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 Seas of Sand

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Von Kurst
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PostSubject: Re: Seas of Sand   Tue 4 Jun 2013 - 9:32

Quote :
Too bad about the rug killed monkey. What a Face

"Rug kill" lol!

Ye Ruins of Bel Alaid (cont'd)



Defend Ye Find

Heat waves danced on the barren desert floor. The ruin baked in the sun. Haroum worried that the powder in his long rifle would ignite from the heat before he could fire. The Evil Ones were out there. He could hear bellows and chants from the ruins all around them. Suddenly the Witch of Ghut stood and walked off the parapet. She did not scream as she fell. Nor did she make a sound when she landed in a broken heap at the base of the wall. The tribesmen muttered and clutched at amulets and charms. Then the enemy attacked as though the Witch's fall had been a signal.

The attack was as much of a shambles as the tribe's defence of the ruin. Some warriors charged, others simply wandered into the open. Those Nomads who could still function fired bows or rushed to meet the charge. Fortunately the evil Djinni of the Coven held back, sacrificing their minions for unknown reasons. The attack broke before the Horrible Ones could do much damage.

Post Battle

The Evil Doers broke with only Vigor within the 'find'. The Possessed may have lost a couple of warriors or they may not (lots of brethern were OOA). Maybe one of the sacred snakes was killed as well, or perhaps not. The snakes ran wild for the entire fight because the Snake Charmer wandered off the battlefield due to the heat.

The slave known as 'The Heretic' was killed by Vigor. The Nomads only gained 2 extra treasures from holding the 'find' as four of their heroes were out cutting down sunstruck cultists instead of cowering in the ruin. The Nomads encountered another group of prisoners, one of whom joined the tribe. Amra had a vision of a distant tower (Secret S) which will lead to further adventures...
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PostSubject: Re: Seas of Sand   Tue 4 Jun 2013 - 9:57

I can attest from personal experience things are strange in the desert...well stranger at any rate. cyclops
The Witch stepping off the building was a fine way of getting things going, other than for the Witch that is. COOL REPORT...without forethought I found myself looking for various Arabian type minis that I know I have lurking somewhere. What a Face
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PostSubject: Re: Seas of Sand   Tue 4 Jun 2013 - 15:07

Thanks Al, I'm glad you keep reading them.

Ah, Arabian minis--I found SO many when I went searching for the Flying Carpet. (I have the Harlequin flying carpet, not the Reaper ones.) My Arabian Warhammer army may never take the field again, but it is huge. Then I spent the last couple of years slowly getting the Helldorado minis...Oi!

Playtable keeps complaining(?) that he has no Arabians (except the ones I have given him...) I suspect the lack of Arabians is caused by a disinclination to PURCHASE any. (So I might gift a few more.) Twisted Evil
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PostSubject: Re: Seas of Sand   Fri 7 Jun 2013 - 4:56

I got reminded I left out some photos of Week 14 games--

http://boringmordheimforum.forumieren.com/t7057p50-seas-of-sand#104831

(hope I got the link right...) Rolling Eyes
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PostSubject: Re: Seas of Sand   Fri 7 Jun 2013 - 5:13

COOL PHOTOS! The Battle in the Dunes complete with Flying Carpet is EXCELLENT! thumbsup
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PostSubject: Re: Seas of Sand   Fri 7 Jun 2013 - 7:13

Wow! Although I am following your campaign from start I never noticed from what material you made your buildings! Smile Wow again! Smile Great work! Smile
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PostSubject: Re: Seas of Sand   Fri 7 Jun 2013 - 22:26

Thank you.

My work in progress thread is here--
http://boringmordheimforum.forumieren.com/t7157-an-arabyan-building

Playtable's most recent work in progress on his buildings is here--
http://boringmordheimforum.forumieren.com/t6063-tortuga-sartosa-begins-again
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PostSubject: Re: Seas of Sand   Sat 8 Jun 2013 - 8:44

Week 15--The City of Thieves

Cast for the week:
Chad--Witch Hunters
Playtable--Possessed
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads

Ye Merchant Quarter

Chris bought himself a house in the Merchant Quarter that his warband rarely visits because of the Harbor Watch having orders to arrest pirates on sight. But playtable has horrible luck whenever his warband is forced to fight there, so Chris won the roll to pick location and decided to make use of the warband's house.

Chad had a similar idea, forcing the Nomads to fight in the Foriegn Devil's (Merchant's) Quarter. Oddly both their evil plots bore fruit... Evil or Very Mad

Sirrah, Ye Lie!

Sirhan bin Ibben gazed nervously at the merchant's wares. The nomad was angry and uncomfortable, surrounded by infidels and foriegners in his own land. Who knew what blasphemy these unbelievers might foist upon him, hidden in their imported goods. Sirhan had heard tales of infidel sorcererers casting spells on innocent seeming goods to taint the faith of the followers of the One. Unclean!

Sirhan was startled out of his revery by a loud bellow. He looked up in alarm to see an ogre pushing its way through the crowd toward him. Beyond the ogre the nomad noticed a sinsiter figure on a roof. It was an ambush! The nomad warrior loosened is sword in its scabbard and began to push his way back toward the Gate of Abbashim. The shiek must be warned.

Sirhan had not gone far when he was overtaken by a Magic Carpet ridden by three infidels. One of them shouted angrily and flung himself off the carpet to grappel with Sirhan. Another of the brutes tried to follow by misstimed his leap. Still the startled nomad was easily overwhelmed and flung to the ground.


"Smite the infidel!" shouted a loud voice. Sirhan smiled and drew his sword as he rose. The Shiek had been warned. Now the Unbelievers would pay!

Malik swopes down to offer Babairs and Akbar a ride.


The Witch Hunter Captain surveys the fight.



Malik guides his carpet to attack the barbarians! Mad Babiars kebabs the infidel that attacked Sirhan (and ends up all alone in front of an ogre...)



Post Battle

The infidels got incredibly lucky. Babiars was trampled by the crowd, then stabbed by the ogre as he lay dazed. He fully recovered. Malik was dashed from the carpet by a blow from a mace. The out of control carpet carried Akbar off the table and out of the fight. Sirhan recovered but Omar was killed. Malik was Robbed! The Nomads lose another Magic Carpet!

The Hunters of the Fallen lost none of their henchmen and the kebabbed hero survived against the odds! The Underdog Hunters gained another big bonus for an upset victory.

(To be continued...)
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PostSubject: Re: Seas of Sand   Sun 9 Jun 2013 - 12:25

Ye Merchant Quarter (Cont'd)
Ye Pressgang

The night was black as pitch. The Magister rubbed his hands (which he could barely see) with glee. Surely his minions Vigor and Redrum would reap many souls on a night such as this. Filled with confidence the Magister ordered his coven out into the night. They would raid the Merchant's Quarter after the taverns closed. The besotted fools would not know what hit them!

The moonless night slowed the Magister and his human coven down. Unable to pierce the gloom as the Possessed and the Beastmen did, the human cultists moved at a snail's pace through the twisted streets. The eerie sound of the Snake Charmer's flute served as a marching tune. The Magister hated the necessity of the flute to control the sacred reptiles. The noise could alert the Watch, then there would be Hell to pay, literally.

The Devil Doers had barely arrived in the Merchant Quarter when pale faces appeared at the upper windows of a nearby house. A shrill whistle sounded from somewhere, all around the hue and cry was raised.

"Unclean!" "Mutants!" "Sigmar save us!"

Buccaneers prepare to sweep drunks from the alleys of the Merchant's Quarter.



The Devil Doers attack two drunks just before the Watch forces them to flee.



Post Battle

There were 11 drunks out of a possible 12 waiting to be pressganged. The range of vision was a mere 5" for humans. The Buccaneers' shooting was totally neutralized. But the Watch was alerted to the Devil Doer's prescence on the first turn of the game. To add insult to injury Chris rolled the event Someone Called the Watch on his turn. Surrounded by the officers of the Watch, the Devil Doers nerve failed and they fled.

The two angry drunks that the Devil Doers encountered died from wounds sustained in their capture. The Devil Doers did manage to steal a double barrelled pistol from a crate as they fled.

The Buccaneers encountered three friendly drunks who surrendered without a fight. No warband members of either side were reported as casualties.
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PostSubject: Re: Seas of Sand   Sun 9 Jun 2013 - 14:20

Aha, Devil Doers never prosper...in a manner of speaking. COOL Reports & LOVELY Photos! thumbsup
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PostSubject: Re: Seas of Sand   Mon 10 Jun 2013 - 12:57

Ye Thieves' Quarter

Chris and playtable decided they wanted the safe familiarity of the Thieves Quarter after their adventure with the Watch in the Merchant's Quarter. They both got their wish, it was that kind of night.

Ye Eaters of Ye Dead

Prince Kirhim Shah spun lightly in a circle. Life was so good. The Prince could not remember feeling so wonderfull, so alive, so FREE! Even his dirty, thieving subjects were noble, valiant people. Just look at that group there on that wonderfull flying carpet coming toward him. The Prince had heard of flying carpets, they were magical, you know. The Prince wondered if he owned one, he couldn't recall. He supposed he did, or perhaps he would just purchase this one. Or perhaps his loving subjects would just give it to him, because he was their Prince after all. Or perhaps these villians on the approaching carpet had stolen his carpet. They were thieves after all, every one of them. The city, HIS city, was called the City of Thieves!

And assassins! His Majesty looked closely at the approaching carpet. Those people were Barbarians! Three of the Invaders who had occupied HIS city, well his FATHER'S city, but it would be HIS! Kirhim Shah screamed the ancient battlecry of Al-Haikk, drew his jeweled sword and charged.

Buccaneers and Witch Hunter's race for the Prince.



Several Buccaneers are down.



The Prince charges the Barbarians on the Carpet.



Post Battle

Chadwicc wrote:
I tried to go pick up the Prince with the carpet but he charged me. During that fight and then the one with the ghoul that followed, Chris was able to shoot the carpet, and one of the heroes on it, down. An Ogre Man-eater show up to assist me, but before I could get him into the fight we called a draw.

I lost the beggar, KIA. One of the witch hunters took a leg wound.


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PostSubject: Re: Seas of Sand   Mon 10 Jun 2013 - 13:13

The Prince sounds like he's had a bit too much inhalation therapy...OH WOW the colors! clown
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PostSubject: Re: Seas of Sand   Tue 11 Jun 2013 - 12:52

Quote :
The Prince sounds like he's had a bit too much inhalation therapy...OH WOW the colors! clown

drunken Yes, foul sorcery has deprived the poor lad of his wits. From the scenario's background:

The town has a dark secret. Once each lunar cycle the town gates are left open and the houses of the town are tightly locked and barred. Foul things from the wastes are allowed to roam at will and take whomever they can. No one will run to the sound of screaming, no one will help. The appointed night has arrived and the gong for curfew has sounded. As the warband nears its lodging the leader is accosted by a heavily veiled lady.

“You must save him! My beloved has gone mad! He is somewhere in the town. Find him and bring him to the Palace of the Four Winds. Find him before the fiends of the desert tear him to bits! I will reward you greatly!”

The lady names a sum that is interesting. Several large, lurking presences make attempting to simply relieve her of the reward seem an unacceptable risk.

“Show him this that he may know you come from me.” The lady provides a cheap looking locket set with a curious milky stone… This stone may be worth a feigned search at the least.

Of course by murdering the Prince, even accidentally, the Hunters have gotten themselves outlawed from Al-Haikk. Therefore until the Hunters redeem themselves, the True Sons of the Desert are the only Lawful warband left in the campaign.farao
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PostSubject: Re: Seas of Sand   Tue 11 Jun 2013 - 13:13

It somehow seems appropriate that only the Sons of the Desert are left in Town...somehow. clown
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PostSubject: Re: Seas of Sand   Tue 11 Jun 2013 - 14:58

Ye Thieves' Quarter (Cont'd)

The Devil Doers prosper. Curses!

Fancy Meetin' YOU 'ere!

Haroum grimmly led the portion of his tribe he had collected toward the nearest sounds of debauchery. The once proud patrol staggered through the darkened streets, several of the tribesmen were visibly intoxicated. Others attempted to mask their sins through exaggerated poses of sobriety and piety. Haroum was disgusted with the lot.

The patrol approached the brothel known as the Three Sisters. The place was dark, but shrill laughter and a drunken seranade from the rooftop told Haroum where he would find his stragglers. Suddenly a great, dark bulk emerged from the shadows of a ruined house.

"Who go dere!" challenged a bellowing voice in bad Arabic. Haroum had found his stragglers and trouble.

The Devil Doers confront the True Sons.







A general melee.





Post Battle

Over half of the teetotaling Nomads were drunk at the start of the game. This is after re-rolls. A couple of the libertine cultists were drunk. Go figure. Still the breach of discipline helped the Nomads cope with all the fear causing Devils, much to playtable's disgust.

However, playtable's opening volley: 3 shots, 3 hits, 3 wounds, 3 kills! With a hole like that to climb out of, the Nomads took the shovel and dug a deeper hole by rolling more 1s for hits and wounds. No henchmen died out of the 5 Nomads out of action. Mad Babiars lost a hand to Redrum's Great Claw. Snip!

While fleeing the Nomads managed to grab a crate with 2 Handguns in it AND stumbled across a Hired Sword eager to Return a Favor. [What do you think? An ogre or a warlock?] Babiars was fitted with a Hook Hand, which makes his halberd useless but at least allows him to continue to make 6 attacks in melee.Twisted Evil

The Devil Doers gained +4 treasures from the scenario, none of their henchmen died. After that I lost interest in the sounds of glee.
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PostSubject: Re: Seas of Sand   Tue 11 Jun 2013 - 15:06

While the outcome for the Nomads was less than wonderful, at least they lost in some OH-SO-COOL terrain. GREAT PHOTOS & REPORT! thumbsup
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PostSubject: Re: Seas of Sand   Tue 11 Jun 2013 - 15:24

Quote :
at least they lost in some OH-SO-COOL terrain.

True that!Cool
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PostSubject: Re: Seas of Sand   Fri 14 Jun 2013 - 13:27

Week 16-A Lousy Camel's All I Found

Cast for the week:
Chad--Witch Hunters
Playtable--Possessed
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads

Ye Ruins of Bel Alaid

The Lost Temple of the Mortuary Cult
A variant of the Wizard's Mansion

The rain squall swept out of the desert with the Buccaneer's attack. Despite the downpour, a ragged volley of gunfire announced the pirates' intent.  The barbarians attacked from the west.  Three Nomads were down in the first volley.

"To the west wall!" shouted Haroum. "We must hold the gate."

Men rushed to reinforce the ruin's west wall.  A ragged volley of arrows fell among the attackers.  Their ogre pitched over, but the barbarians came on.

"Aiiieee! The Djinni of the Desert attack us!" screamed a sentry.  Indeed three Djinni advanced upon the ruin from the east.  Haroum quickly sent Tariq's men to deal with the spirits.  All he had in reserve were the Merchant and Malik the Mage. The wounded ogre staggered to its feet, then slumped back into the mud as more arrows sought it.

Amra sent one of the pirates screaming by invoking the Dread of Aramar. The Witch of Ghut blinded a crossbowman.  Both Amra and the Witch fell wounded by missiles.  Akbar fired his blunderbuss into the mass of attackers then pressed forward to stand over the body of Amra.  A wave of pirates crashed against him, but the tough Bedouin held.  Babiars and the Halfling Fisail rushed to help Akbar.  Fisail killed a frothing mad monkey in the press.  Babiars stunned the pirates attacking Akbar and Akbar finished them with his dagger. Babiars charged madly into the pirate lines.  He cut down a warrior, then fell to a solid volley.

Led by the pin-cushioned ogre, the surviving pirates charged Akbar and the few ragged defenders.

Post Battle
The Buccaneers fled after a couple of heroes and half their henchmen fell. One hero suffered a Deep Wound.  An ax-man and the last of Almah's (stolen) monkeys died.  The pirates returned to Al-Haiik to trade.  On the way they plundered some chaotic pilgrims, stealing a Holy Relic of their own (a bit late).

The Nomads held due to greed and a Holy Relic. Mad Babiars suffered a Hand Injury. He is now WS 2. (The enemies of the Faithful rejoice.) A raw recruit was captured and one of the veteran Fours was killed.  The Temple yielded much loot including a Tome of Magic and a Dispell Scroll.  The Nomads rescued another group of prisoners to replace the fallen veteran.  The Nomads returned to Al-Hiakk as well.

(Week 16--to be cont'd)


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PostSubject: Re: Seas of Sand   Fri 14 Jun 2013 - 14:35

The defense of the West Wall brought up French Foreign Legion images...Beau Geste & all that. Too bad about Mad Babiars disabling wound...may be you could call him Babiars the Worthless One now...or not.  clown
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PostSubject: Re: Seas of Sand   Sat 15 Jun 2013 - 4:56

Ye Pools of Despair

Capture Ye Oasis
A Struggle to the death between the Hunters of the Fallen and the Devil Doers.

The northerners trudged slowly through the dunes.  Ahead of them heat waves distorted the horizon. Dust devils danced in the air. They had been marching for days.  Their lips were cracked, their tongues swollen. Suddenly a speck appeared on the horizon, floating above the dunes.  Some of the men stopped to point.  Several fell to their knees to pray.  The Captain had to pull them to their feet to keep them moving forward.

"The scouts!" cried the men.  The distant object moved rapidly closer, becoming three men riding a magical carpet.  Some of the more devout muttered in their beards and made signs against evil.  The thing was clearly a creation of the Dark.  Still the Captain had declared it the spoils of war when they captured the Arabian witch and the thing was useful.

"The Pools are near!" shouted the men on the Carpet as they closed on the ragged column. "But beware! The Devils approach from the east.  You must hurry if you are to reach the Pools before them!"

The ragged men gave a cheer.  Filled with renewed vigor the column advanced toward the promised water.  No stinking Devils would keep Sigmar's holy warriors from water! The Carpet landed to pick up the stragglers.

Mopping up.


The Devil Doers' heroes rush toward the oasis after destroying the Hunters' left flank.


Post Battle
The Devil Doers' casualty pile.  All out of action: Snake Charmer and 5 snakes. Ogre, Warlock, 6 Brethern, 2 Beasts and the Magister.


The Hunter's casualties: 2 zealots, Tilean Marksman, 2 hounds, an Arabian Maneater (represented by the ogre), the Captain and 2 Witch Hunters


The Devil Doers routed with 7 models left.



Quote :
Assass, snake charmer, died but not before 2 of his snakes died.  The rest slithered away. 
Tiny, ogre bodyguard, died.
One henchman with 2 clubs died.

This campaign is a first for me.  No heroes ever died!!!   And I've lost only 3 hired swords and 18 henchmen - if you count the 5 snakes
.
With my dead from the battle, and being lost in the desert so I can't sell wyrdstone to get cash, I had to let 2 hired swords go and I dropped from warband rating going in last night of 540 to now 440 and dehydration rolls before next game.   
Ugh! 
Still I'm better off than Chad, who won the scenario.

The Hunters lost the Tilean Marksman, one hound, the Witch Hunter Captain and one of his Witch Hunters!  The Hunters lose 160 in rating.  They captured a nice oasis, but no caravan came to trade with them.  A file of prisoners did fall into their hands, so they were able to add a warrior.

Due to the destruction of the Hunters, the Final Battle of the campaign will take place next week.


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PostSubject: Re: Seas of Sand   Sat 15 Jun 2013 - 6:16

This is a prime example of why you should never get into a political or religious discussion...COOL photos & report though. What a Face
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PostSubject: Re: Seas of Sand   Mon 17 Jun 2013 - 10:06

To true.

Win/Loss records for the campaign:
Chad--Witch Hunters: 6W--2D--10L
Playtable--Possessed: 12W--4D--11L
Smalls--Bretonnian Buccaneers: 8W--3D--10L
Von Kurst--Arabian Nomads: 12W--5D--10L


My warband going into the Final Battle:
Quote :
The True Sons of the Desert
Arabian Nomads (Original Khemri website version)

Heroes 

Haroum the Wanderer, Sheikh.  Exp 72
sword, dagger, Long Rifle, bow, helmet, heavy armor, LC, RF, Whale Bone Charm, Blessed Water, Nomad Robes, Tarot Cards, Holy Relic, Rope and hook. Skills: Weapons Master, Wings of Angels, Hunter, Trickshot
M4 WS4 BS6 S3 T3 W1 I6 A1 Ld9 

Al Bobo, Champion. Exp. 45
sword, dagger, bow, Nomad Robes, helmet. LC, RF, Rope and hook. Skills: Step Aside, Resilient, Mighty Blow 
M4 WS6 BS3 S4 T3 W2 I4 A2 Ld7 

Malik, Mage. Exp. 17
sword, dagger, bow, LC, RF. Blessed Water. Skills: Quicksand, Command Magic Carpet
M4 WS2 BS4 S3 T3 W2 I3 A2 Ld7 

Akbar, Bedouin Exp.51
sword, dagger, double barreled pistol, blunderbuss(!) Helmet, Nomad Robes, Halfling Cookbook, LC, RF, Rope and hook. Skill: Weapons Master, Step Aside, Lightning Reflexes Injury: Blind in One Eye.
M4 WS4 BS2 S4 T4 W3 I5 A2 Ld7 

Babiars the Mad, Bedouin.  Exp. 63
 Dimashquine sword, dagger, Helmet, Nomad Robes, Hook Hand, LC, RF. Skills: Weapons Training, Step Aside, Dodge, Strike to Injure.
Injuries: Madness (Frenzy), Horrible Scars, Hardened, Hand Injury, Arm Wound (Amputated)

M4 WS2 BS4 S4 T4 W2 I4 A4 Ld7 

Amra, warrior, LGT. Exp. 35
sword, dagger, bow, Nomad Robes, Tome of Magic, LC, RF. Skills: Step Aside, Resilient, Mighty Blow, Strike to Injure, Arcane Lore, Dread of Aramar, Silver Arrows
Injury: Old Battle Wound 
M4 WS3 BS3 S3 T4 W2 I4 A3 Ld7 

Henchman 
Tariq III, Ibrahim, Warriors (2) Exp. 1--sword, dagger, bow
M4 WS3 BS3 S3 T3 W1 I3 A1 Ld7 

Hassan, Warrior.  Exp. 14-- sword, dagger, bow, helmet
M4 WS3 BS4 S4 T3 W1 I4 A1 Ld8 

The Fours, 3 Warriors. Exp 14-- sword, dagger, bow
M4 WS4 BS4 S4 T3 W1 I4 A1 Ld7

Abu the Monkey Man, Aziz, 2 warriors, Exp 14--sword, dagger, bow, handgun.
M4 WS4 BS4 S3 T3 W1 I3 A2 Ld8

Mustfa, warrior. Exp. 14—sword x2, dagger, bow
M4 WS4 BS4 S3 T3 W1 I4 A1 Ld8

Abdullah, warrior. Exp. 9--spear, dagger, bow
M4 WS3 BS3 S4 T3 W1 I4 A2 Ld7

Hired Swords
The Man with No Name, Tomb Robber, Exp. 10-- Skill: Dodge
M4 WS4 BS3 S3 T3 W1 I6 A2 Ld7

 
The Witch of Ghut, Witch, Exp 13-- Skill: Curse, Dust of the Blind, Light
M4 WS3 BS2 S2 T3 W1 I4 A2 Ld7


Jaffar, Warlock, Exp 1-- Skill: Sword of Rezehbel, Silver Arrows
M4 WS2 BS2 S3 T3 W1 I4 A1 Ld8


Assam, Arabian Merchant, Exp 10-- Skill: Haggle
M4 WS3 BS2 S3 T4 W1 I4 A1 Ld7


Faisil bin Fuziwri, Halfling Scout Exp 8-- Skill: Quickshot
M4 WS2 BS4 S2 T2 W2 I4 A1 Ld7

 
Stash
3 Black Lotus, Dueling Pistol, 2 Mandrake Root, 3 Crimson Shade

Rating 578


Last edited by Von Kurst on Mon 17 Jun 2013 - 10:32; edited 1 time in total
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DeafNala
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PostSubject: Re: Seas of Sand   Mon 17 Jun 2013 - 10:30

I suppose it's time to bust out the Drugs & Firearms & have a blast...or not.  What a Face
While I realize that you & your Group will probably move seamlessly into the next campaign, there is something sad about The Final Battle thingy.  Crying or Very sad
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PostSubject: Re: Seas of Sand   Mon 17 Jun 2013 - 10:54

Quote :
there is something sad about The Final Battle thingy.  

While they weren't the Furryfootes, the True Sons have been quite entertaining for me at least.  I shall be sorry to see them go.  

We'll be off to the Karribean in a couple of weeks. Ghostly Pirates!  Sinister Lizardmen! (And all those Arabian buildings will magically become Caribbean.)  Shocked
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PostSubject: Re: Seas of Sand   Fri 21 Jun 2013 - 5:04

Week 17--A Magic Carpet Ride

Cast for the week:
Chad--Witch Hunters
Playtable--Possessed
Smalls--Bretonnian Buccaneers
Von Kurst--Arabian Nomads
Harganok--Dark Elves


Ye Desert Brawl
A confused and sometimes brutal Street Brawl.


Haroum could see little but the surrounding cliffs.  The nomads had followed rumors of a terrible battle fought between the foul Devils and the northern barbarian Hunters.  Both warbands were said to be greatly weakened.  Perhaps both could be destroyed once and for all.


The Merry Maids approached from the west.




The Hunters occupy the south,




The Devil Doers advance from the north.  Two heroes and the Lazar collapse from dehydration before the battle.




Most of the evil ones surge toward the Nomads position,




Ogres and a hound threaten from the south.  The Nomads prepare to receive a charge on two fronts,




It was a feint! The Devils move back to the west.








The ogres charge!




The Hunters attack the pirates from the canyons to the south.




The Merry Maids.








The Carpet assaults the cliff.




Fewer Nomads.




Dark Elves arrive behind the Devils!  








Will the Dark Elves stab the Devils in the back? What is up with the strange cooperation between the Hunters and the Devils?  How long will the pirates hold?  Will the Nomads ever advance?


(To be continued...)
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PostSubject: Re: Seas of Sand   Today at 21:13

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