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 Pyrates of ye Karribean III--Dead Man's Chest

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DeafNala
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 19 Oct 2013 - 13:51

Pustus would do well in Congress. Whatever they're other failings may be, Skaven are among the more entertaining of G.W's creations. clown
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Mon 21 Oct 2013 - 18:19

Playtable really enjoyed photographing the shark eating the Plague Monks' hired Warlock.


Campaign Points for Week 15
Bob--Sartosan Pyrates--Scourge of the Sea: 24 CP
Chad--Lubbery Beastmen--Scourge of the Sea: 22 CP
Chris--Amazons--Celestial Canopy: 39CP  
Jim L--Ghost Pyrates of Sartosa--Scourge of the Sea: 36 CP
Rob--Lizardmen--Celestial Canopy--34 CP
Von Kurst--Savage Orcs --Scourge of the Sea: 21 CP
Von Kurst-- Clan Pestilens--Silent Threat: 39CP

Pirate Curse Points
Chad--Lubbery Beastmen: 4 PCP
Chris--Amazons: 5 PCP
playtable--Ghost Pyrates of Sartosa: 2 PCP
Von Kurst- Clan Pestilens: 4 PCP

There is a race to 40 Campaign Points!  I'm not sure if we will bother to attempt to fulfill our Objective paths beyond reaching 40 CP as Chris lost his artifact when his leader got Robbed, so it would take him awhile to find 4 of them.  I have changed the Silent Threat Objective path to end in a special scenario instead of depend on winning a number of The Heist scenarios, but now that I understand the original BTB rules better I might change it back. Suspect
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 1 Nov 2013 - 19:15

Week 16--Nacht und Nebel

Game night fell on Halloween this year, so we tried a zombie pirate invasion theme, with mixed results...
It is aliiiive! 

Victims
Bob--Sartosan Pyrates
Chad--Lubbery Beastmen
Chris--Amazons
playtable--Ghost Pyrates of Sartosa
Rob--Lizardmen
Von Kurst-- Clan Pestilens

Where: The Pyrate Brotherhood Port of Torktuga

Scenario: Fell Cargo
Amazons, Lizardmen and Beastmen vie for salvage rights to a ship that won't stay sunk...

Clang!  Clang!  Clang!
An iron bell tolled from the harbor as Morrslieb shown full over the town.  The riotous citizens of Torktuga paid no heed.  Drunken pirates staggered from foul den to fouler crib, oblivious to the mist rising from the sea.

One of the less inebriated souls peered out into the night. Perhaps his gaze was drawn to the harbor by the bell.  Perhaps not.

"What say ye then, 'tis yon hulk L'Epine Noir?"

"Lee whaa nor?" grumped his companion.

"L'Epine Noir out of Domingo Sound?" said the first wag.

"Who bleedin' cares?" offered the companion between swigs at the jug.

"The captain and crew if no one else," answered the observer. "They went down in a storm I heard.  Must have been a season ago or more."

"If the tars went to Davy Jones I drink to them," gurgled the companion. "If not, who cares?"

"Aye I drink to their shades," said the wag. "Yon ship looks familiar..."


Warbands approach the Ghost Ship...


The spooky harbor at night...


Chad's Chieftan (center left by the fountain) has been cursed with the Black Spot.  He is shunned by his crew.


A saurus hero is shot off a bridge (or struck by Warp Lightning, one of those) and falls into the Amazon's boat.  Oops...


The final confrontation by between the Amazons and Lizardmen.


Post Battle
The players were careful not to activate the zombie pirates, which meant that they played an elaborate skirmish, but oh well.

The Beastmen suffered from the Black Spot curse result.  Rather than suffer from Animosity if warriors were within 8 inches of the leader, Chad elected to keep his leader well away from the fight.  He also chose to place his leader very close to the Amazons, who get Campaign Points for killing enemy leaders.  Not sure how that played out.  Either way the Beasts reached the ship first, but decided not to activate the zombies (by stealing the treasure).  So the Amazons and Lizards cut the boarding party up instead.  Beasts rout first.
Beastmen--1 CP plus 1 Pirate Curse Point

The Amazons had a henchwoman miss a game due to a mysterious illness.  It was unclear, but I think the Amazons fell prey to the Kroxigor and ogre bodyguard (it is also possible that sharks were involved).
Amazons--1 CP plus 1 Pirate Curse Point (for 6 total, yike!)

The Lizards lost their WS 1 Saurus hero.  Rob won the game but did not get to claim the treasure.
Lizardmen--2 CP plus 2 Pirate Curse Points
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 1 Nov 2013 - 19:30

The game board looks SPECTACULAR...love the bridges!  thumbsup 
Being too afraid to take the treasure isn't inspiring games play; it does. however, remind me of a AD&D group that spent an entire gaming session mapping corridors without ever entering a room...their thief (moi) wasn't there to take the risk of opening the doors.  clown
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 1 Nov 2013 - 21:28

Deafnala wrote:
Being too afraid to take the treasure isn't inspiring games play
I think there was a nefarious plot to wait for the other warbands to pounce on the Beasts before activating the zombies as a 'trap'. Twisted Evil 
However, the approach to the ship by the Amazons and Lizards took too long for the trap to work before Store Closing.  There was a lengthy discussion of 'how the zombies are activated' that tells me I need to do some re-writing of that scenario.
______________________________________________________________________________
The Fog

Where: The Mysterious Tzeentch's Triangle

The Scenario: The Drifting Hulk
Sartosan Pyrates, Clan Pestilens and the Crypt Deniers encounter the Hanna Boden and Bloody Bill

The fog had risen from the sea a few hours ago.  Priest High Commodore Pustus Pestilus could make no sense of it except sorcery.  His minions Pi'Ed, the Morgluf and the human warlock, Faceless, could tell him no more than that despite his threats.  Pustus considered withholding the warlock's pay, that would make the greedy fool talk.

In the meantime the Plague Ship drifted slowly through the fog.  The crew all stood at battle stations, looking out into the drifting mists. It was as though the ship sailed the sky, Pustus thought, moving through clouds.  There was nothing for leagues.  Nothing...

"Great Priest!" squeaked a novice.  "There-there, look!  Before-front-there us to starboard!"

Pustus did not know where to look.  Why could his servants not speak plainly?  The Great Priest glared imperiously down his snout until his minions pointed helpfully.  There!  There was a shadow in the mist.  Huge!  Perhaps an island?   The thing seemed to grow and recede as the mists drifted. What could it be?

Suddenly the mists parted.  Pustus beheld a monstrous ship drifting on the oily seas.  It was hard to tell if the tatters of cloth attached to its yards were real or just patches of mist.  The hull was shattered in places.  Pustus could see water flowing through the ship's hold.  How did such a thing float?

"Avast!" squeaked a lookout from above.  "Another ship!"

"War!  Battle-fight-flee stations!" ordered Pustus, completely ignoring the fact that his crew had been standing to for the last half a day.


The Crypt Deniers reach the Hulk first.  The poop deck is removed to allow the boarding party access to the aft cabin.


Squidface is capturing a treasure chest (lower right).


Skeleton pirates confront Dead Captain Bluebeard.


Sartosans swarm aboard.


Bloody Bill (center red coat, black hat) lords over carnage.  (I forgot the minis Deafnala painted at home as usual.  Only been planning this game for a couple of weeks.)


The Plague Ship rakes the Crypt Deniers' decks. Boom!


Post Battle
The game ended in a draw by Store Closing.  Playtable was threatening to rout, but changed his mind when the Plague Ship caught a fair wind and boarded the Crypt Denier.  (If he routed, he would lose the treasure he had carried back to his ship.)

All three of the attackers managed to secure a treasure chest before the game ended (the Monks made a try for all three, but were thwarted at every turn).  Actual campaign points will depend on the contents of those chests which we didn't have time to check.

Captain Bluebeard suffered a Deep Wound.  So did Pi'Ed the Sorcerer.  The Monks also lost the entire Suicide Squad (Two 14 exp Novices who had the infiltrate skill) and the new Dark Elf Assassin Hired Sword (who was returning a favor).  The Sartosans suffered no permanent losses.


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 2 Nov 2013 - 5:58

GREAT PHOTOS...the Ghost Ship is a really impressive model. TERRIFIC swashbuckling action...until the store closed.  thumbsup
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 5 Nov 2013 - 19:23

Sundayheim--The Battle of Chotec's Maw

Participants
Chris--Amazons
playtable--Ghost Pyrates of Sartosa
Rob--Lizardmen
Von Kurst-- Clan Pestilens

Quote :
Once the surrounding jungle had been defeated, the City of Tlax's next line of defense  was a pass known as Chotec's Maw.  The Maw is a narrow gap in the rough plateau that rings landward side the city.  As the marauders from the Outside neared the city, the Native peoples gathered to block the gap.
Pustus Pestilus tasted the night air.  The Plague Priest could smell the Scaled Ones who waited in the hills above.  They were of no concern.  The Scaled Ones were poor fighters at night.  Their cold blooded gods could not help them in the pale light of the two moons.  The Monks of Bilbous Abbey would brush them aside like gnats.  No one could match the mighty Skaven race at night.

"Brainssss," said one of the zombies to Pustus right.  No one living could match the mighty Skaven at night, the Great Priest corrected himself.  Necessity had forced Pustus into another alliance with the Undead.  Pustus could not trust the unliving, but with the losses the Monks had suffered due to this new plague, Pustus needed the numbers of the unliving to break the defenders.  Then he and his minions would dispose any surviving allies.


The southern end of the Skaven/Undead alliance.  The Crypt Deniers face the southern walls.


The northern lines.  There are some more Skaven in the jungle to the left.


In the north five Skink Braves face the entire Clan Pestilens warband.


The Defender's center.


The south wall.


Reserves.  Lizardman heroes and the Dramatis Personae Silith Dan (mounted).


The Amazons' reserves.  Before the Native Alliance decided to face the Undead and Skaven in the dark of night, the Natives had elected to hide from the bows and crossbows of the Undead Pirates.
(No one feared my Initiates' crossbows which made me sad.  They are my most reliable killers.)




The Natives placed six man-eating plants before the first turn.  They placed one in the center of the open gate.  This was kind of unfortunate because in bottled up the Native reserves rather than discourage the attackers.  (We had decided to avoid the gate and the 15 or so reserves behind it.)

Men, women and Lizardmen could only see 11 inches in the dark.  Skaven and Undead could see 17".

Battle is joined.  Two skink braves make diving charges against the lead Novice.




Pirate zombies encounter a man-eating plant.


Pustus Pestilus takes a wound while selflessly saving one of his Novices from another man-eater.


Clan Pestilens assaults the northern heights.


Soon only one Skink Brave with a javelin stands between the Skaven and defeat (I mean victory).


The Skink throws.  A hit!  Critical wound on Pu'Tred the Plague Monk hero!  Ricochet! The javelin strikes the second Skaven in line, S'Dunza the Initiate.  Both heroes go out of action.  

Three more Skink Braves arrive.

The advance stalls...

The Crypt Deniers' Old Smuggler and his Bodyguard move cautiously through the jungle near the Toad Gate.




The Cursed Crew (including several traitorous Amazons) demonstrate against the south wall.


Meanwhile, the Undead Pirates flank the south wall.


Marley's Skeleton encounters a Giant Constrictor in the jungle!


The Constrictor fails, but the Amazons' Crazy Doxies rush to finish the job.


Elsewhere on the field, the Old Smuggler and his Bodyguard fall afoul of Clinging Vines!


As the fight for the flanks deteriorates, the reserves sally forth!


Silith Dan notices the Old Smuggler and the Bodyguard trapped in the vines.


The reserves stalked various stragglers outside the walls with mixed results,  however for the Old Smuggler and his Bodyguard time would run out...  Both the Skaven and the Crypt Deniers were taking rout tests, but so were the Natives.  The Amazons broke first.

Suddenly the Skink Priest is alone defending the gate against the Undead (that Beastman is really a dead Beast).


Assuming that two Undead can handle one Skink Priest, Pustus and his hired warlock and traitor Shaman attack the two Great Crests that block their way.


Pustus got one of the Great Crests, the other escaped.  However more Skink Braves fill the gap. (Rob was receiving random reinforcements from the nearby lost city.)


A jungle swarm thwarts a Cursed Crew's attempt to assassinate the Skink Priest.


The Monks of Bilbous Abbey had four warriors off the Native's table edge.  Pustus had passed 4 or 5 break tests (once at a -1 Leadership due to some insidious Amazon spell), but as the last Skink Brave between Pustus and the table edge fell, the Monks lost heart and fled back toward their ship!  Arrrgh!

The Crypt Deniers had five warriors off the Native's table edge.  Bloody Bill was poised to exit if only one last break test could be passed...  And no.  The Evil Alliance failed!  Woe!

Rob hung on forever, since his warband reached break point first.  8 Skink Braves were out of action by the time Clan Pestilens cleared the northern heights.  The Lizards Cold Blooded rule saved the Natives' day or night...

Post Battle
The Amazons lost only one henchwoman.  Not sure if the Crypt Deniers captured her or not. Both Crazy Doxies went OoA.  Buffalo Head recovered, but Bad Crazy Doxie will miss a game.  (The Crypt Deniers gain 25 gc reward.)
Amazons--1 CP

The Monks lost one Novice to a tar pit and a veteran Novice turned traitor (or died) and joined the Crypt Deniers.  Pu'Tred now suffers from stupidity...
Monks of Bilbous Abbey--1 CP

One of the Crypt Deniers' Cursed Amazon Crew died.  Marley's Skeleton must miss a game due to a leg injury.
Crypt Deniers--1 CP

The victorious Lizardmen lost 4 Skink Braves, 2 of which were captured by the Crypt Deniers.  The Lizards retrieved the infamous Sword of Rage from its hiding place lest the Outlanders recapture it.
Lizardmen--3 CPs

Thanks to the lads for a great game!


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Wed 6 Nov 2013 - 5:13

The Evil Doers have once more seized Defeat from the Jaws of Victory...last minute morale failures are incredibly frustrating. At ant rate the Gaming Board is GORGEOUS; both the natural & Lizard-made pieces are BEAUTIFUL...GREAT WORK!  thumbsup 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Wed 6 Nov 2013 - 19:12

Deafnala wrote:
The Evil Doers have once more seized Defeat from the Jaws of Victory...last minute morale failures are incredibly frustrating.
Our goal was to each exit 6 warriors. So close!
_______________________________________________________________________________
My favorite image of the week:


Campaign Points for Week 16
Bob--Sartosan Pyrates--Scourge of the Sea: 26 CP
Chad--Lubbery Beastmen--Scourge of the Sea: 23CP
Chris--Amazons--Celestial Canopy: 41CP
Jim L--Ghost Pyrates of Sartosa--Scourge of the Sea: 38 CP
Rob--Lizardmen--Celestial Canopy--39 CP
Von Kurst--Savage Orcs --Scourge of the Sea: 21 CP
Von Kurst-- Clan Pestilens--Silent Threat: 41CP

Pirate Curse Points
Bob--Sartosan Pyrates 1 PCP
Chad--Lubbery Beastmen: 5 PCP
Chris--Amazons: 6 PCP
Rob--Lizardmen--2 PCP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Thu 7 Nov 2013 - 5:30

I doubt the snake is going to find much in the way of nutritional value there, but the photo & minis are UBERCOOLthumbsup
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 9 Nov 2013 - 7:20

Week 17--The Mysterious Tzeentch's Triangle

Chris had reached 6 Pirate Curse Points during week 16.  So his warband was drawn into Tzeentch's Triangle to confront the crew of the Hanna Boden...

The Cursed
Chris--Amazons
playtable--Ghost Pyrates of Sartosa
Von Kurst-- Clan Pestilens

The Drifting Hulk
Photos by playtable

The fog had swallowed the Plague Ship again.  The crew whimpered as the Plague Ship glided through the mist, but Pustus Pestilus silenced them with a fierce glare from his blood-shot eyes. Strange sounds could be heard but the crew could see nothing.  Pustus ordered the jolly boat launched in case his ship needed towing.  The Novices chosen to be rowers had to be forced aboard, for they feared they were to be sacrificed to the Mist Daemons.  Pustus wondered if that would work...

Suddenly the mists parted.  Pustus was not surprised to see the huge Ghost Ship looming off his bow.  Nor was he truly shocked that anther ship could be seen sailing toward them out of the fog banks.

"Fire as ye bare!" the Priest High Commodore ordered.  

PFffttt...
The fuse hissed and died.  The slave gunners wailed as the enemy vessel fired its own guns.  Pustus ducked instinctively as the shot flew over this ship.  There was a flurry of arrows, then the enemy ship disappeared as the mists swallowed both ships once more.


The Plague Ship crashes into drifting hulk of the Hanna Boden.


Despite a favorable wind the Crypt Deniers cannot reach the hulk.  Wails of frustration and dismay erupt from the southern board edge...


The Monks' boarding party is immediately surrounded by shambling pirate zombies (with guns!)


More skaven waiting to board.


The Amazons approach with caution.


Off in the mist a rending of timbers is heard as the Crypt Deniers' ship crashes into its jolly boat (only inflicted one structure point of damage on the boat which is indicated by the blue die.)  Playtable was having one of those games.


General melee on the Ghost Ship.


The Monks broke first with nine warriors OoA.  The Novice carrying the treasure chest was cut down just before the Monks failed their first rout test. (I lost 5 models in one round.) The Amazons managed to drag a treasure into their jolly boat to escape the waves of vengeful zombies, but the Crypt Deniers watched helplessly as their boarding party was cut down.

Despite starting earlier and being the only game of the night, playtable and Chris were still fighting at Store Close.  Draw for them.

Post Battle
The Monks gained no treasure from the Ghost Ship, but had five heroes to roll for Exploration.  The Faceless One (Hired Warlock) was killed. A newly recruited Novice was captured by the Crypt Deniers.
Monks of Bilbous Abbey--1 CP

The Crypt Deniers lost the Ghost of Elvis II to a random shark attack.  There was much lamentation. The Ghost Pyrates captured one Monk and a couple of Amazons.  They were able to loot any casualty that they did not capture (except Hired Swords).
Crypt Deniers--1 CP

playtable wrote:
4 wins
15 losses
3 ties (including tonight)
The Amazons lost three or four henchwomen in the bitter fighting. The treasure chest yielded a Piece of Eight (a cursed artifact) along with gold, armor and gems.  The Amazons were unable to resist the curse and are now tainted by Chaos. Twisted Evil 
Amazons--1+2D3 CPs (for the Piece of Eight)


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 9 Nov 2013 - 8:16

As a testimony to the quality of your narratives, lately I find that I read the story & then go back to look at the photos. This is the exact opposite of my normal approach. SO...VERY WELL DONE!  thumbsup
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Mon 11 Nov 2013 - 20:35

Thanks Al!
______________________________________________________________________________
The Final Desperate Moments of the Fight for the Drifting Hulk

There were apparently more photos!

When the Crypt Deniers finally catch up, the newest Cursed Crew climbs on to the Ghost Ship...


More crew climb up to join her...Then Zombie Party!


Gzzz'Rot and the Morgluf try to force their way on to the Ghost Ship. (Gzzz'Rot wounded himself with that blasted censor in every round of combat.)


Waves of pirate zombies meet the Amazons at the bow. (The girls will eventually steal the treasure chest.)


Once the Monks flee, the zombie pirates turn on the Amazons.
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 12 Nov 2013 - 5:54

OOOOOOOH! MORE PHOTOS...OH BABY!  cyclops 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 16 Nov 2013 - 6:11

Week 18--Scenarios We Haven't Played Yet

The campaign is winding down.  We decided that this campaign would end next week in time for the Thanksgiving break.  Who wins is going to be decided by Campaign Points.  So this week I wanted to play a couple of scenarios that I had re-written but not been able to test...

Guinea Pigs
Chad--Lubbery Beasts
Chris--Amazons
playtable--Ghost Pyrates of Sartosa
Von Kurst-- Clan Pestilens

Beware the Tall Grass
Loosely based on the scenario The Prey which in turn is loosely based on a scene from a Jurassic Park movie...

The woman formerly known as Two Flowers scanned the mist shrouded grass carefully.  The hunting beasts were close, she knew it.  She had warned the Undead Masters, but they had ignored her. When she renounced her tribe to join the Cursed, Two Flower had envisioned wealth, power and unending life.  Those dreams were hollow, she saw that clearly now.  Two Flower laughed bitterly. One of the Masters, known as Squidface turned his burning eyes toward her.  He said nothing, but turned to point toward the west.

"Forward," he said in a hollow voice.

Two Flower could see the shadow of something large ahead, looming above the grass.  Perhaps there was hope after all.  If the Crypt Deniers could reach those heights, they would be safe from the hunters behind them.  Two Flower stepped purposefully toward the west.  Despite the noise made by herself and  her companions, she heard the rasp of rough hide moving quickly through the grass.  Two Flower tried to turn to meet the attack.  It was too late.  


The Crypt Deniers skirmish line.  They have four turns to reach safety nine inches away...


The Cold Ones attack the Amazons first.  The Amazons counterattack.


Eight Cold Ones shatter the Crypt Deniers line.  There are so many Cold Ones that playtable pulls out the wolf models to represent them...


More Cold Ones...Fewer Crypt Deniers...






The Amazons are HUNTING the Cold Ones on their side of the temple...




playtable wrote:
One turn Chris's super-killer girl charged a cold one; she wounded 6 times with strength 4, so the cold one could only save on 6s.  I rolled six '6s' for the cold one and saved them all!  Cold one went OOA next turn though.

Picture of 1 from each warband on top of building at the end of turn 4. Tie.


Picture of 2 Amazons and Angie Bonny on top at the end of turn 5 where Chris wins.


If Angie Bonnie had gotten off her spell it would have made it go another turn, but I still would have lost since I only had Angie And the beastman skeleton, Hairy, left at that time and Hairy was surrounded by tons of cold ones.

Post Battle
I took out maybe 5 or 6 of the 19 dead cold ones. Chris only got to sell 7 but still got richer.

Butcher's Bill:
1.  One of the earlier Amazon Cursed Crew died.
2.  Matilda, Cursed Crew, (1 exp.) died
3.  Elia, an Amazon hero Skeleton mate, who never did anything with her dang hunting rifle died.
4.  No name Swabbie died
5.  Blue Wolfgang, a Hired Sword Warlock,  died
6 and 6 1/2.  Dirty Dirk, a Hired Sword Old Smuggler,  (AND his bodyguard skill, Buzzcut) both died.

Chris had no one die.
LGT hero Sharpie got captured, but returned empty-handed and naked after the Amazons had their way with him.
Crypt Deniers--1 CP

Amazons--2 CP (-1 for attempting to summon Penthesilea)
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 16 Nov 2013 - 7:03

I think you have discovered a new form of Luncheim. It must have been a really tense game.  affraid
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 16 Nov 2013 - 8:52

Deafnala wrote:
I think you have discovered a new form of Luncheim.
Very Happy 

The Crypt Deniers certainly provided snacks.
_____________________________________________________________________________________
Hijack!
Another Larcenous Scenario Based on The Great Robbery By The Mordheimer.

Pustus Pestilus rubbed his paws with greed.  The Beasts had chosen to move their newly acquired cargo at night to hide it from prying eyes.  As if that was possible in the town of Torktuga.  Pustus had known of the robbery before the bodies were cold!  The Morgluf was in his pay after all!  Unfortunately the incompetent Shaman had been assigned to the ship not the party transporting the treasure... No matter, his monks were in a perfect position to intercept the treasure before it could be delivered to Smuggler's Pier (so obvious a choice, the Beasts were rank amateurs!)

"Forward! Hurry-scurry-run!" Pustus ordered as his brethren shoved their way through the usual dockside crowd.  His orders were suddenly drowned out by a loud crash from the darkness ahead.

"Betrayed!  Run-flee!" shouted the monks.  Giant rats scurried about between their feet causing more confusion.  Pustus feared that the town was under bombardment again.  Perhaps the rumored Imperial fleet had finally arrived.

"What happened has?" asked the Great Priest. "Go forward, see-spy!"  Pustus shoved one of the new Novices toward the terrified shouting in front of them.  The fool tried to break away past his Priest, but Pustus thrashed him with the flat of his sword.  The Novice disappeared into the crowd. Pustus immediately realized his error and sent two more Novices after the first.  One of them was likely to return...

"Great Priest!" squeaked a voice from a nearby rooftop. "The Rust Bucket tavern collapsed has!  Casualties-harm-hurt there are, many."

"What? How? Casualties of Our Brethren?" responded Pustus with his usual aplomb.

"None of ours, Great Priest," squeaked the informer.

"No? It is of no matter then," growled the Priest who was angry that his well planned attack had been interrupted by such an insignificant occurrence.  "Forward! We must the Beasts intercept, yes!"

Although, thought Pustus as he herded the imbecile Pu' Tred along, perhaps the plague rats could nibble on a few of the injured.  A new wave pf sickness would be pleasing to the Horned One, yes. It would remind the town of the importance of tithing to the Plague Monks.


Ss'Dunz set off the crowd by shooting an ungor.  The Beasts' Chieftain is knocked down by fleeing civilians.


The lead elements reach the Pink Bridge.  Several skaven are trampled by the fleeing crowd.


The Battle of the Pink Bridge.  Several members of the Pestilens Suicide Squad fulfill their oaths.




The Battle of the Pink Bridge results in a resounding Skaven victory.  The rats press on!


The shattered remnants of the Beast shore party attempt to withdraw to their ship.


The Beasts' cannon discourage pursuit.


Post Battle
Unfortunately for the Skaven, too many of them fell achieving their victory.  Thus the Monks were forced to withdraw before the treasure could be secured.  The Warlock With No Name failed to defeat the Bestigors carrying the chest.  Luckily he died in the attempt.  The Monks also lost an insignificant Novice killed.  Gzzz'Rot suffered a Nervous Condition after being stunned by his own Censor's fumes then stabbed while he lay helpless.

The Beasts lost their Minotaur to Ss'Dunz's blunderbuss.  There was much lamentation, at least until Chad totaled the sum of the treasure captured and did a little addition to balance new accounts with savings.  A new minotaur is purchased for the Final Battle.  The Beasts gain some cash, a Friendly Flag and The Armor of the Swamp Drake, a minor Lustrian artifact.
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 16 Nov 2013 - 9:32

ANOTHER GREAT LOOKING Battle! The storming of the Pink Bridge stirred old memories of a similar affair in one of my long ago battles. GREAT STUFF as always!  thumbsup 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 24 Nov 2013 - 2:03

Fantastic battle reports.

The amazon leader was punished very heavily with loosing all artifacts by being robbed. Maybe a scenario to hunt down the robber would have been nice.

The drifting hulk scenarios seemed to be working fine. What do you and your player group think about this scenario?
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 24 Nov 2013 - 16:10

Thank you.  

The Drifting Hulk has been pretty fun.  I am going to shorten the distance the ships start from the hulk to 18" to speed the game up.  We didn't finish either of the recent attempts at it in two and a half hours or so.
_______________________________________________________________________________
Week 19--The Final Battles

Survivors
Chad--Lubbery Beasts
Chris--Amazons
playtable--Ghost Pyrates of Sartosa
Von Kurst-- Savage Orcs (I forgot my Pestilens list at home) Evil or Very Mad 

The Ghost and the Darkness

The Ungor moved cautiously through the thick jungle.  The jungle was un-naturally quiet.  The Ungor could hear its own breath.  It could hear the other members of the tribe as they moved forward.  Somewhere ahead were the Undead.  The scouts had told the tribe this earlier, though the ungor could not see any evidence of the enemy in the world of green.  Still the ungor was terrified.  The beastman could not have explained why, yet he felt a terrible dread as though some doom stalked him alone in this leafy green world.

Suddenly the ungor heard a sound that did not fit.  Something was nearby.  The beastman looked about frantically to locate his enemy.  He could see nothing, but he could feel the danger getting closer.  An ear splitting roar from above caught the beastman completely by surprise.  The ungor looked up to see a huge cat leap from the canopy above his head.  The beastman shrieked and curled up in a ball.


Both cats attacked in the same game turn.  Both failed to make diving charges by rolling a 6.  The ungor survives and Beastmen heroes charge the infuriated Darkness.


The Ghost is attacked by the Elvis III and Squidface.


Post Battle
The Crypt Deniers were easily defeated by the Beastmen.  A veteran Amazon Cursed Crew was killed.
Sharpie the LGT Cursed Crew is attacked by a Cold One while lost in the jungle.


playtable wrote:
Cold one got the first turn = nada
Sharpie fought back = nada

Each fought 2 or 3 more times before Sharpie took it OOA.
Crypt Deniers--1 CP

The Beastmen ended the campaign with a couple of wins.  The Crypt Deniers had been so beat up in the last game that the Beasts had caught up in warband rating and power.
The Lubbery Beasts--2 CP


Last edited by Von Kurst on Sun 24 Nov 2013 - 17:42; edited 1 time in total
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 24 Nov 2013 - 16:57

Yeggmen

Chris missed the first week of the campaign and had never played this scenario. Otherwise it was kind of a let down. Instead of the two leading warbands fighting it out, my poor orcs that hadn't fought for weeks had to take on the rich Amazons.

The haughty Amazon tossed her blonde locks impatiently. She was tired of guarding this strange Outlander hut. The Men who had the next watch were inside the building already, but the Amazon did not trust them. From the sound of it they were enjoying a bottle of their disgusting fermented beverage. Men!

Suddenly one of them appeared a the entrance to the hut. He shouted something and tried to shove his way toward the Amazon but the drunken lout fell down. The Amazon drew her sword. Before she could accost the Man, another one of the louts appeared and charged toward her! The Tribe had been betrayed!


Uma Gooma leads his team of burglars toward the paymaster's building. Below the drunks take the Amazon hero out of action.


A view from the end of the battle. The Red Jaws White Skulls mass in the west, but Uma Gooma has already fallen to the Crazy Doxies.


The Amazon leader secures the paymaster's chest inside the building.


Post Battle
The Red Jaws were pretty outmatched. +4 underdogs. One veteran Brute was killed. Uma Gooma recovers from his injury. Brumba da Nutta suffered a Nervous Condition.
Red Jaw White Skulls--1 CP

The Amazons may have lost a henchwoman. They gained a bunch more money.
Amazons--2 CP
______________________________________________________________________________
Campaign Points--Final
Bob--Sartosan Pyrates--Scourge of the Sea: 26 CP
Chad--Lubbery Beastmen--Scourge of the Sea: 28CP
Chris--Amazons--Celestial Canopy: 48CP
Jim L--Ghost Pyrates of Sartosa--Scourge of the Sea: 41 CP
Rob--Lizardmen--Celestial Canopy--40 CP
Von Kurst--Savage Orcs --Scourge of the Sea: 22 CP
Von Kurst-- Clan Pestilens--Silent Threat: 43CP

Campaign to Chris' Amazons!

Thanks for watching!


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 24 Nov 2013 - 17:29

CONGRATULATIONS to Chris & the Jungle Girls!  cheers 
SO whereto next?  Shocked
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 24 Nov 2013 - 17:48

Thanks Alan, I'll pass your congratulations along.

Next up: we are going to make another foray into Araby in December.
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