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 Al-Haikk, the City of Thieves

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RationalLemming
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PostSubject: Re: Al-Haikk, the City of Thieves   Sun 11 May 2014 - 2:36

lol
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 16 May 2014 - 11:52

Week Twenty One--The Wizard's Mansion (or the Battle of Rubber Swords)

Chris--Araby Smugglers
Playtable--Araby Slavers (The Khalibon Manpower Exchange)
Von Kurst--Arabyan Thieves (AKA Baba Ali's Gang of Nearly Twenty Thieves, AKA The Dead Baba's)

Report of the Watch, 15th Day of Turmar, Year of the Leopard

The Fourth Patrol of the Sixth Cohort reports that on this day the Fourth Patrol did encounter an armed robbery in progress at the mansion of one Jabbar al Fhard, also known as The Faceless One. Al Fhard is a known dabbler in the summoning of Djinni who has not been seen for some time. His mansion has stood empty for many days, a tempting target to thieves. At approximately the eighteenth hour the patrol encountered citizens fleeing the area. Those who could be forced to stop and give witness claimed that a brawl had broken out near al Fhard's home. Arrows had been fired on the crowd with predictable results. Witnesses reported several casualties.

At this time firearms were heard to be discharged. The patrol advanced with one memluk charged with scaling the wall of a nearby house to spy ahead. The soldier immediately took fire from thieves hiding on the roof. In addition the lead elements of the patrol reported a general brawl throughout the neighborhood. Askar Hassam bin Hussein scaled the roof himself and found himself facing the notorious Al Bobo, Mir Sher and Fariz the Horrible.

In a rapid exchange of bow fire Al Bobo was wounded as were both memluks accompanying the Askar. Hassam bravely charged the wounded Al Bobo and stunned the criminal. Before the Askar could capture the fugitive, Al Bobo's compatriots rescued the thief and fled the area.

The Askar could not pursue the gang alone. By the time the patrol had been restored to order, Rais Roxanna appeared to take command of the enterprise. The Rais wasted no time, but declared the mansion of al Fhard forfeit. The Rais took complete control of the building and began an inventory. Several illegal drugs and arcane paraphernalia were discovered and immediately confiscated. Jabbar al Fhard is wanted for blasphemy, endangering the public and drug running.

Casualties from the affray were one eunuch captured by the Rais and one hound killed. The memluks suffered only minor wounds.


The Smugglers attacked from the west.


The Slavers claimed prior possession of the mansion.


A patrol of six memluks enters on the FIRST turn in the Dead Babas deployment zone. Curses foiled again! (The part of the memluks was played by Nordlanders).


Not only do the Watch arrive, the crowd is stampeded by Smuggler archery. Thieves and Slavers are knocked willy-nilly.


Smugglers advancing. Most are inside the building.


The patrol break the Thieves by moving into line of sight. "Halt villain in the name of the Caliph!"


Unfazed by the Law, the Thieves unleash a blunderbuss blast through the window into the crowd of Slavers. (It has no effect.)


Smuggler archers rain rubber-tipped arrows on the Slavers from the west.


The fearsome Baghel, Slaver Ogre Hero, charges the newest thief! Baghel is WS 6, St 5 T 5! Baghel rolls, well you can see what Baghel rolled. Baghel has the skill expert swordsman! Baghel rolls the same numbers again... The new thief gets lucky and wounds the git!


Meanwhile inside the small adobe, Khaldoon of the Blade and The Catcher charge Kasim the Knife. Between them Khaldoon and The Catcher have FIVE St 4 attacks. You can see how that went for them... The Slavers will flee.


Post Battle
Playtable fled first with Baghel out of action and Khaldoon surrounded. One hound dies and a eunuch is captured by the Smugglers. Baghel is blinded in one eye. A hired sword returns a favor. The Slavers pet thief steals more heavy armor.

The Dead Babas chose to flee when Al Bobo went down stunned before the Askar's blade. Once the Thieves broke the Slavers, their swords and arrows suffered from the Slaver's curse. The Pit Fighter fell to one memluk! Anyway no one died. The Hired Thief stole more heavy armor.

The Smugglers got richer. (Note the smugglers were the low warband at 418). They gain many drugs, gold and the like. The Mansion yielded no Tome of Magic, so the Smugglers had to buy one. (Paid full price, the gits!) The Rais Roxanna now knows how to fly.
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 16 May 2014 - 12:37

Thank goodness Al Bobo escaped; another prolonged rescue mission could undo us all. Once more the report & photos were WORKS OF WONDER!   thumbsup 
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 16 May 2014 - 12:51

Quote :
Thank goodness Al Bobo escaped; another prolonged rescue mission could undo us all.
Is no lie  lol! 
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 16 May 2014 - 17:54

The dreaded curse of rubber tipped arrows. Very Happy
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PostSubject: Re: Al-Haikk, the City of Thieves   Mon 26 May 2014 - 7:24

Week Twenty Two--The Treasure Ship

Chris--Araby Smugglers
Playtable--Araby Slavers (The Khalibon Manpower Exchange)

[I was in far off South Dakota this past week so this weeks report is from playtable. Chris has been accumulating special scenarios throughout the campaign, so we are finally playing them. In today's report, the Smugglers have learned of a successful tomb raid. The loot is being shipped back to Marienburg, but not if the natives have anything to say about it.]

playtable wrote:
The Treasure Ship:
Good weather
Treasure ship going with the wind most of the game.


The Smugglers' ship


The Slavers!


Man overboard!




The battle is joined.




I got to the ship 1st and charged. Chris had cleared ½ the crew out before I got there [with shooting].


The stragglers were easy prey.

Chirs sails around the Treasure Ship to attack the Slavers.


The Treasure Ship Capt. died to Baghel, hero ogre.

Chris hit all 5 in my row boat with a blunderbuss, hit 4 with his superior black powder blunderbuss the next turn.


Along with 10,000 other shots, he took OOA from the row boat: LennyIII, 2 Eunuchs and the Halfling thief. And wounded FathiIV and stunned a wardog twice.




Chris' row boat crew attempts to dispute the looting of the ship.


The beleaguered Slavers weather the arrow storm.


I had OOA: 2 slaves, 2 dogs, 1 cannon crew, Arabian ogre, LennyIII, Halfling thief, 2 Eunuchs, Halfling scout.
My ogre hero, Baghel, was stunned in front of 2 of Chris’ men, the genie had lost a wound as had FathiIV. ---- Time to go.


Chris wins
All Treasure ship crew gone.
Chris captures the Treasure ship
Chris had maybe 5 OOA

I lost 2 dogs, 1 slave, and 1 cannon crew.
Chris got 2 treasures
I got 3 treasures – one turned out to be a Major Artifact.
Got the Funky Mask of Ptra
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PostSubject: Re: Al-Haikk, the City of Thieves   Tue 27 May 2014 - 5:20

OOOOOOH! COOL REPORT AND WONDERFUL PHOTOS! A few day without Internet has ramped up my enthusiasm...OH BABY!   thumbsup
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PostSubject: Re: Al-Haikk, the City of Thieves   Thu 29 May 2014 - 2:28

Oooh... the Funky Mask of Ptra. I hope it was worth it. Smile
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PostSubject: Re: Al-Haikk, the City of Thieves   Thu 29 May 2014 - 20:56

Quote :
The Funky Mask of Ptra
The Mask may be worn by any Hero except a member of an Undead warband. The Mask counts as a Helmet, but may be worn by a wizard or priest. The wearer causes Terror. If any enemy warrior fails a Fear test versus the Mask, they will flee directly away 2D6 inches from the Mask. Warriors who are immune to Fear or cause Fear will suffer from Fear when facing a warrior in the Mask. Undead warriors will treat the Mask as if it caused Fear. This is an exception to the normal rules for Undead.

This is inspired by the 6th edition Tomb Kings item of the same name from WFB. Unfortunately two frenzied cultists captured the character wearing the mask this evening... What a Face 

Chirs actually captured a Major Artifact as well. (He had a bonus from the secret knowledge he had of the cargo.) The Smugglers gained
Quote :
The Staff of the Sandstorm
This staff has the Concussion, Parry and Difficult to Use special rules and may be used by any hero. Once per game the hero may do nothing for his entire turn but summon the Sandstorm. To unleash the spell, the player selects an area 12”x12” on the table, which should be marked out. This area will suffer the effects of Hot as Hades and Sandstorm for 2D6 turns. The Sandstorm will not work Underground or on the sea. The bearer is immune to the effects of Hot as Hades or any Sandstorm encountered.

Guess where this weeks' battle took place? Suspect 
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 30 May 2014 - 18:31

Hopefully a short video tour of last night's game shot by Phil the assistant store manager--
https://www.facebook.com/photo.php?v=10152072066487016&set=o.46098921172&type=2&theater
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 30 May 2014 - 22:43

The artefacts sound pretty cool. Do you have your own standard list for each location that you play (Sartosa, Lustria, Khemri/Araby) or do you make up some new ones prior to each campaign.

I liked the video! I look forward to seeing the battle report which seems to be underground so I assume that Chris could not use the Staff of the Sandstorm to his advantage.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 31 May 2014 - 6:36

COOL VIDEO...other than a bit of motion sickness that is! That Big Snake looked good as did the terrain. WELL DONE, Phil!   thumbsup
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 31 May 2014 - 9:03

@RL--No, no sandstorms for Chris!

I try to make the Lustrian Artifacts from Cities of Gold more playable by 'fixing' one or two a year.  I still haven't figured out the Plague Sword.  I wrote a Khemri artifacts list a few years ago.  For Sartosa, it depends on where the artifact is found.  There is a lost Temple of the Priest Kings of Nekehara in the Cave of the Damned, for example.

@Al and Ben--glad the link worked.  It was kind of fun for him to do that.  Playtable hasn't brought the dungeon for awhile and everyone was impressed by it.
_______________________________________________________________________________
Week 23--The Eye of Set (Or the Trials of Playtable)

Chris--Araby Smugglers
Playtable--Araby Slavers (The Khalibon Manpower Exchange)
Von Kurst--Arabyan Thieves (AKA Baba Ali's Gang of Nearly Twenty Thieves, AKA The Dead Baba's)

On the outskirts of the Divine Quarter stands a grim pile of dark stone.  Though often mistaken for a ruin it is actually the ancient Temple of Set.  Inside these walls the secret rites of the Serpent have been practiced since time immemorial.  Far below the surface of the temple the fabled treasure the Eye of Set is said to rest in a hidden chamber at the center of a labyrinth known as the Path of the Serpent.


The First Trial of Playtable:  Khaldoon of the Blade succumbs to his Old Battle Wound.


The Dead Babas entered at the northwest corner.


The Smugglers entered from the southwest.


The Khalibon Manpower Exchange found the northeast entrance.


Karim One-Eye and a Crimashin Assassin infiltrated.


Almost immediately they run afoul of a mutant guardian.  The skull counter represents a possible trap.  Karim and the Assassin easily avoided it much to playtable and Chris' annoyance.


The Slaver's hounds rush toward the center. Upper photo, the Assassin easily stunned the Mutant, but Karim fell in the dark rushing to finish him... (Orange counters represent Dungeon Denizen entrance points.]


Another mutant moves to intercept the Smugglers.


The western end of the dungeon.  (The mutant above was easily shot down.  More cultists move toward the Smugglers. The Dead Baba's Djinn Binder has already been killed by Smuggler shooting.)


The Slavers explore the darkness. (The trap on playtable's end of the field was a dud.)


Hounds eye Karim and the Assassin.  Baghel the ogre changes direction.


The Slavers have some difficulty with Darkness.  (Their Genie finds a torch to alleviate this problem.)


The Master of the Path confronts the Smugglers.  (The Master had crappy spells. He was easily defeated,  his spearman on the other hand...)




Tension on the Eastern Front.  (Al Bobo is discovering 3 doses of Dark Venom!)


The first dog died at the entrance to the Treasure Chamber.


Baghel defeats the Guardian of Set.




The Dead Babas gather outside the treasure chamber, hoping to exploit Baghel's success.


The Slavers send Lenny III to deal with the flanking Babas. (He will be shot down.)


Baghel defeats the Guardian but triggers a Swinging Blade trap when he tries to enter the Treasure Chamber! The Second Trial of Playtable: Baghel is blocking the door for the rest of the Slavers.


Time Warp: Chris breaks and flees after a prolonged missile duel with the Babas.   The Dead Babas rush in to claim the treasure.


Fathi IV battles a mutant.  Al Khaliboni fights a spearman. The Third Trial of Playtable: once Chris flees ALL random encounters happen to the Slavers.


Meanwhile elsewhere in the dungeon, the Slavers halfling is gleefully collecting random treasures.


Back at the action: Baghel is still stuck trying to defeat the Blade Trap.  The treasure is being carried out of the treasure chamber by Kasim One-Eye. Yet another cultist attacks Al Khaliboni.  The nearest Caravan Guard tenses to charge!


Oh look!  A Darksoul attacks one of the Dead Babas! (The Darksoul misses, Jabbazz the Merchant doesn't.)


The Caravan Guard who tried to charge trips in the dark!  Naturally on the next NPC turn, a cultist appears to put him out of his misery.   The Fourth Trial of Playtable: three knocked down heroes with multiple wounds are taken out of action by NPCs.


Eventually, Baghel passed his initiative roll and burst into the treasure chamber. He begins the laborious process of cutting down thieves as Karim slowly creeps away with the treasure.  Waves of cultists continue to appear.  All within charge range of Slaver models.  With only five models standing, playtable rolls a 10 and breaks!

Post Battle
Chris rolled box cars and broke with 5 or 6 models out of action. (I got 3 in one turn after several rounds of failing to wound anyone.)  None of the Smugglers died.  All of their heroes were standing at the end of the fight.  The Smugglers found two suits of heavy armor and a Dispel Magic scroll.

The Khalibon Manpower Exchange suffered mightily (and vocally).  13 out of 18 models were out of action. 2 hounds and the Arabian Merchant were killed. Nabil the Overseer was captured by the Cultists.  The Caravan Guard known as the Shooty Guy or BS 5 Caravan Guard suffered a hand injury. The Halfling's looting frenzy netted a torch, a Dispel Magic scroll and something else, possibly heavy armor.

Nabil wore the Funky Mask to Ptra, which was an unfortunate magic item for playtable who is always joking that his models cause terror.  So when he would say Nabil caused terror we would ignore him like we always do.  Embarassed 

The Dead Babas suffered horrible casualties in the last couple of turns.  Jebbazz the Merchant, the Pit Fighter and the new Assassin were all killed.  On the plus side after like 4 Arabyan Campaigns we finally played the Eye of Set scenario and the Thieves won!  The Thieves gained 3 doses of Dark Venom and a Venom Ring from random looting, in addition the fabled Eye of Set is now in their possession.

The Campaign.
This game was billed as the Final Battle of the City of Thieves campaign.  Naturally with us this may or may not be true.  Chris is going on vacation and Rob and Harganok may be able to play again, so we'll see what next week brings.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 31 May 2014 - 9:51

The dungeon is IMPRESSIVE, & the painted minis look TERRIFIC in its winding confines...unpainted minis look best in their carrying case. EXCELLENT REPORT!   thumbsup
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 31 May 2014 - 16:45

Von Kurst wrote:
Nabil wore the Funky Mask to Ptra, which was an unfortunate magic item for playtable who is always joking that his models cause terror.  So when he would say Nabil caused terror we would ignore him like we always do.  Embarassed 
Fourth Trial of Playtable... Sad

 pig jocolor
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 6 Jun 2014 - 17:39

Week 24--The Continuing Adventures

Playtable--Araby Slavers (The Khalibon Manpower Exchange)
Von Kurst--The Cult of the Posssessed (AKA The Devil Doers)

Way back when playtable and I used to get together every now and then to play out a vendetta, try a scenario or just goof off. This week we intended to try the scenario Dungeon Raid from Relics to simulate the Manpower Exchange trying to rescue their Overseer from the clutches of the Minions of Set. Unfortunately playtable rolled snake eyes with the local cable company and could not get to the game store until after 7 pm. This made for a rather rushed game...

Dungeon Raid

Report of the Night Watch, the fifth day of Amurdād in the Year of the Leopard

The Askar of the Tenth Cohort received an urgent summons of assistance from the esteemed al Khaliboni of the Khalibon Manpower Exchange at the second hour of the night. Al Khaliboni reported the kidnap of his Overseer, known as Nabil the Scourge. The Watch was requested to assist in recovering Nabil and punishing his abductors.

A reinforced patrol was assembled immediately. The patrol rushed to the aptly named Road of Despair near the center of the area known as the Maze. Alas as they neared the appointed rendezvous, the patrol encountered demoralized servants of the Manpower Exchange fleeing for their lives. The shocked servants of al Khaliboni described horned devils, a plague of vipers and hidden dungeon of horror which defeated them and drove them from the field. Askar Ibin al Dinn rallied the survivors and pressed on.

Once the patrol reached the scene of the skirmish, no sign of the evil ones could be found. The location of the entrance to the hidden lair of these fiends could not be re-discovered by the survivors, many of whom were sore wounded. All that was found were the bloated, poison filled body of a eunuch, a hacked and mangled dog and a dead viper. Of Nabil the Scourge nothing was ever heard again.


The end of the battle. The Slaver's Genie hired sword and a hound (now deceased) have held up the Magister, a Mutant, two Beastmen and several brethren. The Nordlander (who is a recently recruited member of the Coven) and the snake are fleeing from Lenny III.


A battle royal between hired ogres. Tiny of the Devil Doers has the upper hand. The Devil Doers Lazar (bottom of the picture) has just caused Baghel to flee.


Baghel flees (center). The survivors of the Manpower exchange lose heart at the sight. (Playtable fails his second rout test.)


Lenny III causes the Devil Doers' center to flee, but it is too late.


The Catcher enters the dark dungeon. Nabil awaits rescue (top of the photo). It is not to be.


Post Battle
As usual Khaldoon of the Blade was struck down by his Old Battle Wound. The Slavers lost a hound and a eunuch killed. Nabil is lost as well. The Temple of Set has a new principle treasure--The Funky Mask of Ptra. Playtable joins myself as the only players to fail to rescue a captured hero.

The Devil Doers lost a brethren and a snake killed. I got really lucky for my rolls for available forces and reinforcements. I rolled the maximum number of warriors 3 out of 4 times and beat playtable for every roll but one to move a sentry.
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 6 Jun 2014 - 18:00

Despite the Curse of the Cable, that was a SPLENDID Report with equally SPLENDID photos...nice to see Lenny III survived another game.   thumbsup
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 6 Jun 2014 - 21:41

It was very odd to command one of playtable's warbands. He had a hired ogre, I had a hired ogre. He had a Lenny III, I had "Lucky". Both Lazars scared the heck out of the opposing warband.

I have to say that the Magister of the Devil Doers was the most useless leader I have ever tried to use.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 7 Jun 2014 - 5:56

After the last two administrations, useless leaders has a certain resonance with moi. It's a shame it's spreading to the table top.   Suspect
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 1 Aug 2014 - 6:17

What a lovely campaign. I especially like the tavern, gives me some good ideas for our scenery. Thanks! Smile
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PostSubject: Re: Al-Haikk, the City of Thieves   Fri 1 Aug 2014 - 18:13

Daniel wrote:
What a lovely campaign. I especially like the tavern, gives me some good ideas for our scenery. Thanks! Very Happy 

Thank you for the kind compliment. Glad to be of service.
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PostSubject: Re: Al-Haikk, the City of Thieves   Sat 2 Aug 2014 - 1:07

I visit not often enough too yourglorious threads.

Aplause, aplause to another fantastic campaign. I love the dungeon scenery. I am totally jealous because this is what my scenery collection is missing ( ok I have the old GW cardboard stuff).

Thank you
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