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Von Kurst
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PostSubject: Re: Seas of Sand   Tue 26 Mar 2013 - 19:29

________________________________________________________________________________________
Sirrah Ye Lie! Part III
The Devil Doers bedevil the True Sons of the Desert.



The night was cool. Abu reveled in the sights and sounds of the Kasbah. The hour was late. Merchants shouted that they would make sacrifices to part with hard won goods rather than pack them away. Vendors hoped to sell the last of the days catch before it spoiled. The crowds had not thinned yet. The night was cool.

Suddenly Zet, Abu's monkey became agitated. The little creature screamed and pushed Abu's fez into the warrior's eyes. Abu spoke sharply, to his immediate regret. His anger merely upset the creature more. Zet grabbed a handful of Abu's beard and pulled. Abu's whole body jerked with the pain. He took an involuntary step backwards. Lucky for him that he did so. A huge man blundered into the space Abu had just occupied, fists swinging. The man roared in anger, Zet screeched louder.

Abu allowed himself to be swallowed by the crowd. Abu had no quarrel with man, who seemed to be one of those mad southlander shamans. The fellow was wearing the head of a large antelope like a mask or a helmet, his body hidden in dusty robes. Still the eyes of the antelope mask were remarkably lifelike. The big head turned this way and that, searching for Zet and Abu in the crowd.



Zet was quiet now, his arms gripping Abu's shoulders, his body hanging on Abu's back. Abu moved further into the crowd of late-night bargain hunters. There was something odd about this...

Abu glimpsed another horrible mask worn by a cowled hunched man nearby.


The masked man seemed to be looking for someone in the crowd. As Abu watched the man was joined by the masked shaman. The two seemed to confer breifly. Abu suddenly understood. It was the coven of monsters and witches from the desert! The Evil Ones were in the city! The tribesman drew a bone whistle from his purse and blew a sharp blast. Zet shrieked as his master pushed through the crowd away from the monsters seeking them.


Post Battle
Despite the best efforts of the True Sons of the Desert no Devil Doers were killed in the breif skirmish that ensued. The two warbands spent 3 or 4 turns maneuvering and dodging the crazed crowd and then the store closed. The Watch were about to show up, too!

playtable wrote:
I finally got up to 15 members with a hired 2 wound Snake charmer with his max of 5 snakes now.
277 rating,6gc

The True Sons suffered no losses either. Another Tomb Robber returns a favor. Babba Ali, the thief, failed to steal anything, but avoided capture. Suspect

With the addition of the monkey (Almah wanted a monkey) and the Tomb Robber the True Sons now have 15 warriors, 3 hired swords and a rating of 342! (No gold, 5 swords, 2 hammers , a mace and a lucky charm.)
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PostSubject: Re: Seas of Sand   Sun 31 Mar 2013 - 19:31

Week 6--Adventures in Ye Desert, Ruins and Islands

Cast this week:
Bob--Savage Orcs
Malnap--Arabian Nomads
Myth--Dwarf Treasure Hunters
Playtable--Possessed
Robperk--Bretonnian Chapel Guard
Smalls--Bretonnian Buccaneers
TJ--Pirate Clan Eshin
Von Kurst--Arabian Nomads

Myth, Rob and Mr. Smalls have had no luck winning exploration scenarios. Thus they had to play battles at the locations nearest to Al-Haikk, the Oasis of One Thousand and One Camels and the Great Ocean (or the Islands therein).

Ye Oasis of One Thousand and One Camels
Desert Skirmish
The Devil Doers thwart the Chapel Guard again.

playtable wrote:
Skirmish in the desert.



Halberdiers to the North against all my heroes. One charged Redrum. Redrum was happy.


His boss, on warhorse, tried to charge Vigor and failed his fear test with an 11.
He had some faith thing that let him re-roll. He got another 11.
Unaided, the halberdiers didn't last long.

His other hero on a warhorse charged a hencman in the center and didn't kill him.


Two more henchmen counter-charged him - out all alone by himself.
The knight was "Woahboy" stunned by the 2nd guy but his horse stuck around to defend him. His horse was stunned by the third guy.
Next round he had no one close enough to help except his boss, and he could only charge one of the 3 henchmen, who stood his ground.
The downed knight was taken OOA.
On the South, 2 bowmen fired a few shots but did nothing. Four swordsmen backed the archers up but 2 of the swordsmen got charged by 4 snakes and held them up. One bowman got charged by the 5th snake. Snakes do nothing but tie them up.
My Darksoul and 2 brethren caused the remaining archer to back up, at that same time the 2 free swordsmen charged the snake charmer. He held his ground and then 2 brethren came to his aid and fought off the swordsmen.
Seeing Rob was going to rout, I held off charging 3 more into his lonely boss. I'm a nice guy!
Rob got +3 exp. from me.

Robperk wrote:
It was a bad night for my warband, they were beaten to a bloody pulp. I chose to rout in the end. I lost two henchmen and had one hero got a Nervous Condition, another Blinded in one Eye and another got a Old Battle Wound. My rolling was terrible, so I decided luck was not in my favor and went to get some food and nurse my wounds.

I did however get lots of experience due to my low warband rating. I have some advancements I still need to roll for. I didn't want to make any more rolls that night, lady luck was not in my favor.
________________________________________________________________________________________
Capture the Oasis
A Desperate Greenskin Battle in a Sandstorm





The painted orcs can see the oasis!


In the end experience won over paint (not that Myth painted his warband since its borrowed from Chad). Da Mob lost 2 goblins, 2 orcs and 2 heroes!

Myth wrote:
T-Dawg and Chuck-D the Orcs were killed. Chuck-D was the newest hero.

Both warbands ended up lost in the desert (although the Savage Orcs captured the oasis).
________________________________________________________________________________________
Ye Islands off Ye Coast of Araby
X Maks the Spot
The Pi-Rats and the Merry Maids of Bretonnian clash over buried treasure.







The Bretonnian shore party of 8 was swamped by the horde of Pi-Rats. No deaths are reported on either side,
________________________________________________________________________________________
Ye Ruins of Bel Alaid
Suprise Attack!

A report from the scribe malnap.

I, Mahlotep, Bringer of the Rains, Protector of the Sands, Lord of the Floods, Smiter of the Unworthy, Raiser of the Sun, Shade of my People, Heir to All the Glory and Riches of Khemri, do so record these most holy of words, such that those who come after shall know of the path I walked before realizing my ultimate destiny and ascending to glory!


"A glorious day," I announced! My scouts had discovered a group of heretic nomads who had hounded us in the past. They were camped not far and scattered, a perfect prelude to a surprise attack. We came upon them quickly, under the full light of day ambushing the most far flung group.









They tried desperately to stall and retreat but they were too few and my men too fierce. Oddly, I swear I saw another accursed monkey, who seemed to be infested with fleas. That problem was quickly dealt with, as was the rest of their party. My great Ogre even captured on of them. As a show of good faith, as some day I would rule these men, I allowed him to be purchased back by his master for a small price, after he promised to spread word of my greatness. Ammon, though he felled one of their warriors himself, took a terrible leg wound. That aside, it was a great victory and as such I allowed my people to celebrate that night. However our celebration attracted an unlikely group, a few young children lost in the desert. In my infinite mercy, I ordered that their parents found and the children returned to the


Post Battle
Fisal was killed by the Nehekharan's mage. Amra was captured, but was ransomed for 40 dinars and an empty promise. The True Sons returned to Al-Haikk to trade (although the warband had to sell a good portion of the stash to ransom Amra and meet payroll). A band of friendly pilgrims donated an extra treasure to the cause.

(To be continued...)
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PostSubject: Re: Seas of Sand   Sat 6 Apr 2013 - 10:28

Week 6-Cont'd

The Oasis of One Thousand and One Camels

Chance Encounter

From the pen of the scribe malnap:



As I made my way back to town, I encountered a small band of oddly dressed men from the north. As my archers began pelting them with arrows a monstrous lion sprang upon Ammon and tried to drag him off! Two of the northmen were taken out with the initial barrage while I personally led my warriors in to assist Ammon. I struck it boldly with my Holy Spear knocking it to the ground where my Champion leapt upon it to deliver the final blow. Alas, not before the lion gave Ammon a nasty wound to his face, blinding him in one eye. Seeing how fiercely we dealt with the lion, the barbarian scum scattered into the desert.

To add to this strange day, Hapu came upon a strange man rambling in the desert. He turned out to be a violent desert daemon who quickly took possession of him. I would have slain the beast for his insolence but he seems content to work in my service. I believe I will allow this for the time being.

________________________________________________________________________________________
Defend the Oasis
Da Mob attempts to claim some water. The Pi-Rats jump the claim.

This was a short battle of no account. Da Mob ran as soon as it could.

Myth wrote:
I did not get out of the desert, though I did make 100 gold in total. I can rebuy two or three orc boys to help make up my losses but at this point I'm down to 4 heroes (one leveled), two boys, and three night goblins.
________________________________________________________________________________________
The Ruins of Bel Aliad

The Monster's Lair
The Savage Orcs race the Devil Doers to despoil a treasure trove. The True Sons of the Desert sniped from the darkness.

The Devil Doers advanced from the east. Many tripped in the darkness.




The Savage Orcs came up from the south out of the deep desert.


The True Sons held close to ruined buildings in the north.


The orcs and cultists meet in twisted ruined alleys. Mostly the cultists and their pets suffer.


Uncertain milling in the darkness. The Devil Doers shift to the north... This was NOT an attack on the nomads.


Even though the True Sons activated the Bone Giant (played by a Bone Golem). It attacked the orcs, who were closer (and taunting it.)


The lone arab is glowing from the Light spell. Illuminating himself and the Devil Doers, who cower from the light.




A cowardly mutant hides in an ancient gateway.


The orcs re-double thier assault.


The True Sons pursue.


The cultists tire of running from the light. A beastman and a brethern kill the poor living torch. Thus Mad Babiars and Amra must punish them.


Abduhla and the monkey, Ook! subdue a cultist.


AND then... the store closed.

Post Battle
A veteran swordsman and archer was killed because he was closest to the Devil Doers when I needed a light. Oops. To add to injury, Baba Ali the thief was captured trying to steal from the Bazaar of Al-Haikk. Oops.

One orc was killed by the Bone Giant.

playtable wrote:
Against the 2 evil warbands (Orcs & Arabs) I had one snake die (*ss*ss couldn't find a replacement after the game). Count Jelly, my Darksoul died and a Hiemel, a brethren also died.
I found the city to trade in before I went home.
I'm at 310 now, with 15 members, a Snake charmer with 4 snakes and 39gc burning a hole in my pocket.
_____________________________________________________________________________
Win Loss records after 6 weeks:

Bob--Savage Orcs: 5W--3L--2D
Chad--Witch Hunters: 2W--1D--5L
EvilTed--Ostlanders: 4W--3L
Malnap--Arabian Nomads: 4W--5L
Matt--Reiklanders: 3W--2L
Myth--Da Mob: 2W--4L
Playtable--Possessed: 7W--3L--2D
Robperk--Bretonnian Chapel Guard: 7L
Smalls--Bretonnian Buccaneers: 2W--1D--4L
TJ--Pirate Clan Eshin: 8W
Von Kurst--Arabian Nomads: 4W--3D--5L



Last edited by Von Kurst on Sat 6 Apr 2013 - 10:54; edited 1 time in total
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PostSubject: Re: Seas of Sand   Sat 6 Apr 2013 - 10:54

GREAT narration & LOVELY scenery! AND there seem to be more painted minis*! VERY WELL DONE! thumbsup
*If I lived closer I'd volunteer as Group Painter. clown
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PostSubject: Re: Seas of Sand   Sat 13 Apr 2013 - 5:23

Thanks for the great pictures.

It is a shame that the Chapel guard lost all seven games.
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PostSubject: Re: Seas of Sand   Sat 13 Apr 2013 - 7:26

Quote :
AND there seem to be more painted minis*! VERY WELL DONE!
*If I lived closer I'd volunteer as Group Painter.

The increase in painted minis is thanks to Ted and Chad who have donated warbands to malnap and Myth. You would be very busy. thumbsup
________________________________________________________________________________________

Week 7--The Lost Pirates and the Watch

Cast this week:
Bob--Savage Orcs
Chadwicc--Witch Hunters
Malnap--Arabian Nomads
Myth--Da Mob
Matt--Reiklanders
Playtable--Possessed
Smalls--Bretonnian Buccaneers

The Oasis of One Thousand and One Camels

Horse Thieves!



So it turns out the pirates were Lost in the Desert...

playtable wrote:
Mery Maids vs Devil Doers
night 12" sight
good weather
12 horses
9 guards
Possessed fight ALL the guards
Possessed catch ONE warhorse
Chris catches 4 horses and 1 arabian steed.
Chris wins, gets +3 exp. for being low warband
Snake charmer finds a 5th snake again
Possessed finds 666 frienzied mob, they don't like us, they kill one bretheren
Chris who now has more dinars (he sold some of his horses) than he knows what to spend it on - even though he only has 7 members- finds the city to trade in.
Possessed find the cheating merchant Sad
________________________________________________________________________________________
Al Haikk, the City of Thieves
The Heist!

Another episode from the pen of the scribe malnap:
I, Mahlotep, Bringer of the Rains, Protector of the Sands, Lord of the Floods, Smiter of the Unworthy, Raiser of the Sun, Shade of my People, Heir to All the Glory and Riches of Khemri, do so record these most holy of words, such that those who come after shall know of the path I walked before realizing my ultimate destiny and ascending to glory!


Once again I am plagued by thieves! This city is crawling with them! The vile creature stole my glorious helm from my very tent while I slumbered! My pride could not allow this! The thief was tracked into the slums where we cornered him. His employers, however, showed up to secure their prize. A group of northern barbarian sellswords who call themselves Rieklanders. I believe I have seen them before, stealing horses that were rightfully mine. The sun was oppressively hot as we started clearing the buildings but as my forces met theirs a strong north western wind blew in a rain storm. The rain kept missile fire from being very effective, however the massive ogre and my champion closed to melee and began dispatching these wretches with great haste. Even their leader was unhorsed and wounded, though it seems he escaped with no lingering injury. However, temporarily leaderless the northmen fled the field allowing for the easy capture and disposal of one of Al-Haikk's miscreants. My glorious head covering now back in it's rightful place I could return to my rest.

On my way back to my lodgings I was able to acquire a large blank bit of clothe, perfect for making a standard of suitable magnificence to honor my glorious self. In searching through some of our recent spoils, I also found a rare and beautiful bird known as a parrot. I believe he was sent to me for a reason, I shall keep him close until his purpose reveals itself.

________________________________________________________________________________________
Pressgang!
A minor debacle featuring the Witch Hunters, Savage Orcs and Da Mob

Myth wrote:
By the way my game from last week was a three player game of Press Gang with Chad and Bob. I didn't lose anyone but we were forced to quit after the fuzz showed up. Those city guardsmen are tough! I failed my first route check. Sad

The Hunters of the Fallen fled like guilty children as well. The Savage Orcs claimed a victory.
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PostSubject: Re: Seas of Sand   Sat 13 Apr 2013 - 9:25

Another FINE narration! thumbsup
For some reason or other, not overruling congenital idiocy, I pictured the stolen headgear as being a propeller beanie...with suitable turban wrap. clown
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PostSubject: Re: Seas of Sand   Fri 19 Apr 2013 - 13:15

Week 8--Kidnapping and Murder in the Ruins of Bel Alaid! Triumph and Despair at the Pools of Despair!

Cast this week:
Bob--Savage Orcs
Chadwicc-Witch Hunters
Malnap--Arabian Nomads
Playtable--Possessed
Robperk--Bretonnian Chapel Guard
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads

I'm a week behind on reports. Every week I offer a bounty for battle reports. This past week saw no one claim the reward... Sad

Ye Pools of Despair
Ye Chance Encounter




The Hunters of the Fallen vs The Chosen of Malhotep at the Pools of Despair

Extremely hard fought battle. Four of the Hunters' heroes were seriously wounded. The Warrior Priest dies (2nd one to go). But with only two surviving heroes the Hunters triumph! The Hunters reach the tombs of Lost Khemri first!
Malhotep despairs! Ammon the oft injured Street Mage must miss a game with a leg injury.
__________________________________________________________________
Ye Ruins of Bel Alaid

Surprise Attack!
The True Sons of the Desert are viciously attacked by Bretonnian pirates* while searching the ruins of Bel Alaid..

Event Sand Fleas! Fleas infected most of the Bretonnian shooters and saved Al Bobo. Daoud, Ook the monkey and Fisal II are captured by the pirates. The Witch of Ghut is killed. Almah loses an eye.

The pirate's Tomb Robber is killed by Haroum.

A note on the pirates. The week before playtable mentioned they only had 7 warband members...The horde that ambushed the True Sons numbered 17! Smalls spent his considerable fortune on filling out his roster and adding a warlock and a tomb robber (both of whom were shot Out of Action in the first turn).
___________________________________________________________________
Skirmish in the Ruins
The Devil Doers are attacked by the Savage Orcs. Both sides are pummeled but the Devil Doers break first.
A snake is killed, although from the sound of the lamentations maybe something else died too.

Not sure what happened to the orcs.
___________________________________________________________________
Ye Pools of Despair
Skirmish at the Pools of Despair
The Merry Maids advanced to the Pools of Despair where they fell upon the Chosen of Malhotep

This battle was bedeviled by sorcery and bad weather. The battle began under clear skies but a stupefying haze blew in from the south causing mirages in all living warriors. To add to the confusion the ka of Wurzag was searching the Pools for the True Git. The presence of the the fell orc spirit terrified the humans and destroyed the pirates' morale.

The Chosen advance to the tombs of Khemri to confront the Hunters once again...
________________________________________________________________________________________
Another Skirmish in the Ruins of Bel Alaid (or perhaps near the Oasis of One Thousand and One Camels)
The Chapel Guard attempts to break past the Savage Orcs.

Mounted Knight fought Boar Rider amid the tumbled ruins. The Bretonnians nearly broke the orcs, but the Idol of Gork or perhaps Mork railled the greenskins. The power of the Lady was not enough.

Perhaps a man-at-arms died. The orcs encounter a Fanatical Mob who lynch a goblin.
____________________________________________________________________
Ye Ruins of Bel Alaid

Another Surprise Attack!
The True Sons having lost 60 points in warband rating, ambush the Devil Doers amid the ruins of Bel Alaid

It was hot. There was a flurry of snake stomping, hacking and chopping. The Devil Doers tried in vain to save the sacred animals which led to the stomping, hacking and chopping of several cultists and a beastman.

Despite heavy reinforcements the Devil Doers despaired and fled into the desert. There they met the cheating merchant Jebel Sag, who fleeced them of their riches. A snake and several henchmen died in the Ruins.

The True Sons encountered an Exalted Cleric of Sigmar, whom they robbed and assassinated. They returned to Al-Haikk to hire a new witch and another monkey.
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PostSubject: Re: Seas of Sand   Sat 20 Apr 2013 - 12:27

Week 9--Al-Haikk, the City of Thieves


Cast this week:
Chadwicc-Witch Hunters
Playtable--Possessed
Robperk--Bretonnian Chapel Guard
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads
The 'Campaign Curse' hit heavy this week.

Ye Alarms and Excursions in Ye Arabian Quarters

Sneaking into Town

Abdulha paced along the balcony of the house of Aram Bash. a merchant in silks. The tribe had been hired to guard this section of the city against raids by gangs of the Northern Barbarians. The warrior gazed out at the crowds of late night shoppers and revelers. Soon the priests would strike the gongs that signaled the time of rest. The Faithful would clear the streets and Abdulha's job would be easier. The warrior gripped his spear and resumed his watch.

[URL=http://s218.photobucket.com/user/playtable/media/Mordheim/Game pictures/2013 Seas of Sand/Cityfights003.jpg.html][/URL]

Suddenly there was a blare of trumpets! A troop of cavalry flanked by huge ogres baring immense scimitars pushed its way into the square. Torches lit everywhere. Abdulha could hear the bellows of camels and great cheering. The Great Northern Caravan had arrived!


Post Battle
The game ended in Chris' 1st Recovery Phase when he rolled for Random Encounters! (I have 2 Random Encounters that end games. Both seem to happen at the earliest possible moment or not at all. This particular event is very popular with the players because it promises great deals.)

The Bretonnians bought a House in town and acquired a Hochland Long Rifle. Chris also unloaded all of his un-used stashed items at 75% of cost. The True Sons bullied an Arabian Merchant into showing them special merchandise and matching the Caravan's deals. The Merchant did not have a Magic Carpet, but he did have a servicable Eleven Cloak. The Caravan supplied the Magic Carpet at a 25% discount. Almah immediately took the Command Magic Carpet skill to drive it.
________________________________________________________________________________________
Sneaking into Town Part II

The Devil Doers try to evade the Chapel Guard

playtable wrote:
Night time 10” sight, good weather, crowded.
Possessed is attacker, Bretonians defend.
Possessed:
Possessed are spread out all the way across the board. They come from the West and walk forward in the crowd.

Bretonians:
On the North, 1st sentry gets controlled by the Bretonians and spots the Possessed and sounds the alarm.


Bow-armed sentries in the tower can’t see far enough to shoot.
Knights and men-at-arms spill out of the barracks.


Possessed:
Possessed rush forward in the crowd, many fall down. 3 members and the Nomad Scout go inside the Angry Squig to get away from the crowd. The Nomad Scout shoots a couple of turns at knights from the 2nd story but misses both times.
The Magister uses Wings of Darkness to charge and take OOA one of the archers in the tower.


Bretonians:
The crowd is unkind to the Bretonians. In the center, the crowd makes the knights just mill around rearing.


The 2nd archer in the tower charges the Magister. The Magister stupidly decides to go with one attack with his spear instead of sword and dagger. The fight goes for 3 or 4 rounds before the Magister goes OOA.


Possessed:
On the North 2 heroes and 3 henchmen try to take the sentry OOA, and they do. Then the 3 “guards” show up and charge into Rickman and a henchman. I take 1 OOA and knock the other 2 down after a turn or 2.
The ogre charges a rearing knight but his armor saves him. Other minor things go on but the store closes and so it is a tie.

Post battle:
No Possessed die! Asshat, the Magister, gets a hand injury and is down to ws3 now. A double-handed weapon is found at the Smithy. A crate holds perfume (10 dinars). Assass finds another snake (4 now). They hold onto all 3 hired swords for now.

(To be Continued...)


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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 0:23

Thank you again.

I love your stories and i really appreciate the work you put in the battle reports.
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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 6:20

COOL STORIES & PHOTOS! thumbsup
Observations:
The Game Ending Random Encounter occurring on the first turn gives the game an air of reality...nothing much seems to actually happen in real life.
The possessed must be truly terrorfying; encountering them drained all the color from the Bretonnians. Suspect
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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 7:26

You are both most welcome, and thank you for the kind comments.

Mayhem in Ye Thieves Quarter

Ye Eaters of Ye Dead

playtable wrote:
Possessed vs Witch Hunters
Night 11” sight, good weather.

Turn 1:
Mad Prince is stupid and drools (and talks to his bird).


3 Ghouls (never any more), 1 north 2 south.

Witch Hunters move forward.




Mad Prince is stupid and drools. North ghoul walks towards the Possessed. South ghouls – 1 goes towards the Possessed, 1 goes towards the Witch Hunter’s Ogre, a flagellant, and 2 war dogs.

Possessed rush forward.


Mutants Rickman and Greggor ‘sprint’ towards the center followed by both possessed, vigor and Redrum.

On the north2 beastmen and 1 brethren attempt to charge the lone ghoul. Only one Beastman passes his fear test and gets into HTH. Asshat, the idiot magister, successfully casts Lure of Chaos on the ghoul and that makes NO HTH.


On the south, 3 snakes, the snake charmer, and 2 brethren attempt to charge their ghoul. Only 1 brethren and Assass, the snake charmer, pass their fear tests but the snake charmer falls down in the dark. The brethren stuns his ghoul.


Turn 2:
The Mad Prince is done being stupid and is frenzied instead. He charges Greggor. He misses. Greggor doesn’t miss and takes the Mad Prince OOA.

The Witch Hunters attempt to charge both wardogs (and probably the flagellant) into their ghoul. Only 1 wardog (and the flagellant) makes it. I think the flagellant goes OOA?

The Possessed take the center...


Their captain quick shoots Vigor for 2 hits with his crossbow. Vigor dodges one and his lucky charm stops the other.


The blunderbuss shoots, hits 4, takes Lucky charms, and a wound from Rickman

The Possessed make charges. Rickman (spear with 1A) charges a flagellant (3A and a great weapon). Rickman does nothing but take 1 attack from the flagellant with his tentacle and a wound.
Redrum, Vigor, and a henchman charge witch hunters in the center. A couple of witch hunters go OOA.
On the north, 2 beastmen and a brethren again attempt to charge the ghoul but again only one makes it. The ghoul is stunned.
On the south, snakes go random. One just misses the downed charmer, one attacks a brethren. Neither one hurt the other.

Turn 3:
Witch Hunters:
On the south, the wardogs, and the ogre charge the ghoul. The ghoul goes OOA.


In the center, the Tillean marksman shoots and misses, the blunderbuss wielder charges to help his double-teamed buddy and takes a brethren OOA. Vigor and Redrum take their opponents OOA.

Possessed:
On the North, Asshat charges the now knocked down ghoul but cannot wound him. The brethren next to him shows him how it’s done.
In the center Vigor charges the 3A flagellant and takes a 2nd attack away from him with another tentacle. The flagellant goes OOA (maybe?). The rest of the center Possessed just mill around to lessen the damage on the soon-to-rout Witch Hunters.
On the south, the darksoul charges the ogre and gets taken OOA before he can swing his great weapon.

Witch Hunters rout.
Possessed win.

Post battle:
Possessed have no deaths and find a free hired sword. They hire an Ogre Bodyguard (for free), and a Nomad Scout. They sacrifice a sure 10 dinars to open a crate and find 2 greatcoats. Pthhhht.

chadwicc wrote:
Jim got me pretty good. The prince ran straight to him and went down. His 4 guys with 10 combined wounds made quick work of my band and I choose to rout. Got out with enough gold to pay my hired swords, but no more. Straps the flagalent hero took an arm wound and will miss next game.
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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 7:34

OOOH MORE COOL PICTURES! AND only one ghostly grey mini in sight! Thanks for the Reports, V.K.! thumbsup
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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 12:37

You are most welcome, and thank you to playtable, who had to wrestle with Photo bucket to bring us the photos.

Down on Ye Docks
Smuggling in the Thieves Quarter

The day dawned warm but tolerable for Al-Haikk. Haroum led the tribe toward the harbour to investigate rumors of a Northern sumggler who dared unload cargo at the Theives' Wharf without the protection of the Guilds. Almah offered a ride on her carpet, which the Shiek accepted as his due.

BOOM! There was a rush of air, then a nearby wall disintegrated as the round-shot slammed into it.

"Aiiee!" cried the Witch of Ghut. Almah chanted something to steady the Carpet. Haroum glared at the billowing smoke obscuring the ship. The gunner had fired through a narrow gap between buildings to target them. A near miss, quite impressive. Haroum did not intend for the infidel to have a second chance.

"Take us closer!" he ordered.


Beleagured smugglers prepare to repel boarders.


The day grew intolerably hot as the tribe struggled through panicked crowds toward the quay. Almah's sorcery and Haroum's long rifle quickly broke the smugglers. They wisely decided to flee before they lost all of their cargo. The True Sons could not claim the cargo on the docks un-opposed. Northern barbarian pirates spilled from the twisting alleys of the Thieves Quarter to claim a share.




The True Sons took cover as they battled both the oppressive heat and the infidels.


Haroum and the Witch dismouted from the Carpet to claim cargo. Almah swooped about the town shrieking with laughter and blasting the infidel with sorcery.


The One was kind and befuddled the infidel. The pirates attempted to charge the Arabians, which sealed their fate.


Post Battle
The Merry Maids suffered 2 killed in action. Three heroes took wounds which resulted in one becoming mad (stupidity); one lost an arm and one Old Battle Wound. As a slight compensation the Maids recovered a Medicine Chest and some ale from the stolen cargo.

The True Sons suffered no loss. The liberated cargo yeilded food, clothing and Black Lotus poison. The food and clothing was sold to vendors in the Theives Quarter. In addition Akbar recovered a SECRET which turned out to be a Treasure Map!
________________________________________________________________________________________
Win Loss records after 9 weeks:

Bob--Savage Orcs: 8W--3L--2D
Chad--Witch Hunters: 3W--1D--7L
EvilTed--Ostlanders: 4W--3L
Malnap--Arabian Nomads: 6W--6L
Matt--Reiklanders: 3W--3L
Myth--Da Mob: 2W--5L
Playtable--Possessed: 8W--6L--3D
Robperk--Bretonnian Chapel Guard: 1D--8L
Smalls--Bretonnian Buccaneers: 4W--2D--6L
TJ--Pirate Clan Eshin: 8W
Von Kurst--Arabian Nomads: 6W--4D--6L

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PostSubject: Re: Seas of Sand   Sun 21 Apr 2013 - 18:42

COOL STUFF! I love the Flying Carpet...what a GREAT cinematic, swashbuckling prop. GREAT REPORT & PHOTOS! thumbsup
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PostSubject: Re: Seas of Sand   Fri 26 Apr 2013 - 21:33

Week 10--The Great Desert


Cast this week:
Playtable--Possessed
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads

Sort of like olde times when only the three of us played.

Ye Treasure Hunt in the Ruins of Bel Alaid

The Camp
The desert sun beat down on the hard sand. White tents of good cloth were hidden from casual view by a low ridge. Sharp eyed tribesmen watched the surrounding area from concealed positions away from the camp. Inside the largest tent the Shiek. Haroum the Wanderer, sat on comfortable cushions before a low camp table and dealt the Tarot cards.

"The One protect me!" he exclaimed in alarm as he turned over the last card. The omens were not good.

Suddenly the flap at the entrance of the tent was flung open. Almah the Wise and the Witch of Ghut burst into the tent. Haroum glared at his startled guard who could barely be seen past the impetuous women attempting to catch a monkey. The Shiek rose and bowed to his guests.

"Ladies you honour me with your presence."

Almah's eyes were on the cards on the small table. "You have seen my Shiek?" she gestured toward the table. "It seems we are warned."

"You have seen the same?" asked Haroum. Almah nodded. "We must have a care then."

Haroum turned and gestured to the slaves who held his weapons and helmet. "Let us not keep the gods waiting."

Bel Alaid
The ancient ruins lay silent and desolate under the baking sun. A file of nomads approached from the south in a rough skirmish line. Three of their number ranged ahead on a wonderous Magic Carpet. Suddenly the carpet banked and headed for the center of the line.

"Beware my Shiek!" cried Almah the Wise. "The Evil One and his coven approach from the west. To the east are the faithless pirates, before us lie riches and danger!


The Devil Doers


The Merry Maids


The True Sons of the Desert advance on the Devil Doers flank.


Two Djinni appear on the Maids' left. One falls immediately to a crossbow bolt.
The other will bedevil the pirates throughout the battle.




Akbar, Fisal the White and Almah of the Winds


Post Battle
Thieves! Murderers! Despite the heat, luck swung back to the pirates. The Devil Doers grabbed the most treasure, but paid for it with the blood of their henchmen. A brethern and a darksoul die, probably both killed by Mad Baibars who cut a swath through the evil ones. The Devils fled first before the pirates could finish off the Possessed. They found a nice oasis and a caravan of evil merchants arrived to restore their spirits and provide reinforcements.

The True Sons lost anther Tomb Robber killed. In addition the pirates captured Almah's monkey, again. The pirates now have two monkeys... The Nomads returned to Al-Haikk to recruit a new Tomb Robber, a Halfling Scout and a Merchant. And buy another bloody monkey.

Despite their victory the pirates ended up trading with the Cheating Merchant. Ha!
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PostSubject: Re: Seas of Sand   Sat 27 Apr 2013 - 6:44

Once more a COOL REPORT & PHOTOS...love the Aquarium Scenery, & the Group Portraits was a nice touch! thumbsup

Did you name the primed-but-otherwise-unpainted mini Fisal the White? If so, clever idea...lazy, but clever nonetheless. clown
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PostSubject: Re: Seas of Sand   Sat 27 Apr 2013 - 8:29

I really like reading these reports. Lots of cool scenarios and locations... Nicely done sir!
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PostSubject: Re: Seas of Sand   Sat 27 Apr 2013 - 12:12

Thankye gents!

Quote :
Did you name the primed-but-otherwise-unpainted mini Fisal the White? If so, clever idea...lazy, but clever nonetheless. clown

Its a fair cop!
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PostSubject: Re: Seas of Sand   Fri 3 May 2013 - 18:47

Week 11-- Back in Al-Haikk, the City of Thieves

Cast this week:
Bob-Savage Orcs
Chadwicc-Witch Hunters
Playtable--Possessed
Robperk--Bretonnian Chapel Guard
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads

Drunkeness and Blasphemy in Ye Thieves Quarter



Fancy Meetin' YOU, 'ere!
A piratey variation of Chance Encounter in which a horde of drunken mutants and cultists encounter the Merry Maids

Captain Roxanna glared into the darkness. Some one had sounded the alarm. She had rushed to the roof to confer with her guards, only to find nothing. The night was pitch black. Somewhere off to the south a donkey or goat was braying non-stop. Some drunken louts must have been goading it on. Roxanna could hear singing or chanting, something vile.

The Bretonnian pirate turned from the parapet in disgust. She would learn nothing here. In the gloom a shadow seemed to flow over the low parapet to her right. Before the guards could react, the Assassin was upon her!


Post Battle
Roxanna survived the Crimashin Assassin event. It was the sole triumph for the Maids. Robbed of their missile support the drunken pirates were prey to equally besotted cultists. Some pirates may have died, though none of any note. Somehow the Maids won the post battle sequence, however. They now possess TWO long rifles.

Quote :
I won, my 1 henchman who went ooa lived.
Dark, 8" sight. Chris brought a few henchmen and the warlock forward, took enough wounds to rout and did.
Not much of a game but better than ours.
Very dark really neuters shooting war bands!

The Devil Doers struggle to find the Black Market, then only purchase a couple Rabbit's Feet. An attempt to divert cargo nets the Evil Ones only 5 dinars and some Toughened Leathers.
________________________________________________________________________________________
The Heist!
Rob's Bretonnians make a dishonorable contract to steal the Idol of Gork!

The Knights rode forth into the streets to disrupt the Savage Orcs searching for their stolen relic. An ogre and an orc warrior are felled early, but the Heist goes horribly wrong. Brave Sir Robin was un-horsed and killed in the squalid streets of the slum. A peasant may also have died. The Guard is only able to retreive the fallen knight's sword.

The Savage Orcs reclaimed their idol. In addition they visited the Cartographer and purchased a map of the Great Desert. (Like the orcs can read maps!)
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PostSubject: Re: Seas of Sand   Sat 4 May 2013 - 4:40

For some strange reason I imagine the Orc's Idol bears a remarkable likeness to Elvis. That aside, EXCELLENT REPORT! What a Face
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PostSubject: Re: Seas of Sand   Sat 4 May 2013 - 13:50

Week 11--Continued: Ye Arabian Quarters

Chance Encounter



Kaboom! Haroum's rifle thundered. A barbarian archer threw up his arms and collapsed. Almah ordered the carpet toward the enemies of the One. The carpet carried Akbar, Fisal the White and herself to the roof of a small house. Almah called on the Storms of the Elements as another barbarian archer readied his crossbow. The flames struck the infidel and he fell senseless. Almah felt the joy of victory. Even if the infidel archer was merely wounded, they would soon be upon him.

Almah sensed rather than saw movement in the crowd below. Fisal called a warning, then Kaboom! Almah felt hammer blows to her head and chest. The ground rushed toward her. Someone was screaming! The mage knew no more.

Post Battle
The Hunters of the Fallen fled with their ogre, Tilean Marksman, both hounds, a zealot and a flagellent out of action. The Marksman and a hound died. But the Hunters captured Almah and her Magic Carpet. The stern Witch Hunters spurned all offers of ransom and poor Almah perished on one of their infernal bonfires. Woe!

Despite being attacked by escaped monkeys as well as the Hunters, the True Sons of the Desert only suffered two casualties. Fisal was killed and Almah captured! To cleanse their grief in honest greed, the Nomads set off in search of the fabled treasure, which was none too shaby. However riches could not replace the fallen mage. A novice mage named Malik was recruited, but even the fabulous treasure and the reward for 4 captured monkeys did not provide enough wealth to replace Fisal the White. (Well ok maybe it did, but playtable was in a hurry to play another game.)
________________________________________________________________________________________
Sirrah Ye Lie



Akbar surveyed the market crowd. The Evil Ones were about, the bedouin could sense them. Then a voice shouted from across the square, "Unclean! Guards arrest this mutant!" Akbar's heart soared. The Caliph's Mamluks would be strong allies against the coven. Trumpets blared. Two great ogres marched through the Arch of the Saint. A troop of cavalry followed the ogres. The crowd began to cheer, all thought of mutants and infidels pushed aside by the arrival of the Great Southern Caravan!

Post Battle
Once again the game ended on like the second turn or so because of the Caravan event. Both of us rolled the same result for exploration which resulted in us being happy with another draw.

This leads me to my current dilemma. I have found a Lamp of the Djinni and a Magic Carpet, but I can only afford one or the other. Replace the lost carpet to hunt the Hunters through the desert skies? Or purchase the Lamp, which requires no skill to use? Decisions, decisions...scratch
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PostSubject: Re: Seas of Sand   Sat 4 May 2013 - 18:43

Go for the Flying Carpet...zooming over the battle ground is OH-SO-COOL! clown
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PostSubject: Re: Seas of Sand   Wed 8 May 2013 - 10:33

Thanks Al. I didn't get any skill advancements so I went with the Lamp (which has a 1 in 6 chance of providing a free carpet...

Week 11--Continued: Ye Oasis of One Thousand and One Camels

The Caravan
A short battle between Tomb Guardians and the Chapel Guard



Impotep shook his skull in frustration. First Hortet Am fell to a bizarre accident. (Struck down by a sand viper!) Then these meddling Living barred the way. "Release the beasts!" he commanded. As always his servants obeyed. The living beasts fled every which way to escape their captors. One nearly trampled Impotep himslelf! The Tomb Prince had hoped that the beasts would have sought their former masters, alas most fled back toward the oasis they had been stolen from. Impotep had forgotten the pull of water on these mortal creatures.

No matter. "Fall back!" Impotep ordered. His minions fell back as the Men charged. The Tomb Prince heard their warcries as faint echos. "Hold the line," the Prince commanded. The Living rushed toward them on their huge horses. Impotep felled a foot soldier with his javelin, then the horsemen were upon theim.


Post Battle
The Chapel Guard won their first battle and gained a bit of gold finally from a looted camel.

The Tomb Guardians lost the Liche Priest to an event on the first turn. Surprisingly the skeleton warriors fended off attackers, while Amtost the Mummy fell to a knight. Hortet Am, the Liche Priest, had his brains scrmbled by the viper. He is now Stupid. Undead
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PostSubject: Re: Seas of Sand   Wed 8 May 2013 - 10:52

EXCELLENT REPORT! Plus you have reached the point in The Adventure where we will be seeing more Undead wandering around...love that Mummy. What a Face
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PostSubject: Re: Seas of Sand   Today at 23:16

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