________
Skirmish  
It rained on Myth's Cathayans again!  The rain wasn't as heavy as the earier
storm.  Myth had spent some money on great coats, but there was still
some wailing.  The game was also declared a draw due to the Store Closing.

Myth wrote:
No event! We were that lucky. The guards also were far enough away from me they couldn't hurt me. My Swivel Gun is a piece of crap though, as it misfired both times it tried to fire. Sad 

Lost two martial artists to the elves. Fortunetly Master Shifu got a full recovery!
Cathayan Pirates--1 CP

Sea Patrol--1 CP
_______________________________________________________________________________________
Campaign Points for Week 13
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--36 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--22 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--25 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--33 CPs/1 PCP
Bob-- Reiklanders with a Monarch of the Seas Objective--44 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--33 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
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Fri 28 Sep 2012 - 8:42

Nice battles.

Do you have some time for all small update on the drifting hulk scenario?

Pleeeeaaasssseee Very Happy
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 29 Sep 2012 - 9:21

Sorry mate, all kinds of lazy on this end.

The scenario:
--I wrote it as a 3 player game. We played it as a 2 player game. The undead quickly equaled our individual warbands after some high die rollls. And the undead replace losses. The warbands, not so much.

--I did not have the physical ships on hand when I wrote but I figured I have played several games with them so I knew rough sizes. The Dutchman is HUGE! We play with 8-10 inch ships, which was good because there was no room to set up otherwise if you try to get 2'-0" from the Dutchman on a 4x6 table.

--Drifting d6 inches per player turn was a bad idea. Again we rolled high for the drift but low for ship movement. Oops. I changed it to D6 on the 1st player's turn, but my opponent had really awful rolls for his movement. So we are going to test it again drifting D3".

--Bloody Bill appeared on the first possible turn. I only wounded him once before I routed. Bill got into the skinks, that was awful.

--Boarding: I panicked when the game started because Saurus warriors are Initiative 1. I could only board the Dutchman from the bow or the stern without climbing! Doh! As it worked out the Dutchman and my ship colided in the fog (due to those high rolls for drifting). My saurus got bottled up trying to take the forcastle. I tried to get the skinks around the flank of the Duthcman but one of the boats was destroyed by another collision. So the skinks boarded into the teeth of the undead and were met by a wave of reiforcements. That didn't go well.

I should have clarified some things before the battle. The Dutchman has ladders built into the sides of the ship, but I forgot that. Also playtable has some boarding ladders clipped on to the side of the ship so I could have sent the saurus up that way.





We had a great time learning all of these things, and my opponents bad luck with dice could have been mitigated if he would have remembered some campaign skills and items that he had forgotten.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 29 Sep 2012 - 9:51

That is one cool ship...I LOVE the screaming faces as gun ports. thumbsup
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sun 30 Sep 2012 - 3:24

Thanks for the feedback.

At least you had a lot of fun. In your variant the boarding is more difficult.

But a moveless hulk and more player who arrive nearly the same time should adjust the winning probability of the players.

On the other hand i like hard scenarios, you do not win every time.
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 6 Oct 2012 - 10:16

@Deaf--The Flying Dutchman and the Black Pearl from Mega Bloks are amazingly detailed models made for 5 year olds. The detail on the Flying Dutchman is especially intricate.

_______________________________________________________________________

Week 14--Tlax: the City of Ghosts

[We had a small crowd last week. Illness, work and family is keeping people busy. Playtable and his camera were once again recording the exploits of Number One Grandson (who's team won and advanced to the PLAYOFFS!)]

The Temple of Doooomm! Part V

Myth's Cathayans reluctantly returned to explore the maze of catacombs beneath the City of Ghosts. After negotiating the torturous corridors the Cathyayans confronted the Reiklanders in a wide treasure chamber. The endless broadside of blunderbuss shots decimated the Reiklanders but did not break them. Faced with a bloodied horde of Imperialist Running Dogs the Cathayans fled the chamber.

Post Battle

The Reiklanders lost Jochi the Dirk, a youngblood from Altdorf and several henchmen. The victorious Reiklanders managed to recover the major artifact theCloak of Feathers from the treasure chamber. The Reiklanders have fulfilled their Objective Path!

Rieklanders--3 CP

Cathayans--1 CP

________________________________________________________________________________________________

Scourge and Purge

The Protectorate enters the City of Ghosts to search for a heretic warlock. The Sea Patrol and the Guardians of the Silent Places seek the warlock for their own ends...



Chicomecoatl.

Chicomecoatl felt the spines of his crest swell with pride as his Guardians silently infiltrated the Plaza of Enduring Contemplation. To the south he could see ranks of warm-bloods approaching through the rain. The priest regretted that he had to allow the warm-bloods to desecrate the sacred ground before he could cleanse it with their blood, but his warriors' weapons could not reach the interlopers at this distance.

The priest began the litanies of the blessing of Huanchi's Stealth. Chicomecoatl anticipated the look of surprise on the warm-blood faces as his warriors faded from sight. Something struck him a mighty blow. The priest fell as though pole axed. A cry of dismay went up from the Guardians. Several skinks rushed to aide thier leader, but his body was no longer where he seemed to have fallen. More missiles fell among them adding to their confusion and consternation.

Totltl.

Tototl climbed to the highest level of the ruin of the Most Excelent Observatory of the Heavenly Spheres. It was the best postition he could gain in this part of the ancient city, yet it had several blind spots. No matter, across the way he saw several warriors moving across the upper level of the Temple of His Most Excellent Lord Xiisdjrk. Tototl readied the Weapon of Far Reaching Destruction. The strange cloth of the warm-bloods Tototl wore protected the magic Thunder Powder from the rain. Tototl sighted along the long barrel. In the rain it was hard to follow the furtive pointy-eared ones. KaBOOM! The Thunder Stick spoke. Tototl was shocked by the recoil.

"The shot fell low, Revered Far Killer," observed his spotter, Three Veridian Two. The pointy-eared ones scurried for cover.

"I shall make the necessary corrections," muttered Tototl as he re-charged the weaopn.

KaBOOM! A chunk of masonry near Tototl's left knee exploded into dust. Tototl nearly spilled the Thunder Powder in his surprise. He attempted to fling himself flat, not spill the powder and spot his attacker at the same time. He landed on Three Veridian Two who had dived for cover faster.

The two skinks disentangled themselves and cautiously lookded out over the city. KaBOOM! A chunk of masonry near Tototl's head exploded. Off to the west Tototl glimpsed kneeling figure covered with a shiny coat similar to the one he wore.
(Curses! The Sea Patrol have a Long Rifle, too!)

"Revered Far Killer," said Three Veridian Two. "I suggest we seek a less exposed postion hastily."

"Agreed!" said the Revered Far Killer.

Two Ochre Four.

The brave known as Two Ochre Four crouched behind a crumbling wall and searched the plaza for targets. He was the farthest advance of the Guardians' warriors. He was pinned down by archers on two sides. The ones to the west were out of his range. The skink rose up quickly and shot an arrow at a bizzare warm-blood warrior rushing toward him. The warrior appeared female but her head was covered in a strange black hood, which showed none of her face. The arrow hit but did not slow his attacker.

Two Ochre Four dropped his bow and drew his daggers in a faint hope that he could strike his assailant. He had a glimpse of a glowing hammer rushing toward his head, then he had the sensation of falling and knew no more.

"Killl!" As Two Ochre Four fell, the great Kroxigor Xue charged upon the hooded assassin. More skinks rushed the laughing attacker as well. The demonic female's peals of laughter were cut short by the rising and falling blades of the desperate lizardmen.

More warm-blood warriors rushed to avenge their fallen comrade. A general melee swirled around the ruined wall as more and more fighters were drawn into the struggle. Xue fell wounded. A skink was killed outright by one of the magic hammers. The skinks fell back dragging their fallen (and the body of the hooded warrior).


Chicomecoatl.

The priest awoke suddenly. He was lying in a dark, dusty corridor. He could still hear the sounds of a struggle, but as from far away. He could hear water drip, but could not tell if it was still raining.

He knew where he was. He had fallen through one of the Hidden Portals into the Secret Paths of Tlax. Chicomecoatl felt around in the dark and located his weapons. Luckily he was fully armed. He rose to his feet to rejoin the struggle.

There was a click of a claw on stone. A low growl. The priest turned slowly. Confronting him from a few yards away was a great Cold One. He had no idea how it came to be in the Secret Paths, but that was unimportant at the moment. Chicomecoatl screamed a battle cry and flung himself toward the creature. As he rushed headlong he recited the litany of Tinci's Rage. By the time the priest's spear bit into the scaly hide the wounded, exhausted skink had been transformed into a raging killing machine. The spear transfixed the beast and it died before it could react to the charge. The priest took time to recite a prayer of thanks before he began to butcher his kill.

Post Battle

The Protectorate easily destroyed the Possessed Warlock, broke the Guardians and then routed the Sea Patrol as well. However, the Berserk Executioner was Captured by the Guardians.

In the exploration phase the Protectorate discovered a dead elven explorer and claimed the minor artifact, the Chameleon Skink Skin, an elven bow and other treasures.

Protectorate of Sigmar--3 CP

The Sea Patrol made no report after the battle.

Sea Patrol--1 CP

The Guardians lost two skinks killed, but captured the Templar Brienne who was richly equiped. Brienne died on Tzunki's altar.

Guardians of the Silent Places--1 CP

_____________________________________________________________________________________________

Sundayheim at the City of Ghosts

The Vault

The Pale Moons attempted to drive some Arabyan Smugglers from a hidden treasure trove.

The Arabyans' lines hold.



The Amazons close in.





The hired ogre is a chick MAGNET!



The Man with No Name surveys the battlefield. He's a new Tilean Marksman with no luck...



Just before the end...



The Ogre is about to DIE.



Rashid advanced cautiously into the dark corridor. He placed each foot carefully. One heard horrible rumors of the Scaled Ones traps. Ahead he could see a golden glow. The treasure chamber was just beyond that narrow archway...

Click!

Rashid froze. His eyes darted about, attempting to pierce the gloom. He could hear stone sliding on stone. Rashid leapt back!

CRASH! The corridor was filled with dust. Rashid could see nothing where the archway had been. He retraced his steps toward the sliver of sunlight that marked the door to this nightmare place.



Post Battle

The Arabyans lost a veteran jannisary and the Ogre Bodyguard. -39 in warband rating... Exploration was kind. They found a dead adventurer carrying a useable blunderbuss and a sword.

The Pale Moons lost a new warrior, who was not captured or looted by the hapless Arabyans. As usual that was the end of their luck. Playtable rolled low for the fabulous treasure and only got around 40 gc extra. No rare items are found in 5 or 6 searches...

Pale Moons--1 CP

___________________________________________________________________________

Campaign Points for Week 14
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--39 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--22 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--26 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--34 CPs/1 PCP
Bob-- Reiklanders with a Monarch of the Seas Objective--47 CPs
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--35 CPs/2 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--23 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 Sat 6 Oct 2012 - 11:42; edited 2 times in total
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 6 Oct 2012 - 11:13

The Lizard Lads look FANTASTIC in that BEAUTIFUL Temple scene...GREAT PHOTO! thumbsup
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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Sat 20 Oct 2012 - 14:19

Thanks Deaf! Playtable does alright now and again, doesn't he?

_______________________________________________________________________________________________

Week 15--Karribean Moonrise: The End!

[We had a good helping of the campaign curse for the last few weeks of the campaign. Playtable's grandson was playing for the Championship of the 2nd Grade and work or family commitments claimed other players. Still TJ was hot on Bob's heels with 39 campaign points going into the night of Oct. 4th.]

Port Sigmar: The Trimuph of Righteousness

The Long Pier

Myth's Cathayans met the Sea Patrol on a narrow dock down in the Old Town. The Sea Patrol was determined to eradicate the pirate scum once and for all. Five of the Patrol died and several were wounded before the Cathayans surrrendered. [Myth claimed he would have stayed to fight on, but he had a hot date (perhaps with Legend?)]
Cathayan Pirates--1 CP

Sea Patrol--2 CP
__________________________________________________________________________________________________________________________________________

Down at the Docks

The Protectorate of Sigmar thwarted an attempt by the Sartosan Pirates to steal a rival smuggler's cargo. Exact details of the engagement have been lost in the ensuing boast and counter boast, but both sides agree that the Protctorate swept the Sartosans aside and boarded the ship before the startled smugglers could escape the harbor. The Protectorate capture their first ship of the campaign.

Sartosan Pirates--1 CP

Protectorated--4 CP
____________________________________________________________________________________________________________________________________________

Somewhere on the Coast of Northern Lustria

The Sea Wolves

The Sentry.
The saurus known as Chacatoo peered into the darkness. He could smell the rankness of the jungle behind him and the tang of the sea in front, but there was something else... Grrr, Chacatoo's faithful Cold One Hound stirred beside him. The beast was restless, although Chacatoo could not tell if Grrr was just responding to his own unease. Dawn was not far off. The saurus could make out the bulk of the watchtower beside him in the faint light. Because of the jungle Chacatoo could not see the camp where most of the Guardians now slept, but his great heart swelled with pride at the thought. The legendary saurus hero Silith Dan had joined the warband the night before. Soon the Guardians would sail forth from this hideaway to attack the Warm-Bloods!

Chacatoo's revery was broken by the trilled cry of the Broken Wing from the east. Someone was approaching the camp! The warning had barely been sounded when Chacatoo's eyes were dazzled by the rising of the Golden One. From the east the saurus heard warcries and screams, then a loud BOOM! A Thunderer! The camp was under attack from the jungle and from the sea! Chacatoo roared his warcry and tugged at Grrr's leash. Instead of leaping ahead of his master to tear their enemies, Grrr strained against the leash roaring at the sudden appearance of the long shadows of dawn.

The Camp.
The Far-Killer looked out of the hut's door. Directly in front of him was the wreckage of the hut closest to the sea. The great Kroxigor, Xue was struggleing free of the debris, roaring in pain and anger as arrows struck his large frame. The Totem Warrior Alt and several skinks were searching the destruction for arms and armor. Beyond the wreckage the skink could see Warm-Bloods rushing across the beach, drifting smoke and a ship sailing off the coast. The Far-Killer chirpped in alarm as he gathered his own weapons. The other occupants of his hut were arming as well when...

BOOM!

The Far-Killer's hut was ripped apart! Miraculously the Great Crest and his companions were not injured. They grabbed whatever they could from the ruin and rushed for more substantial cover.


Post Battle
The Reiklanders' shore party was reduced to two lone heroes, but the Guardians lost nearly half of their strength as well. Sadly the 3D6 leadership 8 of the Guardians failed before the 2D6 leadership 9 of the Reiklanders. Cannon fire from the ship destroyed three huts, killed one skink with a direct hit and wounded Alt. The Reiklanders lost 3 killed including their Bounty Hunter. Silith Dan took 2 Heroes out of action, but neither died.

The Guardians lost 2 skinks killed (including the poor fellow who stopped a cannon ball!) Chacatoo suffered Madness after losing a duel with a Reiklander. Alt suffered Multiple Injuries including Madness and a leg injury. Alt did defeat a Cold One who attacked him in the jungle as the saurus recuperated from his wounds.

The Guardians of the Silent Places--1 CP

Bob's Reiklanders win the campaign by fulfilling their Objective path!
____________________________________________________________________________________________________________________________________

Campaign Points for Week 15
Bob-- Reiklanders with a Monarch of the Seas Objective--50 CPs
TJ--Protectorate of Sigmar (Sylvania). Objective: Burn the Witch--43 CPs
Chadwicc-- Sartosan Pirates (Sartosa). Scourge of the Seas Objective--23 CPs
Myth --Cathayan Pirates (Sartosa). Objective: Scourge of the Seas--27 CPs/1 PCP
Smalls--Sea Patrol (Sartosa), Monarch of the Seas--36 CPs/1 PCP
Von Kurst-- Lizardmen (Lustria). Cult of the Celestial Canopy--35 CPs/2 PCP
Playtable -- Amazons (Lustria). Cult of the Celestial Canopy--24 CPs
Zach--Alyssea's Sirens (Marienburgers). "The Lure of Fortune"--16 CPs
grtbrt--Wastelander Privateers (Sartosa), "The Lure of Fortune"--32 CPs/1 PCP

Congratulations to Bob for the win.
Many thanks to the players for making this a great campaign! cheers

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PostSubject: Re: Karibbean Moonrise: The Revenge of Bloody Bill   Today at 18:17

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