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

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Von Kurst
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 3 Sep 2013 - 18:15

Deafnala wrote:
The Babes would do better, I'm sure, against a Gang that was interested in their more obvious attributes.
The Lizards do have a special rule that they are immune to the Amazons' Mesmerizing Dance skill. The Amazons are the Lizards' nemesis if they get those pesky no armor save weapons going.  But Chris elected to start without Claws of the Old Ones, oops.  

Da Great MC wrote:
You guys have the best campaign.
Thank you for the compliment.
______________________________________________________________________________
Mondayheim--Jungle Skirmish
The Savage Orcs encounter the Amazons

Cast
Chris--Amazons (Warband rating 293)
Von Kurst--Savage Orcs (Warband rating 223)


"Waaughhhh!" roared Big Chief Uma Gooma as he sailed through the air.  The duppy scroll the ladz had found was proving useful.  Jungle travel was much easier when you could fly.  The Shaman landed full on the wounded doxy with a squishy thud.  

"Uma kill!" shouted the enraged orc.  The doxy's blood fountained red.  "Waaaughhh!" roared Uma Gooma again.  The big orc was drunk with slaughter and victory.  Unfortunately Uma Gooma had flown ahead and above his tribe.  The remaining doxies fell upon him in a vengeful rage.

Uma Gooma met the charge of the first two with some contempt.  What could two doxies do to him?The Shaman called upon Great Brotha Mork to burn them.  Nothing happened.  Bright blades flashed at the Shaman's eyes.  Another doxie rushed forward from the right.  The Shaman felt a stinging pain as a sword bit his flesh.  Uma Gooma roared in pain and anger.  The Shaman chanted charms and curses.  Great Brotha Mork did not answer.  Another doxie got behind him.  Uma Gooma tried to force the other three away so he could get his back to a tree, but the doxies were fast.  Blades beat upon his guard.  A sword point flashed at his head.  There was a searing pain.  Uma Gooma fell under the flashing blades!

"Kill" shouted Grumpas.  "Kill-kill!" roared Gothma.  The Red Jaw Skull Face tribe had taken many heads, but the doxies had gotten to high ground.  The steep, rocky slopes defeated the tribes' attacks.  Bright lances of light-that-kills and clouds of arrows met the orc charges.  Three warriors of the tribe were rubbed out, dead.  Uma Gooma was bad wounded. It was not a good day.


Post Battle
The Red Jaw White Skulls took more than half of the Amazons OoA, including three heroes.  Still the Amazons fought on.  Eventually the doxies got the orcs to break point and outlasted the leaderless orcs.  Two out of three of the Far-killa Boyz were killed and Uglugg the LGT Nutta died as well.  Uma Gooma suffers Madness.  He rolls Frenzy.  One of the Gnu Bees is promoted for surviving a Crazy Doxie attack (which was more than could be said of Uglugg). The Savage Orcs encounter a cheating merchant and decide to hold on to their gold for now.
Red Jaw White Skull--1 CP

The Amazons gain a bunch of campaign points due to Uma Gooma going OoA and the death of Uglugg.  One Totem Warrior suffers Multiple Injuries, but the other two heroes recover (one survived against the odds...) Four Amazon henchwomen are killed.  The formerly lost in the jungle Amazons return to the Heart of Darkness in triumph. (But fail to find any rare Claws of the Old Ones.)
Amazons--4 CPs
_____________________________________________________________________________


Campaign Points Week 8:
Bob--Sartosan Pyrates--Scourge of the Sea: 15 CP
Chad--Lubbery Beastmen--Scourge of the Sea: 15 CP
Chris--Amazons--Celestial Canopy: 27 CP
Playtable--Ghost Pyrates of Sartosa--Scourge of the Sea: 20 CP
Rob--Lizardmen--Celestial Canopy--22 CP
Von Kurst--Savage Orcs --Scourge of the Sea: 15 CP
Von Kurst-- Clan Pestilens--Silent Threat: 18CP

Pirate Curse Points
Chad--Lubbery Beastmen: 4 PCP
Chris--Amazons: 3 PCP
Playtable--Ghost Pyrates of Sartosa: 2 PCP
Von Kurst-- Clan Pestilens: 2 PCP


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 3 Sep 2013 - 18:38

Fond as I am of the Savage Greenies, HOORAY for the Babes!  clown
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 6 Sep 2013 - 19:37

Week 9--Salvage!

Castaways
Chris--Amazons
Playtable--Ghost Pyrates of Sartosa
Von Kurst-- Clan Pestilens

The Crypt Deniers were lost at sea.  So when only three of us could make it to game night we fought an impromptu Salvage Operation:
(loosely based on werekin's Illegal Salvage Operation)

The Karribean night was warm and calm. The twin moons gave some light.    The small flotilla of rowboats was slightly disorganized,

"Have care! Useless spawn of blind worms-grubs-crawling things!" Priest High Commodore Pustus Pestulus cursed the rowers as they paddled through the coastal swamp.  "Bare to right paw! Right!"

From the darkness ahead a river monster roared.

"Left paw!  Left paw!" screeched the High Commodore.  From a nearby island Pustus' Pride roared in reply.


The Crypt Deniers approach from the south.  Amazons from the north.  The Monks of Bilbous Abbey are stuck in the middle again...There are 8 cargo markers (barrels), 3 crocodiles and humans can see 10" in the gloom.


From his place in the prow Monk-Initiate S'Dunza glimpsed something large approaching through the murk.


"Avast!" he hissed, proud that he had remembered the Clan Skurvy phrase for alarm when at sea. "Avast! Big-huge-large thing from south comes!"

Just then there was a loud squeak from the west followed by a much louder bellow.  A river monster was angry.

"Shoot! Fire! Destroy enemy!" ordered the High Commodore from the rear of the boat.

S'Dunza leveled his blunderbuss toward the approaching bulk and applied his slow match.

KaBoom! There was a brief flash which illuminated a jolly boat full of startled man-things.  Then the welcome sound of screaming and lead hitting flesh filled the night.


Only Marley and the Ghost of Elvis II survive the shot.  Best luck S'Dunza has had all campaign.


The Ghost of Elvis II becomes ethereal and charges a poor novice.


Alas the charge is for nought...Elvis is down!


With two heroes and several henchmen out of action by turn 3, playtable routs.  The Monks encounter the lead elements of the Amazons and defeat them as well.


But despite the loss of three henchwomen and two Hochland Long Rifle armed heroes and a boat ravaged by crocodiles, the Amazons refuse to rout!  

Two frenzied warriors, a five attack Totem Warrior and my T5 Plague Monk, Gzz'rot, clash on a rickety bridge.


The duel turns into a general melee which becomes a war of attrition that the Ld 7 Skaven cannot win (with me rolling the dice).

Post Battle
The Crypt Deniers fled first.  Two Cursed henchmen died.  The cargo they salvaged turned out to have been ruined by its time in the drink. The LGT hero archer suffers a Leg Wound.  Elvis II survives against the odds.  The Crypt Deniers do return to Torktuga to trade, but there is much lamentation until hours later when...

The Monks of Bilbous Abbey break! The Monks had loaded no cargo, being engaged in combat nearly the entire game and generally inept.  (I had several S4 characters trying to salvage cargo rather than fight, but never rolled below a 4 on LOTS of tries...I needed a roll of one or a two.)  A giant rat dies.  A Novice is captured by the Crypt Deniers and joins them as Crew.  S'Nerk, an LGT hero, is killed by the Totem Warrior then raised as skeleton crew by the Crypt Deniers Sea Singer!  Woe!

Gzz'rot suffers a Hand Injury.  The Monks encounter a Cheating Merchant on the voyage back to Torktuga, but they decide to save their gold.

The victorious Amazons had fought on despite 50% losses AGAIN!  This made for a great game, but came with an awful price.  2 henchwomen died AND a Hochland Long Rifle toting Champion was killed by Gzz'rot then raised by the pesky Sea Singer to lurch along with the Crypt Deniers!

The Totem Warrior suffered a Nervous Condition and the other Hochland Long Rifle girl became Mad and now suffers Stupidity.  The Amazons liberated a crate of foreign wares and a pay chest.  In addition they found a Map of the Lost City during Exploration.  The Amazons found their way back to the Heart of Darkness to replace their losses and plot revenge.

playtable wrote:
Back to full roster (15).  Jumped up to 329 exp. ! That's up 55 from before the game.
2 Cursed crew died.  

Now have:
Bestigore skeleton crew (Toughness 5)
Amazon skeleton crew  (hunting Rifle)
Skaven skeleton crew    (blunderbuss)
Skaven Cursed crew
Along with 6 heroes and 5 standard Cursed crew
and 2(3) hired swords.
Crypt Deniers--1 CP

Monks of Bilbous Abbey--2 CP (Hero OoA with no ally within 6")

Amazons--3 CP  (killed enemy hero)
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 7 Sep 2013 - 2:45

Fantastic reports. I love your water surface you use in some of the battles.

You had some great games!
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 7 Sep 2013 - 5:46

SerialMoM wrote:
Fantastic reports. I love your water surface you use in some of the battles.
Thanks SM.  The theater I work at finally did a glossy blue floor for a play.  I recycled a 4x4 square. Very Happy 

One consequence of having fewer players is that the boards we play on can be more representative.


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 7 Sep 2013 - 6:51

The recovery of the Ghost of Elvis II brings up a question: when an Undead Guy is injured do you nurse them back to Unhealth?  Suspect What a Face 
That aside, GREAT REPORT & PHOTOS!  thumbsup 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 8 Sep 2013 - 18:12

Sundayheim--Fancy Meetin' YOU 'ere!
An inebriated variant to Chance Encounter (which we forgot most of the rules for Embarassed )

Cast
Rob--Lizardmen (Warband rating 264)
Von Kurst--Clan Pestilens (Warband rating 286)

Pustus Pestilus was almost pleased. The rain lashed the crumbling streets of the man-things' disreputable port. The hated sun was no where to be seen and the Monks had already received payment for their forbearance in not releasing a horrible plague on the town from the spineless fools of the marketplace. All that remained was to return to their lair beneath the town to conduct worship services, sacrifices and the investment of the new Plague Monk. The Priest High Commodore chanted a litany of curses and pestilence as he and his brethren followed the bulk of his Pride through the crowded streets. Just because the fools had paid tribute was no reason to be lacking in holy diligence.

Kaaa-rack!
A Novice cavorting on a rooftop was struck by a bolt of lightning! Pustus watched with interest to see if the fool would recover. Slowly the Novice twitched back to his feet and staggered after his fellow Novices. Pustus shrugged and continued on toward the Lair and the sacred Chapel of the Horned One.


The Monks cross the southern canal.




The Lizards approach from the northeast.


Skinks skirt the northern canal.


Battle is joined! Pustus Pride and Gzz'rot charge!


A skink brave attacks the Monks' firing line on top of one of the adobes. He is soon dispatched for the loss of a veteran Novice.


The skinks double back. (One of the bow armed skink braves tripped and fell into the canal and drowned...)


Pustus Pestilus stands alone after the Kroxigor and his Saurus friends do in most of the Plague Priest's bodyguard.


Post Battle
The Monks of Bilbous Abbey fled when the Kroxigor got into combat with Pustus. The Lizardmen's Cold Blooded leadership kept them on the field with 3 heroes and 3 henchmen OoA. One of the veteran Novices is killed (by a skink!) Gzz'rot poisons himself with his censor and the Kroxigor bashes him one in the head to emphasize the error. He is now Mad and sort of regrets wasting a skill to become frenzied if all it takes is a blow to the head once in awhile...The Monks gain 2 treasures for taking heroes OoA and find a barrel of grog.
Monks of Bilbous Abbey--1 CP

The Lizardmen lose 2 skink braves and an LGT Saurus hero named Izzy. They gain 1 treasure from the Monks and collect 80 gc.
Lizardmen--2 CP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 13 Sep 2013 - 18:49

Week 10--Any Port in a Storm

Cast
Bob--Sartosan Pyrates
Chad--Beastmen
Chris--Amazons
Playtable--Ghost Pyrates of Sartosa
Rob--Lizardmen
Von Kurst-- Savage Orcs and Marienburgers

Torktuga, the Pirate Brotherhood Port

The Long Pier



The rain lashed the harbor.  Lighting slashed down to explode against a battered adobe building.  The Red Jaw Skull Face tribe were frozen by the near miss. Uma Gooma howled back at the storm.  His body was charged with electricity and the power of Mork (or perhaps Gork).

"Waaaggghh!" screamed the shaman.  The crowd of pirates, merchants and hangers on parted around the crazed orcs from out of the jungles.  As the humans were leaving the docks, the orcs were pushing their way on to the pier that connected the North Dock with the Big Jet to the south.  The signs said Oma Gooma should lead the tribe here, so here they was.

Ka-Zzzoottt!
Another lightning strike blasted Farkilla as he climbed up on to the flat roof of a big hut.  Farkilla glowed for a bit, then he shook himself, howled and climbed back off of the roof.  Oma Gooma knew that Farkilla not frying was a sign from Mork (or perhaps Gork).  It was a good day.

Suddenly the crowd parted to reveal a thing that looked like a cross between a horse, a goat and maybe a humie.  The thing saw Gobbo about the same time Gobbo saw it, but it was quicker.  The thing made a loud noise and galloped right over old Gobbo.  Crushed the git like he was an ant or something.


Post Battle
The Beasts were just beating on the poor higher rated Savage Orcs like they was a drum or something, but the orcs were one shy of a break test on their turn so I charged.  There were only eleven Beasts and three went down in the rush.  Beasts fail their first break test.  None of the casualties die.  Exploration isn't too bad.  Chad learns that the Beasts are NOT limited to 12 models and spends his stash.  His warband might look a bit meaner next time.
Lubbery Beasts--1 CP

The Savage Orcs win!  But nearly all of their casualties die including Gobbo, an other Gnu Bee and Gothma the Brute, the orcs first LGT!  Arrrg!  I have lost so many heroes this campaign.  On the plus side I gained an extra crate in Exploration and found a Friendly Flag.
Red Jaw Skull Face Tribe--2 CP
(To be Continued)


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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 13 Sep 2013 - 19:53

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



The Most Esteemed Fraulien Gertrude Eloise Erma von Hausen was extremely vexed and confused. It had seemed such a LARK to journey to forbidden Torktuga. She had heard about the town for just YEARS. It was quite NOTORIOUS! Father was always threatening to wipe the place out, but somehow he had never quite got round to it. He was ever so BUSY, being GOVERNOR and all.

Torktuga, sadly, was actually a disappointment. The inhabitants were rather vulgar and crude. No one seemed to have any sense of FASHION. Or of DECORUM. Gertrude had seen several males and females in various states of SCANDALOUS UNDRESS! One barely dressed female (who sported such UNUSUAL feathers and jewels) had actually tried to engage Gertrude in conversation. The woman knew NOTHING of the COURT, NOTHING!

Gertrude looked about for her maids and attendants. Wherever could they have GONE? Surely with what happened the LAST time (and the time before that) they could not have gone off and LEFT her AGAIN!? Gertrude tried to remember where they had said they had gone the last time... The Governor's daughter stamped her dainty foot. She turned about slowly. A thoroughly WRETCHED creature reached a clawed hand toward her. Gertrude shrunk away. She MUST return to the harbor, it was THAT way...

BAAA! MmMaaaa!

Gertrude could hear sheep. Or perhaps goats. She wasn't quite sure, but she could not recall seeing a livestock market on her tour. The crowd was becoming restive...

Kabooom!
Gertrude ducked instinctively. There were screams! Someone PUSHED Gertrude to the side. People were rushing to and fro. Gertie had seen this happen before...


The Beasts approach.


Here there be pyrates!


Amazons! Gertie is the small waif near the center of the table. Imagine she is surrounded by a huge crowd of Torktugans.




The Beasts suffer from pyrate missiles as they advance.


Post Battle
The Beasts fled first with the Minotaur and Chieftain OoA (among others). Only a chaos hound actually dies.
Lubbery Beasts--1 CP

The Amazons fled after a protracted missile duel in which the superior range of the remaining Long Rifle-woman fails to out shoot the many crossbows. The Amazons discover some unguarded barrels and take what they can get. 2 hench-women are killed.
Amazons--1 CP

The Sartosans gain much loot and the ransom for poor Gertie. A Hired Sword returns a favor and other good things.
Sartosan Pyrates--3 CPs (rival leader OoA)

(Next: There's gonna be a Jail Break!)
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 13 Sep 2013 - 20:08

HURRAY! Gertie is saved more or less! COOL REPORTS & PICTURES! thumbsup 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 13 Sep 2013 - 21:32

Thanks Al!
_______________________________________________________________________________
Port Sigmar



We haven't visited Port Sigmar this campaign since all of us are pirates, natives or rats and thus not welcomed in the Empire's port in the Karribean.  But the Mad Monk, Rash'pittin was transported there against his will several weeks ago.  There have been several plots to free him. but until Thursday all of them fell apart due to schedule conflicts.  Myth was going to run the Marienburgers, but he had a last minute conflict so I stepped in to run the famed Penny Pinchers, playtable's hapless warband from the first Pyrates of the Karribean campaign.

http://boringmordheimforum.forumieren.com/t5521-pirates-of-the-karibbean

Jail Break
The Lizards race the Crypt Deniers to free Rash'pittin.  The Penny Pinchers hope to see the Mad Monk hang!
Photos by playtable and Robperk

The town of Port Sigmar is reeling from a violent assault on the local prison.  Foul undead pyrates commanded by the infamous Captain Bluebeard made alliance with one of the native tribes from the interior, one of numerous bands of the Lizard-folk that swarm the interior of Lustria.  Although the attackers suffered a falling out, it was not before the defenses of the prison were breached.  Several of the town's guardsmen were killed or injured in the attack.  Worse the notorious blasphemer, Rash'pittin, escaped in the confusion.

The acting commander of the prison garrison, Captain Rothberger, is facing charges for dereliction of duty.  It has been learned that the Captain was not at his post.  (The gentleman claims he was indisposed by an Old Battle Wound.) In addition most of the Captain's personal troops were not on duty during the attack, arriving after the brigands had decamped.


The Lizards infiltrate the town from the west.


The Crypt Deniers attacked from the east.  It is dark. The red poker chip represents a lantern over the prison entrance.


The dungeon cells where the Mad Monk has rotted these many weeks.


Rash'pittin, chained in his cell, awaits his fate.


Captain Bluebeard duels the Champion, Big Hoss.


Though the duel seemed to last forever, Big Hoss eventually falls stunned.  Cruel Captain Bluebeard dispatched him without mercy.


The shrinking defenses.  Though the alarm sounded on the first turn, reinforcements never appeared.  Incompetence and corruption is blamed. (I rolled a 6 for the number of turns before the guards arrived.)


A lone marksman that I kept forgetting to move.  Playtable thoughtfully photographed him to 'help' me.


A brave halberdier faces 3 skinks.  He only got one of them before they overpowered him.


Rash'pittin's guards rush toward the sound of battle above them.


On turn 3 the guards fail their first rout test with an 11.  The attackers immediately fall upon each other.




The saurus and kroxigor make short work of the Crypt Deniers skeletal minions and Cursed Crew.


The Purple Spawning discover the secret entrance to the dungeons: the abandoned well.


The skinks are winning the race to the cells.


Elvis and Squidface dispatch a skink.


Meanwhile Marley enters the prison as the Kroxigor advances through the minions.


Post Battle

After an epic struggle, nine o'clock chimed (the dread Store Closing).  Both sides refused to fail rout tests, but playtable reluctantly conceded after Elvis was shot down by skinks.
playtable wrote:
Elvis was ROBBED! - paid for 4 lucky charms and he couldn't use any of them. [Because he is a Ghost.]
Angie Bonnie took 1 of his rejects and let him use hers. [ Suspect]  Sold the other 3 back.
only enough money to buy back 1 of my 3 dead - S'Nerk (skaven skeleton), Sylvia II, and Krispy all died!

And I loose S'Nerk's blunderbuss! [The Lizards' Slayer Pirate looted it.]
Down 2 members [to 13] and down to 310 rating.
Capt. Bluebeard is up to 41 exp.
Forgot to roll to see if I was cursed but the way the game turned out I think I must have been.
Crypt Deniers--1 CP

The Lizards lost one skink, killed.  One of the Great Crests becomes Hardened. The Slayer Pirate looted two of the Ghost Pyrate's casualties and a Hired Sword returns a favor.  Rash'pittin dies on a jungle altar to appease Sotek. (+1 CP)
Lizardmen--3 CP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 14 Sep 2013 - 7:47

A Rat's Life ain't easy...AND it's over SO quickly! The Report of swashbuckling Daring Do & Battle Scenes with all that LOVELY Terrain were OUTSTANDING!  thumbsup
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sun 15 Sep 2013 - 20:45

Thank you sir.
________________________________________________________________________________
Saturdayheim in Torktuga



Cast
Harganok--Dark Elves
Von Kurst-- Savage Orcs

Chance Encounter

The ladz was walking along minding their own business when there was a challenge; kinda by the edge of town it were, nearer the jungle proper than down by the harbor.  Uma Gooma, he weren't in the best of moods, (the ladz say he ain't been the same since that blow to the head).  Uma Gooma, he roar back at the gits that challenge the Red Jaw White Skulls.

"WhhhAAUUUghhh!" he shout!  The ladz surged forward toward this clearing.  Little arrows fly at them.  Little things with iron tips, them arrows was.  Some of them iron tips was pitted and kinda green.  Reminded the ladz of the darts the Little People shoot.  But these uppity gits was no Little Uns, not by a long shot, no.  These duppy gits was tall and thin.  All dressed in blacks and grays, they was.  Elfses, and no mistake!  Uma Gooma, he some put out.  The Elfses shoot and move back, shoot and move back.  Orcs got three, four arrow hanging off them.  Orcs getting mad, but they no catch the Elfses.  

Then this dog thing; (Elfses had a couple of these dog things) this dog thing stand its ground, drooling like.  Uma Gooma and the lads that still standing roar and charge the dog thing.  Uma Gooma call Gork's Green Fire on the dog thing.  It burn real nice.  But its a TRAP!  This duppy Elfses, he use the sorcery on Uma Gooma!  Uma Gooma go down!


Post Battle
The orcs could not wound the T3 Elves.  Uma Gooma got robbed!  OgOgOg da Nutta died.  The lads did find a nice sneaking banner (Friendly Flag) lying about unattended like.  The ladz snagged a drunk off the docks for Uma Gooma to sacrifice to Mork (or perhaps Gork).  Maybe change the tribes' luck.  Maybe.
Red Jaw Skull Face--1 CP

The Hound got better.  The Elves make money. Buy things like a Halfing Cookbook.
_______________________________________________________________________________
Surprise Attack!

"Avast!" cried Buggo. "Pointy Ears!"  A bunch of crossbow bolts rattled off the walls and floor of the tall ruin Buggo had climbed to use as a lookout perch.  Fat lot of good it had did him.  The Pointy Ears had got round him anyway.  "Avast!" Buggo screamed.

The orc they called Mad Chunga just looked up at him from the ground 30 feet below.  Buggo could see the drool from his perch.  No help there. A bolt spun Buggo around.  The ragged goblin teetered near the edge of the crumbling floor, then threw himself flat.  The floor boards held his weight.  Buggo curled up in a ball and tried to hide.  The orcs were on their own.  Buggo heard an Elf shout something.  Buggo couldn't be sure but from the gestures toward his perch, he figured the git was saying 'there he is.'  More of those crossbow bolts bit into the rotted wood around him.  One of them bounced off the goblin's thick skull.  Buggo had a bit of lie down then.

Buggo woke up feeling miserable.  The goblin wanted to throw up, but he knew dead gobbos didn't do that, so he swallowed hard.  Buggo tried to stay as still as possible, but soon he realized no arrows were coming his way, so he risked a look. The orcs was getting it again.  Several of them lay in pools of spreading blackish green blood.  Buggo figured it was time to be going, while the Elfses was chasing after the fleeing orcs.  The goblin swab started the long climb toward the ground.


Post Battle
The orcs were doing all right and then the Elf shooting got hot and that was it.  Uglop da Brute (14 exp) and Da Farkilla (11 exp) were both rubbed out.  The hero Gnu Bee took a Deep Wound that will keep him out of three games!  Then a big old lubber named Big Belly run up and head butt Uma Gooma!  An ogre bodyguard returning a favor...
Red Jaw White Skulls--1 CP

The Elves make some more money.  None of them died.  The git Gnu Bee knifed ended up Hardened.
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Mon 16 Sep 2013 - 7:31

You can learn to hate those horrid, pointy eared bastards for more than just their miserable attitudes. Uma Gooma had better learn a Rain Dance.  Suspect
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Mon 16 Sep 2013 - 21:44

Aye, still and all Harganok did drive all the way down from the northside to sunny Greenwood to play. I decided to forgo weather to take it easy on his poor under-rated elfses. Soon I was pulling out all the House Rules I could think of to tone that shooting down. Evil or Very Mad 

Uma Gooma has fought in so many thunder storms, he ain't gonna ask Mork (or perhaps Gork) for no more rain, Elfses or no Elfses. Every campaign has a weather type we hate to roll, but always seem to anyway. This time around its rain and thunderstorms.  
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Mon 16 Sep 2013 - 22:38

Sundayheim--The Great Raid on Torktuga

Cast
Chris--Amazons
Playtable--Ghost Pyrates of Sartosa
Rob--Lizardmen
Von Kurst--Clan Pestilens

Its been a week of special events.  For Sunday we had planned a 7 player nautical siege game based REAL loosely on the BTB scenario.  We got a bit Real Lifed as Sunday approached, but four of us made it to La Casa playtable for the game.
Photos by playtable and Robperk

The alarm bells clanged all about the town.  Pirates, merchants and hangers on rushed to and fro to see what threatened fair Torktuga.  A native fleet!  The inhabitants of the jungles had risen up to avenge the thefts and murders of the native peoples (beings?).

Priest High Commodore Pustus Pestilus strode toward the walls in fury.  His Pride pushed aside any of the fools who blocked the Plague Priest's path.  The inhabitants of the town were fleeing into the jungle rather than face the wrath of the Scaled Ones.  What good would that do?  The Scaled Ones were masters of the jungle.  The Scaled Ones would just loot the town, then hunt down the fugitives. Pustus would not be driven from his lair by Cold Bloods or females (lookouts had identified an Amazon ship amid the attackers).



The attacking fleet.




The Amazons.


The bombardment commences.  The Amazons fired on the town.  The Lizards sailed dead on into the shore batteries.  'Damn the torpedoes!' and all that.


"Fire-blast-boom-kill them!" ordered Pustus Pestilus.  The attackers were sailing dead into his guns!  The fools!

Pfffft!
The gun erupted in a shower of sparks and smoke, but no explosion.  The powder did not ignite!  Pustus vowed to murder the Clan Skurvy envoy personally.  Why could the Skaven race not produce reliable gunpowder?  Why?

[playtable and I both roll misfires for our first volley.]

The aquatic troops reach the docks in two moves.




The Lizards sail toward the town as the shore batteries struggle to remove the defective powder and re-load.




The Amazons close on the docks as well.


The Defenders. The Monks.




The Crypt Deniers.


The Amazons prepare to seize the docks.


The Lizards close.  The Kroxigor has two wound rings.




The Kroxigor is shot down with crossbows.  The skinks mill in confusion. (The  St 6 Krox was their best ticket through the gate...)


The assault on the walls is about to begin in earnest.


Will Torktuga hold?  Will the defenders' cannon cause ANY damage?  Tune in tomorrow for our exciting conclusion.
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 17 Sep 2013 - 6:44

OOH! Isn't that a LOVELY Game Board!? However, with the Town's Valiant Defenders being Disease Ridden Rats & the Living Impaired Lads does not speak well for civic pride.
Cool intro & build up for the Grand Finale! thumbsup
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 17 Sep 2013 - 18:55

The Great Raid on Torktuga--The Fight at the Walls

The Amazons reach the docks and disembark. The Crypt Deniers' Amazon skeleton warrior is shot off the walls and taken out of action when she (it) falls onto the docks.


The Amazon cannon batter the wall from point blank range.


The Crypt Deniers rush to man the walls.


The Monks attack the Lizards with slings and crossbows.




The Lizards reply with short bows and lightning bolts. For the skinks caught in the open the storm of sling stones proves deadly.


One of the old walls collapses under the bombardment. There are casualties on both sides as Amazons are hit by falling rubble.


Fierce fighting in the rubble of the destroyed wall. Two Amazons are setting the gate on fire to add to the chaos. [The attackers had to destroy five structures (walls, gates or buildings) or break the defenders to win.]


The only attacker hit by missile fire was an Amazon warrior. She fell overboard, but swam pluckily toward the docks. However she was caught in a rip tide and then attacked by a shark...


FIRE! The Amazons torch the gate! Then the fire spreads to the adjacent wall. Then a cannon ball starts a fire in a nearby building! If each of these fires destroys the structure the Attackers win!


Captain Bluebeard is down! There is no one to defend him! Fires rage unchecked! Woe!


The Amazons fail their first break test and flee! The north gate is destroyed but the fire on the adjacent wall burns itself out. A fire brigade of undead pirates put out the fire in the building. Whew! That was close!


Meanwhile the south gate is consumed by fire as well. The adjacent wall is holed by a cannon ball. The rat ogre defends the destroyed gateway.


A swirling melee erupts. Three giant rats attack the skink priest.


Despite help the skink priest is overwhelmed! The Lizards can smell victory though, because Bluebeard suddenly abandons the fight. The Crypt Deniers break! The Monks use their Unholy Relic to hang on for another turn.

The Lizards throw everyone into the fray. And three skinks out flank the defenders and climb into the undefended town.


The skink gunners continue to pound the walls. The walls absorb the shot , but catch fire! All fires are rolled for at the end of a player turn to see if they go out, spread or destroy the burning stucture. Rob rolls a 6! The burning wall collapses. The cannon 'cooks off' destroying it and its crew and one Novice succumbs to the flames. Several more are wounded.


The Monks pass a leadership test! A sweeping counter-charge by Pustus and Gzz'rot clears the gate of foes. The Totem Warrior and his heroic Saurus Brave friend are shot down.

With his leader OoA and over half of his warriors OoA as well, Rob retreats. Defenders win!

Post Battle
The Amazons lost 3 warriors out of the seven casualties. Two were captured by the Crypt Deniers.
Amazons--1 CP

The Crypt Deniers did not lose a single warrior. They captured two Amazons and looted the weapons of an Amazon and a skink.
Crypt Deniers--1 CP

The Lizards had over half of their warband OoA including two heroes. The Skink Priest took a Chest Wound. The heroic Saurus Brave suffered Multiple Injuries. His WS is now 1.
Lizards--1 CP

The Monks of Bilbous Abbey received the gratitude of the populace. A Hired Sword returns a favor and an unguarded crate yields a Handgun. Ironically, the last Hired Sword to return a favor was killed in the battle. The Monks also discover the likely target of the raid, the Cloak of Feathers, a Major Lustrian Artifact. Pustus will wear it as a trophy.
Monks of Bilbous Abbey--3 CP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Tue 17 Sep 2013 - 19:06

HOORAY FOR THE DEAD GUYS & RATS!  cheers 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Wed 18 Sep 2013 - 13:05

Von Kurst wrote:
Aye,  still and all Harganok did drive all the way down from the northside to sunny Greenwood to play.  I decided to forgo weather to take it easy on his poor under-rated elfses.  Soon I was pulling out all the House Rules I could think of to tone that shooting down. Evil or Very Mad 

Yeah, one good round is all it takes....especially when those nasty spells go bouncing through the orc ranks Smile

Ah, it was fun either way, and I did secretly enjoy my own guys going splat when they failed the jumps between buildings.
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Wed 18 Sep 2013 - 17:01

A game in which an elf fails an initiative test is always entertaining.  
_______________________________________________________________________________
My favorite photo from the past week:



Campaign Points Weeks 9 and 10:
Bob--Sartosan Pyrates--Scourge of the Sea: 18 CP
Chad--Lubbery Beastmen--Scourge of the Sea: 17 CP
Chris--Amazons--Celestial Canopy: 32 CP
Playtable--Ghost Pyrates of Sartosa--Scourge of the Sea: 23 CP
Rob--Lizardmen--Celestial Canopy--27 CP
Von Kurst--Savage Orcs --Scourge of the Sea: 19 CP
Von Kurst-- Clan Pestilens--Silent Threat: 24CP

Pirate Curse Points
Chad--Lubbery Beastmen: 4 PCP
Chris--Amazons: 3 PCP
Playtable--Ghost Pyrates of Sartosa: 2 PCP
Von Kurst-- Clan Pestilens: 2 PCP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Thu 19 Sep 2013 - 23:19

Ohhhhhhh AWESOME port battle. WOW!

Really i love this battle report.

So many fantastic pictures of awesome terrain and lovely warbands. I am so happy for you, that you can play so fantastic battles on regular basis.

Thank you for sharing your fun, i really enjoy reading battle reports and lookin on these fantastic pictures
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Fri 20 Sep 2013 - 19:03

Thanks for the kind words SerialMoM, I was hoping you would enjoy it.

I must admit I've only got in one game so far this week and I'm feeling a bit of withdrawal.  Getting to play four games last week was a treat, especially Sunday's game.
_______________________________________________________________________________
Week 11--Curses!

Cast
Chad--Beastmen
Chris--Amazons
Playtable--Ghost Pyrates of Sartosa
Rob--Lizardmen
Von Kurst-- Clan Pestilens

The Hulks
Kaptain Blacksquig wrote:
Beyond Chocolate Hole is a series of shallows known to the Karibs simply as the Graveyard of Ships. Strewn across the sandbars and reefs of the Graveyard are dozens of ships, from sloops to Man O War, in varied stages of decay. Many of the vessels still bare half sunken masts and intact holds, though none are seaworthy. Hurricanes are the chief reason these derelicts gather in these waters, pushed there and wrecked by the savage storms.
The rain fell in sheets. The flimsy rafts rode low in the water.  All of the Brothers of Bilbous Abbey were wet and miserable.  All but the Priest High Commodore.  He rode dry and snug in his magic Cloak of Feathers.  Pi'ed the Piper glowered at the resplendent Priest from an overladen raft a few spear lengths from the Priest's raft.  The Priest looked calm and smug, thought the wet and miserable Pi'ed.  It was wrong for a true servant of the Horned One to look so stylish, to seek physical comfort.  The Priest should lead by example, wallowing in filth, privation and decay.  Ahead in the gloom a sea monster roared.  Pi'ed had an inspiration.  Surreptitiously he blew a few notes on a small bone flute he himself had made from the shin of a weaker litter-mate.

Unseen by the rest of the Brotherhood a giant rat emerged from the undergrowth of a nearby island.  Squealing in fear the beast made its way toward the rain-swept beach.  Once it reached the waters edge, the beast leaped into the surf with a loud splash.  Clinging to their rafts, the Brotherhood heard roars and faint squeals.  Something had disturbed the sea monsters.


For some reason I thought it would be a good idea to sacrifice a summoned rat to the crocodiles. I forgot they would all swim toward a model in the water... Once the rat had been eaten two hungry monsters attack Pustus' raft.


The skaven rafts split up. Pustus, his Pride and a Novice decide to attack the Beast shaman and chieftan.  The remaining four heroes decide to reinforce a small boarding party that had secured a hulk.


The heroes pounce on the poor beasts.


"Kill-maim-kill!" ordered the Priest High Commodore as his Pride clambered easily over the rail of the decrepit ship.  Pustus moved to follow his pet, but stopped as the sounds of struggle above him ceased.  His Pride was looking down at him from the rail above.  One of the Beasts was standing beside his pet.  The Beast was looking at Pustus as well.  Another Beast joined the first.  Pustus' Pride roared.

"Cast off!  Cast off!" screeched Pustus. He cut one of the ropes holding the raft to the hulk himself. The poor novice was trying to push off with his spear and row with it at the same time.  Pustus thought about gutting the fool, but before he could strike the raft was nearly sunk by the impact of the rat ogre leaping from the hulk.



"Noooo!" screamed Pustus in his most commanding voice.  His glands emptied as he sprayed the musk of fear.  Still somehow the Priest managed to avoid the lashing claws that sought his throat. Pustus lashed out with his sword and managed to skewer one of the beast's paws.  The raft rocked and drifted out of control as the Novice threw itself into the fight. The Pride batted at the spear, while roaring in pain and confusion. Pustus was vaguely aware that one of the Beasts was capering along the rail of the hulk beside them as the raft drifted with current


His Pride roared again. The great beasts blows were feeble. Perhaps the poison on Pustus' blade was finally taking effect.  Pustus roared, "Bad rat! Bad! Sit-heel-stay!"  The Priest rained blows on the weakened rat ogre.  The beast suddenly collapsed.  The raft wobbled again but did not sink.  The Novice readied its spear for a final thrust.  "Stop! Stop-quit-obey!" howled Pustus.  "Fool-fool, think of cost in Warp Tokens to replace! Do not kill-maim My Pride, bind its wounds!  Save-heal-hurt!"

Post Battle
The Brotherhood of Bilbous Abbey only held two hulks at the end of eight turns. However, all the casualties recovered including the rat ogre.  The pesky Lure of Chaos finally got the rat ogre good, though Chad had little luck with his attack rolls.  Naturally I forget Pustus has the Cloak of Feathers completely. The Monks do find their way back to Torktuga to trade.
Bloody Bill's Curse: Ignaz Rat the new Plague Monk lost a point of Toughness permanantly.
Monks of Bilbous Abbey--1 CP

The Beasts control three hulks to win the scenario.  A gor dies of its wounds.  The Beasts encounter the cheating Merchant who overcharges them for a replacement.  They also encounter the Fruitful Isle which will help them save money.
Bloody Bill's Curse: A Chaos Hound became sick and missed the game.  (Or he would have missed the game if Chad had remembered.)  Suspect Didn't matter the three hounds were stranded on an isolated hulk the whole game.
Lubbery Beasts--2 CP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 21 Sep 2013 - 6:15

LOVELY PHOTOS & a FINE NARRATION! Even viewed/read through the early morning mind fog that was a SPLENDID report. thumbsup 
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Sat 21 Sep 2013 - 7:54

The Lost Temple of the Slann
playtable wrote:
Rob (poor low warband) defended. Defending perks were very poor.
It was a lot like “Ambush” but against the low warband.
Daytime, clear weather.

Ghost pirates go 1st.
Sharpie, LGT, quick shot, trick shot, bs5, hits and takes OOA the Lizardmen’s Dwarf.
The skeletal Amazon with a long rifle misses.
Most everyone else rushes forward.

Lizardmen go 2nd.
Jungle Event: twin cold ones charge and take a saurus OOA.
Kroxigor, Ogre, and Saurus charge one of the 2 cold ones. They knock it down.
A saurus hero charges the other cold one. He stuns it.


A saurus charges Squig Face (I think) nothing happens.

Amazons go next.


They move forward and shoot a lot.
Skeletal amazon with hunting rifle is knocked down by amazon with hunting rifle.
At least 2 (arrows?) hit the HTH combat of Kroxagore, Ogre, Saurus, Cold one.
Lots of ricochets are rolled and the Kroxagore gets hit more than once and goes OOA.


Other little blue things get shot and some go OOA


Ghost Pirates: charge into the tied up saurus.


Suarus down!


Most others move forward.
Hunting rifle reloads. More shooting by 2 crossbows.

Cold ones stand up, roll over, and disappear.

Lizardmen: charge Ghost Pirates and Amazons!
Everyone charges Elvis. First Saurus back up again.


Against the Amazons.


Skink priest hides the skinks (within range).

Amazons advance and shoot more.
The Ogre goes down before the mass of Amazons.


The Amazon firing line.




Ghost Pirates advance and shoot more. Hunting rifle misses again.
The first Saurus is gone. The second is mobbed.


Lizardmen rout.

Amazons advance around the far side and over the temple.


The Totem Warrior charges a Cursed Crew.


3 Ghost pirates charge 1 amazon and do nothing.

Amazons charge back and Squig Face goes OOA

Ghost pirates rout.

Post Battle
1 henchman dies, Lizardmen steal his sword.
Exploration: open a crate of food, the Old Smuggler throws it back and opens it again and it’s a hunting rifle. They sell it quick! Get 2 amazon cursed crew to join up.
And hire a warlock.

Rating 407, Bluebeard 43 exp., 2 curse points, twenty-some campaign points.
Crypt Deniers--1 CP

The Lizards lost 2 saurus warriors and a skink. They retreat toward Tlax to recover.
Lizardmen--1 CP

The Amazons lost 2 warriors captured. They gained many jewels and baubles from the temple treasure including a Cloak of Mists and Shadows.
Amazons--2 CP
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PostSubject: Re: Pyrates of ye Karribean III--Dead Man's Chest   Today at 7:06

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