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 Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)

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WarbossKurgan
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PostSubject: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 12 Sep 2008 - 6:00


Map zoom-in:
North West North East
South West South East

Sartosa 3: Pieces of Eight – Background

Sartosa and its piratical inhabitants have suffered greatly over the last few years; invasion, war, plague and a ghastly shortage of rum have all combined to make the place a less than welcoming safe-haven for the pirates.

Many fled the island for less troubled waters and the dozens of small islands around the coast of the Southern Sea, Black Gulf and the Gulf of Sufaga have become make-shift ports for the erstwhile Sartosans. These islands often change hands between pirate fleets and many are the location of small towns built from the remains of wrecked ships. A few have become heavily fortified ports and storm-havens for the Pirates using the Sartosan waters. The rivalries and cramped quarters have increased tension between the various Pirate Fleets and now these disenfranchised buccaneers are getting restless to return home…

The number of gigantic sea-monsters being reported has increased recently. The names of Slippery Jack, Moby Git, The Kroaken, Old Albert, The Ezox, Yella Pete, Squigzilla, Great Uncle Gus have become infamous and innumerable other many-tentacled, razor-toothed and armour-scaled… things, once thought to be just the stuff of fire-side tales told by old mariners to scare the inexperienced hands, have all taken a startlingly real aspect in terrifying and brutal attacks on shipping around the island. These huge creatures are thought to be the result of mutations caused by the growing taint of Chaos in the southern seas.

It has been the subject of much speculation amongst the more academically minded brethren but it is generally thought that Nethrag's ascension to Daemonhood hinged on a plan to create a vast storm in the Winds of Magic that created a huge pool of Dark Magic centred on the Bloodfane. When the Final Rite was performed the Dark Magic was drawn into the Bloodfane in a swirling vortex of immense power, which tore a temporary rift in reality and wove the very fabric of the Warp into the soul of the Beastlord, turning him into a Daemon Prince and "using up" the Dark Magic that was blighting the island. The vast herdstone itself was shattered in a titanic explosion that caused earthquakes, landslides and volcanic eruptions.

This had the unexpected result of actually purifying the corruption that was blighting the Pirate Kingdom and removing the worst of the after-effect cause by the occupation by Davy Jones' Crew. There are still many fragments of "crystallised" wyrdstone scattered over Sartosa – fragments of the exploded Bloodfane, which shattered at the conclusion of the Final Rite.
The waters surrounding Sartosa were not so lucky though – beyond the coasts they are still steeped in Dark Magic that was beyond the reach of the Bloodfane, and the effect on the local sea-life has been dramatic and unpleasant.

In the east Vercuso has become cut off from the mainland by the sea, by the earthquakes caused by the detonation of the Bloodfane. The town is nearly deserted and can only be reached by small boat as the newly-formed channels are uncharted and too dangerous for large ships. Vercuso's old harbour is still accessible, except that it's now guarded by large and predatory sea monsters, which means that larger ships can occasionally make passage only if they are very lucky, a full army has no chance of landing without suffering terrible losses.

The foul stench of pestilence and clouds of fumes that clung to Sartosa for over a year have been swept away. The jungles have started to strangle the weird plants that took root in the dark inaccessible places; the rivers are running clear and swift again. The worst of the miasma of corruption has passed and once again greedy minds regard the island with envious eyes, and slowly and surely draw their plans against it.

Funds are being secretly secured and the patronage of powerful nobles sought. Armies are being mustered and ship's crews press-ganged, fleets of all kinds are being fitted out and gathered along the coasts of Araby, Bretonnia, Estallia and the Border Princes. Another attempt is about to be made on the Pirate island…

~ ~ ~


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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 12 Sep 2008 - 6:00



Sartosa 3: Pieces of Eight – Campaign Mechanics

Overview

The campaign will run from Friday 19th September 2008 for about 8 weeks (possibly a lot longer!)
You can play as many games as you want in this period: Mordheim, Warhammer (including Skirmish, Warbands, Naval and Siege games) and even Warmaster (if anyone plays it!) games are all appropriate.

You must pick one of the four factions to fight for, for the duration of the campaign.
To take part find an opponent (preferably one in a different faction!), choose a location on Sartosa to battle over, play a game, let me know the result (Win, Loss or Draw) and write a bit of fluff.

Each week there will be a Campaign News update, along with graphs and charts to record the ebb and flow of the campaign results.

Factions

Several factions are vying to fill the power-vacuum left by the last campaigns in the region. Each faction is making a bid to oust the opposition and claim lordship over Sartosa and the Southern Trade Routes.

  • The Scurvy Dogs are the Pirates of Sartosa; a rag-tag band of ne'er-do-wells, ruffians and scallywags of all races. They have made Sartosa there home for generations and are still smarting from the recent invasions.
  • Davy Jones' Crew are the strange and mutated chaotic monstrosities from the deep, marauders and beasts from the north and far, far worse...
  • The Corsairs are pirates and raiders who are not from Sartosa. These range from slave ships, Norse raiders and Orc marauders to the Undead fleets of Settra. Even since the Treaty of Mabarek was signed between Sartosan, Brionnite and Arabian Pirates ending the so-called Pirate War, there has been long running animosity between the Sartosan Pirates and other groups.
  • The Naval Alliance – the "good" guys (though this very much depends on you point of view) this loose coalition of Bretonnian, Empire, Dwarf and Elf are here for money: they want to clear the trade-route of all the costly, predatory attackers.

~ ~ ~

Treasury

Each general starts from the ruins of Sartosa and works their way to lordship of their faction AND Sartosa. Each player has a Treasury of Pieces of Eight (PofE).

  • All players start the campaign with Zero PofE
  • Players earn 5 PofE for winning a game, 3 for a draw and 1 for a loss. At the end of the game these points will be added to the player's treasury or spent on controlling the location of the game.

Controlling Locations

At the start of the campaign the island is in a bad way, a large portion of the population has fled and the towns are nearly abandoned, so no Locations are controlled by any of the factions but this will change quickly.

The total number of Pieces of Eight in your treasury represents your personal resources, renown, influence and power on Sartosa.

The PofE earned in a game may be spent on the Location the game took place (this represents the Faction using resources to fortify a town, install a garrison, winning over the support of the populace or some other method of controlling and/or defending the location, its populace and the surrounding area).

If you choose to spend you PofE to a location they are not added your Treasury – they are added to your Faction's total for that Location instead.

While a Faction has more PofE at a Location than any other Faction, they have Control of the Location. Only games against a player belonging to a controlling faction may be played in Controlled locations.

NB: Vercuso is only controlled results of the Mordheim sub-campaign at the Mill. PofE earned from Warhammer games cannot be spent on controlling this port town.

Other uses for Pieces of Eight

You are free to come up with other uses for the contents of your treasury – from backhanders, kickbacks, sweeteners and bribes, to employing mercenary armies or hiring an assassin or spy I'm sure there are any number of other nefarious purposes that you can come up with to spend you ill-gotten gains on, just ask and we'll work something out!

Spending your Pieces of Eight – Options and Price List
In order to use any of the following you must inform me by PM or on the forum so I can deduct the PofE from your Treasury.

Mercenary forces (1 to 3)
Some warriors are willing to fight for money rather than a cause they believe in, but they are of fleeting benefit to a general as they will only remain loyal as long as they are sure of payment.

An extra 5% Points Value, above the limit agreed with your opponent for a game, can be used for each 1 PofE spent on hiring Mercenaries. For example if you are about to play a 2000 point game for 2 PofE you can use 2200 points worth of troops! (NB: This doesn't affect force-org bracket, so it would still count as a 2000 point army)

Better Trained, Better Equipped (1-3)
With extra training and and the best equipment money can buy even the most mundane troopers can be improved!

One of the following may be used in each game:
1 PofE to make a Special unit into Core
1 PofE to gain an extra Hero choice
2 PofE to gain an extra Lord choice
2 PofE to make a Rare unit into Special
3 PofE to make a Rare unit Core

Assassin (3)
Not an honourable form of warfare, but an effective one on occasion. Many are the weapons of this cloak-and-dagger occupation: poisoned food, a knife in the dark, a long-rifle shot from a tower or almost countless others.

Before the deployment phase of your next game you may roll a D6.
1 = Betrayed! Your Assassin has either swapped sides or has been captured and your enemy has sent an Assassin of his own in revenge. Either way your opponent may roll on this table as if they paid for the Assassin.
2-3 = The Assassination attempt is foiled by your opponent's guards.
4-6 = Your enemy's General suffers D3 wounds. No armour saves and are allowed but ward saves may be taken.

Spy (2)
Knowing your enemies secrets, troop movements or battle plans can often tip the balance of a battle. But it is not without risks…

Before the deployment phase of your next game you may roll a D6.
1 = Betrayed! Your spy has either swapped sides or has been captured and tortured. Either way he has given up your secrets. Your opponent may roll on this table as if they paid for the spy.
2-3 = Your opponent must reveal all the hidden items, gifts, powers (etc) in their army, telling you what they do, how much they cost and which models are armed with them.
4-6 = Your opponent must deploy (their entire army) first and go second.

Backhanders, kickbacks, sweeteners and bribes
There are many ways to win friends and allies and the power of coin on the Pirate Isle should not be underestimated!

This is up to the individuals bribing and being bribed! Just let me know how many PofE have changed hands (I don't need to know the details of what has been agreed, just send me a PM with the amount given by whom, to whom!)

Desperation Tokens

If you loose a game (of Warhammer, not Mordheim) your will receive one "Desperation Token" for the next game you play. If the Desperation Token is not used it cannot be carried forward into another game. You can not save them up or have more than one Desperation Token in a single game.

A desperation token can be used to do one of the following three things, and is then discarded:
  • To change a failed Break, Panic, Fear or Terror test into a passed test.
  • To cancel out a spell in the same manner as a Dispel Scroll.
  • To re-roll any single dice (including a scatter dice or a misfire dice). No dice may ever be re-rolled more than once, even if other abilities that allow a re-roll apply, and the re-rolled result must be accepted, even if it is worse.


Games against "Randoms"



So games against Randoms (players not directly involved in the campaign) can earn points for your faction and their faction, every race has been assigned a Primary Faction and a Secondary Faction (the Secondary Faction is only used if the Sartosan player is in the same faction). You don't have to worry about this much as I'll keep track of it: I just want to make sure everyone knows how it works!



Winning the Campaign
(As if this sort of thing matters to a fluffy bunch like Flame On! Wink )
The Faction with the most locations wins the campaign. If there is are two or more factions with the same number of controlled locations, then the Faction PofE Total is the tie-breaker.

The Player with the most PofE also gets recognised though, so there will be a element of selfishness/selflessness to balance out.


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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 12 Sep 2008 - 6:40

YES, It's Begun!

AND you've included Great Uncle Gus. You're a Man of Your Word, WbK!
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 12 Sep 2008 - 6:48

DeafNala wrote:
YES, It's Begun!

AND you've included Great Uncle Gus. You're a Man of Your Word, WbK!
*Bows*


pirat
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Mon 15 Sep 2008 - 3:50

mike wrote:
Prologue

mike wrote:
The History of Gorgoth Beastherder by Richter Kess

Of the treausures uncovered by the dark faction [on sartosa] most have turned up at some point on the black market. My records show that a merchant sailor count buys up most of them when they appear, most likely a ex-pirate recovering the lost treasures of his homeland. of the body uncovered underneath sartosa, no-records of it ever appearing again can i find, probably lost to the deep dark sea.

It had been a long time since i last set foot on the shores of Sartosa, a good 300 years at least. In that time, though the harsh sea had battered her shorelines and foul forces had marched across her land, nothing had changed, this was still a unforgiving land of underhand betrayal, dark pleasures and frivolous murder, this was my land. I could feel the darkness of the land seap up from the sand beneath my bare feet, filling my ravaged form with renewed strength every step i took up the deserted beach.

Many men may have sat upon my throne claiming lordship in my absence but this land belonged to non of them, it bent only to my own will and i had alot to do before i would be able to harness its savage power, and that off all the seas, under my control once more.

With my fleet anchored within the Bay of Wrecks, safe in the knowledge our arrival back onto Sartosa would remain unnoticed, as non other could command the fierce rage of the bays waves to calm and restrain from tearing their ship asunder, i sent one of my children, Captain Wyatt Varcolai, commander of the Carcass, under cover of darkness, down the coast to Vercuso.

Though the once infamous city now lay in half ruin, i could only hope that the dark secret that lay under the city had been left untouched and unnoticed by the forces which had ravaged the ground above.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Mon 15 Sep 2008 - 5:16

EPIC STUFF!cheers

Following the Sartosa saga, both here & on the Flame On Forum, is a GREAT reading/viewing/drooling experience, AND one of the GREAT joys of my life [such as it is Suspect ]. If ONLY there wasn't ALL that water between here & there!
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Tue 16 Sep 2008 - 8:57

jimmy wrote:
*BANG* Kurtas banged his head yet again on a low-hanging pipe, if there were anything other than malice running through his veins he would be starting to hurt by now, fortunatly he had long since been accepted into the arms of the undead, it still annoyed him though, as lumps were starting to appear, disfuguring his dashing looks - he wondered again how long they would be travelling like this, in the darkness - with no idea of wether it was night or day - making him ever nervous to open the top hatch and look out - his kind didn't take the sun well.........
jimmy wrote:
*HISSSS* The spray of steam shot out across the corridor as Dr Hydenburg strode down the tight dark passageway, he was on his way for answers. It had been weeks since he had boarded the Leviathan, he had been promised gold, and the chance to work in the greatest labratory in the old world, but all that had happened so far was they had sailed from port to port picking up various miscreants and ner-do-wells. They had even picked up one of the evil vampire scum, from that moment on he watched his back closely.

The Captain had mentioned tales of a place called Sartosa which held untold riches and great power, but he had let no more details pass his lips - well now Dr Hydenburg was after answers.... and if the Captain didn't provide them he was sure that he could release his 'friend' to persuade him.....
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Tue 16 Sep 2008 - 8:58

Sartosa 3 Faction List


Scurvy Dogs (The Pirates of Sartosa)
WarbossKurgan - Adm'rul Kurgan and the Ironfang Pirate Orc Fleet
blessed knight - Gardrock and The Sartosa Harbour Independent Trading Syndicate
Davespaceman - Jayne and his Blue Sun tribe

Davy Jones' Crew (The "Baddies")
garfinkel - Lord Vastarii and The crew of the Blood Reaver
Nethrag - Tyrant Ikrim Elfeater's Chaos Ogres
Kawaii!! - Vampire Counts
LemonDave - ?

The Naval Alliance (The "Goodies")
Sizzling Gromril - The Bogenhafen Irregulars led by the reclusive wizard Osmasmus Voltenbrand.
zelophahad - Sir Jean Balluet and the crew of Le Sanglier.
grotsmeg - Prince Robinet Puissant, Troupeau à Ailes Royal
Master Jeridian - General Jeridian Neskijn and the Nordland Expeditionary Force
walkingginger - Lord Lokay's Wood Elves
vodrake - Grand Master Ruben Rhal and Blood of The Fold

The Corsairs (The raiders who are from ports other than Sartosa)
mike - The Undead Pirates of Count Josef Henrich Varcolai
jimmy - Captain Zarmo and his Cartel of Uncommon Miscreants
illusionarypresence - Count Tyrrell and The Unfortunate Dead
Ayanami - Dreadlord Ayanami and The Slavers of Nagaroth
Nippy Longskar - Warboss Longskar and the Yellow Orcses

(I'll try and keep this post updated as the factions grow!)


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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 2:29

Chronicles of General Jeridian- Pirate Isle

master jeridian wrote:
Book 5- Pirate Isle

Prologue- A Business Venture

Days bled into weeks into months, he had long ago lost track, the dank cramped cell dreary and cold as ever. It stank, though much like himself, he had become accustomed to the stench, his hair long and bedraggled mixing with unkempt beard, coarse battered clothing clung to emaciated limbs. His hands shook involuntarily, huddled in the corner of the tiny room, what little bedding wrapped about him. Sanity had slowly ebbed away as the solitary silence gave way to imaginary voices and sounds. His past had caught up with him. His luck had run out.

Politics had brought down Jeridian, powerful dukes and nobles of his Nordland homeland had sought justice or vengeance for their losses in both men and monies during the doomed Sartosan expeditions he had led. The Elector Count could ignore them no longer. At his ascendance, the magnificent sieges across the coasts of Araby, ships of the Nordland navy approached shore, bombarding his enemies. They had come to incarcerate him and return him swiftly to Nordland. The surprise was complete, Jeridian calming the few soldiers near enough to fight for him, he would not see their pointless deaths against their fellow countrymen.

He had heard nothing since, not of Araby, or the Nordland expeditionary force. The brig was his home for the return journey, this stone cell his home since- no-one came to declare his crimes, he was forgotten.

Footsteps echoed in the walkway beyond, Jeridian dismissing them as ghosts- other more recent prisoners wailing and crying naively for mercy. The steps grew loud then abruptly stopped, Jeridian shuddering against the cold. A clatter of keys and the churning of heavy locks. With a groan the thick wooden door swung open, even the meagre lamplight of his visitor too bright as Jeridian shielded his eyes.

The visitor paused inspecting the pitiful specimen before him. Jeridian squinted against the light, seeing only the silhouette of a stout, plump man in flowing robes, clearly monied. The man turned his head outside the cell.
“This is him?” he scothed incredulously, the warden grunted a reply. He stepped cautiously forward, lamplight held like a shield to light Jeridian’s features.
“General Jeridian Neskijn, Nordland Marines?” he enquired warily. Jeridian coughed, looking away from the light.
“Who wants to know?” croaked his reply, harshly. The man’s face creased in disgust, a silk handkerchief flicking up in his free hand to shield his nose from the smell.
“Lord Percival Ghasto, Envoy Emissary of Duke Luisan Ghasto the 3rd ” he recited proudly, before turning his gaze back to Jeridian “you shall speak correctly in the presence of your betters.”
Jeridian snorted, rubbing his grubby face with his bed sheet.
“You’ve come here to teach me etiquette,” Jeridian retorted, struggling to concentrate his eyes on Percival. The Envoy Emissary bit his lip, letting out a controlled sigh.
“My Duke is preparing a great business venture, one that will bring prosperity to the Ghasto House and Nordland.”

Jeridian kept his gaze, eyes thick with disinterest.

“He has prepared a fleet and vast army of Nordlanders for the venture,” Percival continued, looking around the room, “we seek a guide, someone who has been there before.”

Jeridian’s interest peaked, a mixture of curiosity and looming dread.

“The riches of Sartosa lie ready for the taking..” Jeridian shrunk away, shuddering involuntarily. He fought to compose himself.
“You seek to repeat the mistakes of others, Sartosa is cursed,” Jeridian spat finally, the words difficult to form. Percival crouched closer.
“You are scheduled to be hung for your crimes, General,” he spat maliciously, standing again letting the words sink in. Jeridian was silent, the room closing in.

Percival glared at the decrepit creature, finally growing impatient and turning to leave.
“Very well, my lord,” Jeridian failed to conceal his distain at the formality, “you have your guide.” Percival turned his head to nod at Jeridian before striding purposely from the cell. Jeridian bared yellowed teeth at the wardens as they closed to carry him out, the crude men robbed of a hanging.

In those seconds Jeridian had weighed the options, hanging or Sartosa, had he made the right choice.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 2:30

A Wizard Did It - Tales of the Bogenhafen Irregulars

Sizzling Gromril wrote:
Introductions


“So these are Bogenhafen's finest?”

The wizard sneered at the assembled mob of crooks, thieves, con-men and liars. He raised his vulturous nose at them, his thin, pointed beard spiking out like a sharpened dirk.

“I've seen more organised shit drop out of a sheep's arse”.

The mob groaned slightly. Someone at the end of the line swore. The wizard's head snapped around.

“You call this an army, Captain?”

Captain Hindenburg Grenthel stood motionless, thick chin held out, hands clasped behind his back, shoulders at regulation stiffness. Every bit the image of the perfect soldier.

“Yes, sah! That I do, sah! They may not look like much, but they can fight, sah”.

The magician's gaunt frame shuffled forward, those crimson robes shimmering in the morning light, charms about his neck clanking as he walked. He pressed his face up to one man, a scruffy looking fellow with a thick beard and an unsightly disfiguring of the left eye. The brigand looked nervous.

“Tell me, good sir. Why do you fight? Why have travelled so far from your home to be here, to be upon this blighted isle, to fight for a cause you know nothing about?”

The thug looked nervous, his one good eye darting from side to side. Then his mouth opened to reveal a gruesome set of broken, yellowed teeth - his attempt at a grin.

“The money”.

A few men down the line giggled.

“Silence in the ranks!” boomed Grenthel, chest puffed out, body as rigid as it always was.

“Go stuff yerself” came a retort from deep within the mass.

“Go eat a pig, Hindenburg” came another voice, somewhere to the side.

“Ha, you jumped up bank clerk” laughed a man far at the back.

Wood axes banged against stolen shields, blacksmith's hammers clanged against broken bucklers. A deep chanting rose from the rabble. More curses. More threats. More mocking.

Osmasmus Voltenbrand sighed. He had defeated Sigmund the Wretch Hand with nought but his wits. He had bested the Beast of Bragstadt in a battle that raged for two days. He had banished the great Enklis Halt into the Crystal Prisons. And now he stood here, before a rabble of murderers, tasked with commanding them. Surely this was a job for a lesser man.

He raised his fingertips, only slightly, and muttered the Verse of the Weakening Stars. The grass around the rabble erupted in brilliant white flames, trapping the men in a ring of searing fire. The circle closed, slowly, purposefully, until it clawed at those trapped on the outer edges. Men screamed, each one scrambling over the other to be at the centre, furthest away from the eldritch spell. Even Grenthel seemed to loosen slightly as he back away. But only slightly.

Criminals bayed to whatever gods would listen, praying for release. And then the flames faded as quickly as they had begun. All was silent.

The wizard stepped forward, over the steaming grass, towards the mob. His thin lips peeled into a snarl.

“You will listen to me” he hissed. “I am your master now. I am the word of law. The next man to step out of line will burn. There are things in need of doing, and you will do them, or you will burn”.

Osmasmus turned away. He was the father who shows his belt to the unruly child. For it is not the pain that strikes fear into the child, but the belt itself.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 3:06

EXCELLENT STUFF! thumbsup

I read the second half over at the Flame On Forum [just as good a read here Suspect ]. Definitely depicts the REALITIES of War RATHER better than a more Romantic image of armed conflict. To paraphrase Rudyard Kipling:

Steer wide the Merchants of Nordland
Full 'alf of Creation they own,
And we bought 'em the same
With the Sword & the Flame,
And salted it down with our Bones.
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WarbossKurgan
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 5:16

Da Kronicles of Adm'rul Kurgan Grimjaw, Book 5

WarbossKurgan wrote:
Long Expected News

Heavy seas were already running high and fast and Hogwasha pitched violently. Orcs and Goblins swarmed up the shrouds almost before the order to take in sail was given – not that it could have been heard above the noise of the wind tearing through the rigging. The company knew their captain and knew their ship intimately well after years of sailing together. Even the newer hands were quite capable after months at sea and the most lubberish of them could reef and splice at the very least.

Adm'rul Kurgan Grimjaw stood on the leeward side of the quarter deck with a spyglass braced against the ratlines. His full attention was fixed on the distant scrap of sailcloth, just visible on the horizon. Small wisps of white cloud raced overhead, through an otherwise clear sky, towards the chase; the Orcs had the weather-gauge of their prey but with winds this strong a spar or even a mast could easily carry away if they cracked on like smoke and oakum.

Grognog, Hogwasha's portly first mate, watched the Adm'rul out of the corner of his eye – he knew the old Orc was lucky with prizes but he had no idea how anyone could have found the Bretonnian ship, Le Joyeux Corbeau, after weeks of sailing. He knew the captain of a Brionne cutter had spoke with him about the merchant vessel nearly a month ago, but that slight intelligence could not have located the Corbeau so precisely. It mattered little for now however – the wind was dropping and veering south.

"Hoist the lateen and run out the guns to starboard!" bellowed Kurgan.

This was not wholly unexpected; the Bosun already had the great triangular sail ready, and it sped upwards in moments. The hulking ship gathered way quickly and soon it was leaning hard-over and fairly flying towards the Bretonnian with the wind off the forward port bow.

"Fire as they bear!" said Kurgan and the Orc gunners blew on their tappers and grinned.

Great palls of acrid powder-smoke rolled back over the deck, smoke lit from within by great stabs of fire and deafening explosions. The smell of burning gunpowder filled the Pirates with the thrill of battle. They could rarely see the fall of shot but they didn't care – the sound of the cannonade and even near-misses would shatter the merchant's will to fight. The black flag raced up the main mast and the greenskin crew cheered.

~ ~ ~

The Orcs cheered again as the Corbeau's mast fell backwards along the deck, covering the quarter deck and the only working Bretonnian swivel-gun. Half the Bretonnian crew lie on the deck, a deck awash with their blood. The Orc boarding parties swung over the rapidly shrinking gap between the vessels and roared at the few bloody and battered sailors. Adm'rul Kurgan landed on the slick deck with a heavy thump and strode towards the cabin.

"Toss'em overboard!" he called over his shoulder as he ducked through the open doorway. Bright light poured in through the great span of glass across the width of the stern. Fluttering in the breeze, coming through a ragged cannonball-hole in the cabin wall, a great messy heap of papers and charts was strune all over the desk and spilled onto the floor. After a few minutes of picking up random sheets – lists of ships, infantry regiments, pay records, charts of instantly recognisable coastlines – confirmed what he had suspected: This was no merchant craft! This ship was part of a larger fleet, probably scattered by the storm, a larger fleet headed for a familiar location.

He stormed back on deck as the last of the prisoners was sent screaming over the gunwales.

"Scuttle the barky as soon as their cargo is in our hold, then set a course south, south east." he said to Grognog in a low growl, then in a louder voice to the crew "We're goin' home Ladz!"

~ ~ ~


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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 5:19

WBK, could you enlighten me which rules you use for the different warbands?
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 5:25

Eliazar wrote:
WBK, could you enlighten me which rules you use for the different warbands?
It's not just Mordheim - a lot of this campaign will be Warhammer armies. Those who are playing Mordheim will be using stuff from the Mordheimer and the Specialist Games sites.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 5:32

ARRRRRRGH! VICTORY AT SEA!

NOW, if ONLY you could straighten out the Lads ONCE they've hit the beaches...WELL one can hope. Suspect
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Thu 18 Sep 2008 - 7:51

Ah, alright, thanks.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 19 Sep 2008 - 2:39

Tales from Dogfish Cove

blessed knight wrote:
The vampires had attacked in the night, rampaging through the mercenary camp. A hurried defence held them off for a time, but for each killed, two took its place. On the left flank, a unit of blood knights had been cut down in a hail of lead, only for their unnatural vigour to return them to the undead.

The few survivors of the raid, said that they saw several men being taken
captive and even Prospero had fallen to the Vampire swords.

In the weeks following the destruction of the pirate host, rumours began to surface of the devastation caused by the vampires on their return to the dank forests of Sylvania. Villages were raised, townships were besieged and the port city of Rabathh off the coast of Miragliano told of a rotten fleet of ships passing in the night.

Many rumours followed this fleet as it passed from Sartosa to the mainland. A plague of bats flew in its wake, seemingly searching the waters. Ghosts of long dead mariners scoured the coast and the rocky shallows.

In the days following the night of the blood fleet, tales began to surface
from the coastal towns. Old mistress Grannymead was found stone dead! A black cat walked around a coffin twice! The lost barrow of old king
Tennmines was found broken open and all its contents missing. Fanciful tales of cyclopean mercreatures emerging from the black depths. Even the legendary Moby Git had been seen! Strange days indeed!

With the loss of her father, Miranda ordered the fleets to separate in
search for the blood fleet and any adventurer who returned with the key to Prospero's Map room would be given his weight in gold. Gardrock took charge of the defense of Sartosa and called all his kin to a gathering. Gardrock wasn't planning on allowing anybody else to control the maprooms of Dogfish Cove.

--------------------------------------------------------------------------------

The gathering had gone well. Many members of the tribe had returned,
especially once they'd heard Swee Disheff had come. He was one of the most profitable butchers, this side of the maw after acting as bodyguard to
several wealthy Halfling chefs during his early career. What he calls
'Lernin da trade'

The Rumour of Moby Git in the area had even drawn the Infamous Cap'n Ayhabb. A veteran Hunter who early in his career had a slight tussle with the beastie.

The Red Guard of the Bloody Sun were ready for war......











.....and rum.
Question
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 19 Sep 2008 - 2:40

Rule Bretonnia! Bretonnia rule the waves!

zelophahad wrote:
Gordo Ram's-Eye and his Halfling Catering Corps

“What the fudge do you mean ‘the knights of Bretonnia don’t employ common mercenaries’?!” screamed Gordo Ram’s-Eye. “You’re happy enough to employ common fudging cooks! And fudging-good cooks at that! The best fudging cooks in the Old World we are! I didn’t hear any fudging complaints from your fudging Noble Up-tightness when we served you that fudging brandy suet pudding last night!”

Despite his diminutive stature and reedy voice, Gordo was surprisingly intimidating in his rage. The other halflings in the room were already cowering behind pots and storage jars, knowing that ‘throwing time’ was only moments away. “Oi! Big ‘un! Don’t you fudging walk away when I’m shouting at you!”

Sir Jean Balluet calmly looked over his shoulder as he left Le Sanglier’s galley. “No one addresses a lord of Bretonnia in language like that,” he said slowly, “you and your… ‘men’ are hereby confined to this kitchen and your quarters. Now get back to your admittedly excellent cooking.”

A large bottle of cooking brandy smashed against the door as it closed. The halflings peeked from their hiding places in horrified silence.

“It’s alright lads,” said Gordo, “the bottle was empty.”

Palpable relief filled the room and everyone immediately relaxed and jumped perkily from their hiding places. “Well boss, that certainly told him!” piped young Bill “You don’t think you went too far though?”

“Too far? I don’t see what fudging difference it makes – there’s no way the fudger was going to let us fight with his fudging army anyway,” scowled Gordo, “these fudging Bretonnians think they’re so fudging high and mighty. Fudging snobs!”

A squeaky murmur of agreement echoed among the pots and pans swinging from the galley’s low ceiling. “So what’s the plan then boss?” piped up the diminutive Ted.

Gordo grinned from ear to ear: “Tell ‘em Faygin.”

A particularly cherubic-looking halfling stepped out of the shadows, his pockets faintly jingling with recently ‘found’ items. “Well,” he said, “seems like Slippery Jack the sea monster has gone chasing some pirates, so Le Sanglier’s stopping off at Vercuso harbour while the passage is safe. Word is that Balluet wants to send those Chalons bandits right back into Vercuso to finish what they started – ”

“And we’re jumping ship there too!” interrupted Gordo. “If we can’t fight with the fudging knights, we’ll fight with the fudging bandits! So Chef Haricot and they rest of you fudgers have got ‘til sundown to pack up this entire fudging kitchen. I want everyone ready to disappear as soon as we’re in port – and to do it as silently as only fudging halflings can. We’re gonna show them fudgers what The Moot can do! …oh and Faygin - give me my fudging purse back.”

Faygin Bolger smiled innocently, but Gordo saw straight through those big, round eyes. The burglar’s expression suddenly broke into a cheeky grin. “Sorry boss,” he said, ”force of hobbit!”

zelophahad wrote:
“Gaston, please enquire in the galley as to what time dinner will be served this evening.”

As the squire hurried off on his errand, Sir Jean Balluet turned and watched Vercuso harbour disappear into the early evening gloom. Le Sanglier’s mighty bulk had appeared to make even Slippery Jack hesitant to attack, but Le Mullet Rouge, the ship’s captain, knew better than to play ‘poulet’ with a sea monster. The mighty warship was picking up speed in the warm off-shore wind and wouldn’t be returning to Vercuso until the ‘Sartosan Problem’ had been dealt with.

Sir Jean felt he had already dealt well with the ‘Chalons Problem’: The black-armoured Sir Loqueslie (and his brandy) had made a convincing case for returning the Chalons bandits to Vercuso to protect the Naval Alliance’s interests there. By all accounts, the peasant brigands had already been running the town until their leader, Robin ‘Le Capot’ had been killed by an orc pirate. They’d returned to Le Sanglier, contrite and begging to serve the Lady’s knights and archers alongside their fellow peasants. Sir Jean had no intention of allowing plebeian insurgence to go unpunished, and their behaviour would surely besmirch the honour of his knights were they to join his army. But Sir Loqueslie had persuaded him to spare their lives, not only out of mercy, but because they had become a surprisingly efficient fighting force (for a bunch of peasants). So the bandits had been confined to the brig for two weeks and their new leader, a hulking brute called Jean Le Petit, had been keel-hauled. They’d then been returned to Vercuso and left on the quayside. Sir Jean smiled at the satisfactory outcome and poured himself a nip of brandy as an aperitif.

At a shout from the lookout high up above among Le Sanglier’s billowing white sails, he turned to port. Glowing in the light of the newly-risen moon he could see the unmistakable form of a pegasus sweeping over the waves. Within seconds the beautiful creature had glided up onto the aft castle to join him. A silver-armoured knight clambered off the winged horse and bowed to it. He then turned and bowed to Sir Jean.

“Welcome Sir Plumeux. What news do you bring?” asked Balluet.

The pegasus knight deftly removed his helmet. “Fell tidings, my lord: Le Joyeux Corbeau has been attacked, defeated and sunk by foul orc pirates.”

Sir Jean Balluet felt his blood rise. “Did you see their vessel? Do you know which scurvy greenskin brigands are responsible for this atrocity?”

“Their boat was surely the excuse for a ship known as ‘Da Hogwasha’.”

“Well, in that case it shall be Adm’rul Kurgan Grimjaw who will feel the tip of my lance,” declared Sir Jean, “There is much honour to be won in these seas Sir Plumeux. The Naval Alliance has a mighty task ahead but we shall surely prevail if only our allies prove worthy of Bretonnia. Tell the men to prepare their arms: let us hunt some orc!”

Sir Plumeux led his pegasus to its luxurious stable in the heart of Le Sanglier. Sir Jean was glad of his new force of flying knights, they were a noble addition to the archers and trebuchets of Le Sanglier. He would scour the seas of Sartosa for enemy vessels and he would destroy them. Perhaps, if the Lady was gracious, his knights would even have chance to seek honourable combat on land.

Deep within his armour, Sir Jean’s stomach rumbled. “Gaston!” he called, “Where’s my dinner?”

He turned, to find the squire had just come on to the aft castle looking rather sheepish. “Um… my lord… the halflings…”

Will L'Écarlate and the Merrie Men of Chalons

zelophahad wrote:
Le Moine Tuc stood on the crumbling harbour wall watching a moonlit pegasus land on Le Sanglier even as the mighty ship disappeared into the darkness. He rubbed his aching back and frowned as he realised he could feel some of his ribs – two weeks in Le Sanglier’s brig had taken its toll on his waistline.

It had taken its toll on the rest of the Merrie Men too. Tuc looked at them gathering up their belongings on the quayside. Only a few weeks ago they had been the leading warband in Vercuso, but it seemed a distant memory now. Jean Le Petit in particular was a shadow of his former self after his keel-hauling, and had actively encouraged Will L’Ecarlat to take over from him as leader of the Merrie Men. But Will was a good choice: Of all the men, he seemed to have come through their ordeal strongest. In his new role as leader, he was cunningly modelling himself on the late Robin Le Capot, and in his new wargear, the physical similarity was uncanny.

But while the brig had broken them physically, Tuc was encouraged that it didn’t appear to have broken the men’s spirits. Bretonnian peasants know that life involves suffering, and these outlawed Bretonnian peasant bandits knew that they were lucky to be alive at all. The black-armoured Sir Loqueslie, or ‘Le Tenebreux’ as he had styled himself, had been a great advocate for them to Lord Balluet. No doubt his actions were motivated by loyalty to the memory of his son Robin, but Tuc and the men were nonetheless grateful for his assistance.

And not just the men: Mademoiselle Marianne had returned to Vercuso too. Everyone knew why she was here, and it was a challenge and encouragement to them all. Marianne had returned to seek revenge: Fishgutz the orc pirate had been spotted alive in Vercuso and she had vowed never to rest until she saw her lover’s killer dead. Her demeanor was more grim than that of the care-free, love-sick girl who had first come ashore with Robin, but she was, if anything, all the more beautiful for that. Any one of the Merrie Men would give their life for her, but every one of them knew they could never replace Robin Le Capot in her affections.

She smiled at him and he felt the familiar weakening of the knees. “Tuc my dear, you need feeding up!” she exclaimed.

“I certainly do!” he laughed, “and I have good news on that front: It seems we’re not the only ones to have disembarked from Le Sanglier this evening – look!”

Tuc pointed across water to a collection of tangled jetties where a number of diminutive figures could be seen clambering out of the water in the pale moonlight. They would have been almost impossible to see or hear if it wasn’t for the incredible amount of cooking equipment they appeared to be carrying.

“It’s the Halfling Catering Corps!” gasped Marianne, clapping her hands in delight, “Aren’t they simply the cutest little people you’ve ever seen?! Aren’t they simply adorable?!”

“Um, my lady,” Tuc ventured gently, “have you ever actually met a halfling?”

“No, I was never allowed near the gallery on Le Sanglier. But I’m going to go and meet some now!” she chirped, and before Tuc could stop her, she had dashed off towards the halflings, waving and calling. Tuc looked after her nervously.

* * *

“I have never been so affronted in all my life!” blustered the red-faced Marianne, “Such language! And one of them tried to… well, it wasn’t an appropriate way to touch a lady! And I seem to have lost my purse!”

Tuc put his arm around Marianne and smiled. “Halflings are the best cooks in the world, but you have to love food as much as Lord Balluet to tolerate their presence on board ship. I suspect he’ll be the only man on Le Sanglier who misses them!”

Far out across the water, on the aft castle of the mighty warship, Sir Jean was raging about his lack of dinner.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 19 Sep 2008 - 2:41

Ludwig the Coward's Righteous Templars - Expedition #417

Sizzling Gromril wrote:
Replacements


The mist was thick at this time of night. The moon was bloated like a waterlogged corpse and the star prickled sky seemed to hang lethargically low. The docks were almost empty; only the desperate lingered here at night.

The small group of figures seemed almost disembodied in the fog, perched at the end of a crumbling jetty, all crook-limbed and sallow-faced. The bald, stooped man at their head looked out to the sea, unable to see more than five strides ahead. A small rowboat oozed out of the mist and sidled next to the pier. A short man stepped swiftly out.

“Herr Blau I presume?” muttered the decrepit bald man. “I received your letter two days ago. I must say it is most encouraging to receive reinforcements. Tell me how many-”

“Enough of your prattle!” hissed the short man just out of the boat, dressed in fineries of crisp blues and clean yellows. “You are Ludwig, yes?”

“Yes, I am. I must say-”

“Your men will report back to Altdorf immediately to brief the Lector-General on every detail of this shambles you call an expedition. Every action, every order you gave, every...” the man's faced curled into a sneer, “...mistake you made, will be scrutinised, examined, and punished accordingly”. Herr Blau looked past Ludwig and at the broken men behind him. “Into the boat” he spat.

The sorry figures filed past and struggled into the small boat as more men got out.

“Understand this” scathed Blau. “I would have you join them, but it seems you still have friends within the church”.

Ludwig couldn't help but take a step back as Blau's own hunters closed around him. Sinister figures all, they snarled and scowled at him with open contempt.

“Now” snapped this new captain. “Tell me everything. Leave nothing out”. His cruel face leaned in closer. “Leave... Nothing... Out”.

* * *


The shape sobbed in the darkness. Manacled hands struggled. Bloodied head lolled limply. The torch came closer to its ruined form.

“Why are you lying to me?” came that vicious voice.

“I know nothing. Please”.

Flames licked at bruised flesh. Battered meat sizzled. The shape screamed.

“This can go on for days. I certainly have the time for it. Do you?”

The shape gurgled, blood dribbling onto the ruins of its baker's apron. “Please. Why are you doing this?”

“Herr Schwarz, if you will”.

A fist cracked into the form's jaw, snapping its head sideways. The interrogator nodded in the gloom and the fist caught again, this time in the back of the skull.

“Tell me. An entire village butchered, slaughtered like cattle, and we stumble across it by chance, to find you, the lone survivor, lurking in the ruins. If the boot were on the other foot, would you not find that just a little bit suspicious?”

The wretched figure burbled something. Blau leaned in closer. It tried to speak again.

“Hiding.... From....”. Bloodshot eyes went wide with terror.

“Herr Weiss. Herr Grun”. An old man in muddied white robes and a wild haired brute left the shadows and entered the guttering light cast by the torch. The old man pressed a scolding brand into the shape's back while the brute held it down.

“Enough of this” roared Ludwig. “The man knows nothing. He is nothing more than a terrified peasant”.

Blau turned slowly towards him. “You know, I perhaps think that you are right. I know I would have spilled my guts by now. Maybe the dim-witted oaf is innocent after all”.

Ludwig almost grinned.

“Herr Grun, get rid of him, and make it look like an accident”.

“What?” boomed Ludwig. “The man is innocent. Let him go”.

That cruel face twitched slightly. “It is not in our interests to leave witnesses”.

Ludwig began to protest, but the beaten form was already being dragged outside by that hulking brute. The thing had been battered, burned, strangled; head was all stoved in, fire-ruined chest drooping like wet paper, hands still shackled.

Quite an accident the poor fellow had had.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Fri 19 Sep 2008 - 2:44

To ALL the Flame On Guys:

HAPPY INTERNATIONAL TALK LIKE A PIRATE DAY!


Addendum: EXCELLENT READS! Before I merely hated Brettonians & Witch Hunters, NOW I REALLY HATE THEM! I think I'll do up a Brettonian Brigand AND name him Robespierre Suspect .
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Sat 20 Sep 2008 - 14:19

The Undead Pirates of Count Josef Henrich Varcolai

mike wrote:
Whatever dark power that had darkened Sartosa's shores in my absence had clearly corrupted her with its insidious evil. No sooner it seamed then we had set foot on the land then, much to my surprise, the tree's themselves lashed out at us, sending the bones of my loyal follows flying back into the frothing waters they had just sailed in upon. Feeling much stronger i gathered the energy of my land within me and prepared to raise loyal pirates of old form their watery graves to defend agaisnt this unexpected threat.

TLAPD week 1 game 1 vs Michael's (walkingginger) Wood Elves

i had my usual army -

vamp lord, 2 thralls, wight, 3 x 20 skellies, 20 grave guard, 2 x 3 bats

Michael had -

bow loren lord on eagle, hail doom waywatcher noble, 2 wizards, 3 units dryads, 2 glade guard, glade wriders, 2 units wildriders, waywatchers, wardancers.

michale went first and split his army, sending wildriders drayds down the right flank, everything else held back in centre. i deployed on the centre right and moved into the middle, using a piece of ruins to protect my right flank.

with michael only having 4 dispel dice vs my 12 power i controlled the magic phase allowing me to survive the cast majourity of his shooting easily. the main bulk of which was aimed at the GG - at one point getting them as low as 7 before they finished the game on 17. i lost a unit of bats to the hail of doom turn one - however the other bat unit saw off the noble easily running him down before being cut down themselves by wardancers an wildriders. a unit of skelies also dispatched the waywatchers.

smack bang in the middle of the board a raised unit of zombies took a flank charge from some dryads - unfortunatly they could only get 2 in range and the zombies managed to win every round of combat prevent them from expanding right up unitll the very last turn of the game - when i charged skellies in anyway. good job boys.

most of the combats happened behind that.

turn 4
one unit of wardancers charged a unit of skellies. i used the helm to make the WS 6 the wardancers fluffed, i cut down 3 from 4 attacks and ran them down. woot!

one unit of wildriders charged the front of another unit of skellies while the glade riders charged the rear. thankfuly i didnt lose too badly and in my turn van hells the skellies who had just seen off the wardancers into the wildriders rear - seeing off the glade riders and eventually killing all the wild riders next turn.

my 3 vamps an the skellie block they are in charge lord on eagle, kill the eagle take nothing back an chase him down, however leave themselves open to the flanks....

turn 5

other unit of wildriders an one unit of dryads go into either flank of a skellie block which includes all 3 vamps. thanks to some forethought my lord an helm arnt in combat the helm an my other lil vam killing the wildrider champ in a challenge means i only lose 5 skellies. and in my turn move my lord into the wildriders. i butcher all the wildriders and the dryads flee straight into my skellies.

turn 6
a unit of dryads desperatly charges my grave guard. helm. fail to kill any, flle and are caught.

i spend my turn mopping up. van hells GG into glade guard who fail fear an flee. skellies charge dryads with zombies an wipe them out. leaving only unit of glade guard an the two mages.

massacre to the undead corsiars - tho michael won the roll for location

i retired back to the landing place as my newly re-awaken loyal pirates set about hacking apart every last one of the twisted tree spirits. imperitive that non could survive to pass on word of our arrival back on the isle. the battle had sapped more of my energy than i had anticpated and i felt thin, stretched, once more. i had exerted to much of my power and needed time to recouperate, every minute i was back on this land though my power would grow, returning to its old strength.

hopefully Wyatt was having more luck in keeping his enterprise in Vercuso secret.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Sat 20 Sep 2008 - 14:20

Ikrim elfeater strikes out alone

Nethrag wrote:
It had been a truly great year, thought Ikrim. He'd fully admit (though not to anyone else!) that he hadn't been totally convinced of the plan to come here to sartosa. He had been in a foul mood for most of the first week on the island - it was so much hotter than he was used to for one thing and the insects that buzzed around his head all day made him even more short tempered than usual. He'd wondered why he'd ever let the tribes trio of butchers convince him to come here to ally with the beastlord Nethrag. Still, once they had given him that melted rhinox dung concoction to keep the worst of the flies off things started to improve dramatically. It had been one long glorious fight all year with the tribe enjoying victory upon victory, and all the spoils of war were theirs to keep. All Nethrag wanted was a splinter of rock, pah, he could keep it - what use was a rock?! You couldn't eat it...well...you could....and some did - but only if there was something else tasty ON the rock was the point!

The summers excursions meant the winter was one long feast, thinling was plentiful and their horses and beasts of burded provided more than enough to satisfy even the hungriest whelp. Though as the winter drew on, something had started to trouble Ikrim. A strange change was coming over him and a number of his tribe, slowly at first but more and more noticeable as the weeks drew on. Quantity was no longer enough......

Any ogre should have been in hogs heaven with the amount of meat available for consumption, but he had found himself getting bored by it all. He desired something more. A horse was no longer enough, oh it satisfied the appetite well enough, but - wasn't there something more?!

The changes hadn't only been internal too. Most of his tribe now sported some kind of mutation from their proximity to the amount of chaos energy that had surrounded Nethrag and his ritual. Extra arms and tentacles had sprouted and a few had even been lucky enough to have developed second heads! Imagine how useful that is in an eating contest! Yes, his tribe had truly been blessed by the gods.

That thought suddenly brought him up short..."gods", more than one?! He had been taught from a whelp that there was only one god, the great maw. The great maw had crashed into the earth long ago, devouring all in its path. It had nearly caused the destruction of the ogre race but had spared a few in order that they may feed it by feeding in its name. However now he found a new though nestled in his head, that there could be other gods out there. Hurridly pushing the thought from his mind he put his attention back to the boar that had been brought to him as an appetiser as the rest of the tribe continued its winter long feast.

Tonight was the climax where any could challange for leadership of the tribe, he didn't expect there to be one, not only could none be unhappy about the success of the tribe but none could stand against his great mace. Tomorrow they started the journey back to the fortress of the pirate king to prepare for the comming summer, and the new war.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Mon 22 Sep 2008 - 4:09

@Nethrag: Is it true that Wood Elves are more flavorful,although somewhat gamey, in comparison to their High & Dark Brethren? Suspect

My Night Goblins have taken to capturing local wenches & offering them the option to "put out or get eaten."This HAS led to several TRAGIC misunderstandings with the Brettonian captives. affraid Suspect
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Mon 22 Sep 2008 - 4:59

The Undead Pirates of Count Josef Henrich Varcolai
mike wrote:
Whatever dark power that had darkened Sartosa's shores in my absence had clearly corrupted her with its insidious evil. No sooner it seamed then we had set foot on the land then, much to my surprise, the tree's themselves lashed out at us, sending the bones of my loyal follows flying back into the frothing waters they had just sailed in upon. Feeling much stronger i gathered the energy of my land within me and prepared to raise loyal pirates of old form their watery graves to defend agaisnt this unexpected threat.

TLAPD week 1 game 1 vs Michael's (walkingginger) Wood Elves

i had my usual army -

vamp lord, 2 thralls, wight, 3 x 20 skellies, 20 grave guard, 2 x 3 bats

Michael had -

bow loren lord on eagle, hail doom waywatcher noble, 2 wizards, 3 units dryads, 2 glade guard, glade wriders, 2 units wildriders, waywatchers, wardancers.

michale went first and split his army, sending wildriders drayds down the right flank, everything else held back in centre. i deployed on the centre right and moved into the middle, using a piece of ruins to protect my right flank.

with michael only having 4 dispel dice vs my 12 power i controlled the magic phase allowing me to survive the cast majourity of his shooting easily. the main bulk of which was aimed at the GG - at one point getting them as low as 7 before they finished the game on 17. i lost a unit of bats to the hail of doom turn one - however the other bat unit saw off the noble easily running him down before being cut down themselves by wardancers an wildriders. a unit of skelies also dispatched the waywatchers.

smack bang in the middle of the board a raised unit of zombies took a flank charge from some dryads - unfortunatly they could only get 2 in range and the zombies managed to win every round of combat prevent them from expanding right up unitll the very last turn of the game - when i charged skellies in anyway. good job boys.

most of the combats happened behind that.

turn 4
one unit of wardancers charged a unit of skellies. i used the helm to make the WS 6 the wardancers fluffed, i cut down 3 from 4 attacks and ran them down. woot!

one unit of wildriders charged the front of another unit of skellies while the glade riders charged the rear. thankfuly i didnt lose too badly and in my turn van hells the skellies who had just seen off the wardancers into the wildriders rear - seeing off the glade riders and eventually killing all the wild riders next turn.

my 3 vamps an the skellie block they are in charge lord on eagle, kill the eagle take nothing back an chase him down, however leave themselves open to the flanks....

turn 5

other unit of wildriders an one unit of dryads go into either flank of a skellie block which includes all 3 vamps. thanks to some forethought my lord an helm arnt in combat the helm an my other lil vam killing the wildrider champ in a challenge means i only lose 5 skellies. and in my turn move my lord into the wildriders. i butcher all the wildriders and the dryads flee straight into my skellies.

turn 6
a unit of dryads desperatly charges my grave guard. helm. fail to kill any, flle and are caught.

i spend my turn mopping up. van hells GG into glade guard who fail fear an flee. skellies charge dryads with zombies an wipe them out. leaving only unit of glade guard an the two mages.

massacre to the undead corsiars - tho michael won the roll for location


i retired back to the landing place as my newly re-awaken loyal pirates set about hacking apart every last one of the twisted tree spirits. imperitive that non could survive to pass on word of our arrival back on the isle. the battle had sapped more of my energy than i had anticpated and i felt thin, stretched, once more. i had exerted to much of my power and needed time to recouperate, every minute i was back on this land though my power would grow, returning to its old strength.

hopefully Wyatt was having more luck in keeping his enterprise in Vercuso secret.
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Mon 22 Sep 2008 - 4:59

19th September, the year Eight.

The Tide Turns Again

"It's happenin' just like the Adm'rul said – there are armies being landed in the south and the Jonesers' have attacked Sartosa City." said Kommodore Deffgit to the assembled crew on the deck of the Ogresun. "We have to redouble our efforts if we what to keep a hold of Vercuso and its treasures; I need another draft of volunteers to come ashore with me to give them urchins a bloody nose and carry off the loot."

Two dozen Orcs stepped forwards along with a handful of Goblins; the Kommodore eyed each one in turn, those he accepted climbed down into the waiting cutter. He turned to Kap'n Rukbadruk and clapped a heavy hand on his shoulder.

"Roight. Look after the Barky lad, I'll send the cutter out in four or five days with what loot we have gained. Send it back with more Boyz and any news or orders from the Adm'rul." He said. Rukbadruk nodded silently and the Kommodore limped over to the gunwales and, grabbing a ratline, swung himself over and down into the cutter.

Kap'n Rukbadruk turned to his first mate with a secret gleam in his eye – he had never been happy with the newcomer Deffgit getting seniority over him in the fleet. He didn't care if Deffgit was older or had more experienced at sea, he had fought with the Ironfangs for more years than he could remember and the old fool had no right to treat him like a whelp: Things were about to change on this ship.

~ ~ ~











This part of the city was not travelled often anymore – it was never a wealthy district and since the town was largely abandoned most of the buildings were stripped clean of anything useful or valuable but the Pirates figured it was as good a place as any to set up camp. If anyone else had the same plan it could be more difficult though… The Orcs would have to take possession of a few key buildings in order to be able to defend the area from interlopers.





The Ogresun's shore party picked their way through the ruins, the morning mists were just starting to clear as they moved down Pressgang Alley in the direction of the north-eastern city wall. They had identified the area they would hold but in the distance voices could be heard – heavily accented and serious.





"Bretons!" said Deffgit "Salty, take your watch to port, Nog you come with me. Rogurtz: you and the Kabin Grotz get up high and see what you can see."





The Goblins clambered up into the shattered roof of a tavern and immediately started squabbling. Stormy Trug and Walker Plank came to blows but a sharp word from Rogurtz reminded them of their duty… temporarily. Morgunn and Rogurtz scampered across a gangplank into the roof of the next building (one of the ones the Kommodore wanted to nab), as soon as they were out of sight Stormy gave Walker a rock-hard punch in the jaw and knocked him out cold!







Wyrdtoof advanced behind the others, somewhat cravenly peering round them to try and spot a target for his spell without leaving himself in the open. Arrows skittered off the cobbles around them as the men-at-arms of the Knight Gallant Geraint gathered into defensive knots around a warehouse and a shop.





A peg-legged Orc pirate ran as fast as he could along the roof of the hovels leaning against the old town wall and leapt over a gap in the timbers, to even his own surprise he landed safely and lashed out at the two Bretonnians who ad rushed up to meet him. They dodged his clumsy swings and impaled the poor pirate with their swords!







Gallant Geraint's warhorse whinnied and clawed at the ground with iron-shod hooves and the Knight spurred him forward, the massive beast bared down on Kommodore Deffgit as he and the Ogresuns appeared in the alley way below the warehouse, the Knight's lance struck him hard and Deffgit was knocked flying, sprawling across the ground.



A moment or two later Wyrdtoof realised things were not going well: Salty Ogbad was hit by several arrows and slumped to the ground as Barnacle Nog was brained by the great weapon of Geraint's Retainer. The never-very-brave Shaman shouted the order to fall back and the Ogresuns withdrew, carrying their wounded with them.

They would have to find somewhere else to set up their stronghold: Deffgit was not pleased when he came-too, but at least he was alive!
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PostSubject: Re: Sartosa 3: Pieces Of Eight (Flame On Campaign 2008)   Today at 13:04

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