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 Pyrates of the Karribean V--Tzeentch's Triangle

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noigrim
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Wed 28 Oct 2015 - 21:02

Nice jungle out there!
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Wed 28 Oct 2015 - 21:37

HOORAY! COOL PHOTOS...and words too! With early morning fog, the reports were just long enough not to prove daunting. GREAT STUFF!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Thu 29 Oct 2015 - 11:13

Thank you gentlemen.
______________________________________________________________________________________
Dems My Gubbinz!

22 Brauziet 2015
The Chronicle of the Karib Krusade

Furthermore the Krusade did continue up river to find the source of those dastardly goblins who have so often run afoul of the crusaders.  Captain de Guzman and his men surprised the notorious Red and Whites as those worthies raided the same village.  The Krusade approached the village from the river.  From their boats the crusaders were able to out duel the pyrates' marksmen, killing a mercenary Tilean.

Although the pyrates had taken the village, their defense was ill planned as they completely failed to take advantage of the pallisade. Without their missile support, the villains were forced to withdraw.


The Krusade assaults the village from the river.


Post Battle
The Red and Whites lose heart when their Captain falls to Jonas' harpoon. The Red and Whites capture the Sacred Gubbin and 3 others, but lose a Tilean Marksman and a gunner with a blunderbuss.  The Red and Whites are Lost in the Jungle.
Red and Whites--1 CP

The Krusade had all the hounds out of action, but none died for once.  Once again the Krusade is able to chart a course back to Port Sigmar to trade!  In addition the crusaders finally find the lost mission of  Saint Mangus, which they vow to restore for the glory of Sigmar.  Returning the relics to the colony earns the Krusade 6 experience!  Woot!

The Krusade capture two gubbinz and destroy a carnivorous plant for 17 gc.  Opening cargo nets the crusaders some perfume from Araby, which is sold.  Alma the Merchant finally finds a Halfling Cookbook.  So the Krusade adds another Flagellant.
The Karib Krusade--2 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Thu 29 Oct 2015 - 20:52

HOORAY FOR THE OLD LADY BURNERS!   cheers
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 2 Nov 2015 - 4:42

Thanks Al, though we haven't burned one witch the whole campaign.

Also this campaign cycle is named Tzeentch's Triangle, but so far no games have been fought there.  So in honor of Halloween, I decided that Thursday ALL warbands would be swept into the Triangle by a gigantic warpstorm! Bwahahaha!
_____________________________________________________________________________________
Week Eleven--Hexennacht!

Players and warbands
Andrew--The Crew of the Lady Graves
Bob--The Red and Whites (Sartosan Pyrates)
Chris R--Lizardmen (Lustria)
Chris S--Possessed
Jim L--The Hot Heads (Sartosan Slayer Pyrates)
Jim S--The Karib Krusade (Witch Hunters)
Kevin--The Money Bags (Marienburgers)

The Bane Tower
The good ship Treasure Bringer had been drifting through a nightmare for what seemed to be days, though there was no way to judge the passing of time in this accursed sea.  No sun shown, no stars lit the darkness.  Clockwork gears were frozen, no complex machines worked at all. There was just storm and not storm.

"Land ho!" screamed the lookout suddenly.  All eyes scanned the horizon as sailors prayed for some refuge from this awful hell.  There to the larboard was a peak.  A distant island?  Lord Captain Bearington ordered the Treasure Bringer toward the new found landmark.  The crew's elation soon turned to apprehension though, for verily, the peak was also in motion!  What sorcery was this?  Multicolored skies, constant storms, now land that moved?

The Lord Captain pressed on, what else was there to do?  The weather was not stormy, but a wind came up to drive the ship on.  The peak drifted sometimes closer, though the crew had no reference to tell them how much they gained, then other times their quarry seemed more distant.  As the Treasure Bringer closed, the lookout cried out, "Its a bleedin' tower!" he shouted.  There is no island, just a tower floatin' on the sea!"

"A watchtower!" shouted the Lord Captain. "More sail!"

"Sail to larboard!" called the lookout.

The Lord Captain cursed and drew out his finely made telescope.  Now what, he asked himself.


The Treasure Bringer launches two jolly boats toward the distant tower.


The Lizards take four damage from the Marienburger's first shot.  They also lose 6" of speed do to a critical hit on the sails.


Tzunki's Seacloud almost keeps pace with the Marienburgers... The Bane Tower makes a temporal jump between the two attackers. Then the Maelstrom hits begins...


As a warpstorm rages around them, the crew of the Treasure Bringer fight their way into the damaged Bane Tower.


Post Battle
The fury of the storm drives the Lizardmen from the field.  Aside from some damage to their ship, the Lizards suffer no casualties, just the frustration of seeing a ripe prize slip away.
The Lizardmen--1 CP

The Money Bags win their third game in a row, easily defeating the NPC crew of the Tower.  Loot includes a Major Chaos Artifact, the Shield of Teeth and a Minor Chaos Artifact, the Blood Blade.  The Money Bags are truly rich, but are also cursed to sail the Triangle until they can find their way out.
The Money Bags--3 CP/+3 Pirate Curse Points (for a total of 6)
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 2 Nov 2015 - 5:44

The more cinematic/interesting reports seem to start some music whirling through my head...this one has the theme to The Twilight Zone going. GREAT REPORT & PHOTOS!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 2 Nov 2015 - 10:43

Thank you Al. The chaotic nature of the Triangle is a bit difficult to bring to the tabletop.
______________________________________________________________________________________
Here There Be Monsters

Hexennacht 2015
The Chronicle of the Karib Krusade

The foul nature of the Enemy was everywhere revealed by its loathsome home. Everywhere was the swirling sea, strange uncomfortable colors, unnatural skies. The good ship Sigmar's Retribution drifted sluggishly upon the strange waters. Father Gottlieb and the good Father Sigmarius kept the crusaders occupied with hymns of Sigmars glory. Storms lashed the ship. Endless time passed as the sea seemed to turn to glass, with nary a wave or swell. "Sail ho!" shouted the lookout. Soon every man could see the square sails of a ship on the horizon. All could also see strange rocks rising from the water between themselves and the strange ship. Soon they could also see the bow of a stricken vessel still showing above the hungry sea. A wreck! Perhaps there were survivors. A sudden wind filled the sails of Sigmar's Retribution.

The men took their stations as the strange ship came on. The wind turned unruly. Waves tossed as a strange bluish cloud formed above. The wreck hove into view, aground in a small cove. Captain de Guzman ordered the boat lowered to search for survivors and to counter the crew opposite. All could see the symbols adorning the other ship. She was no friend as her crew were blasphemers and chaos cultists!

The strange skies above them spit vileness on Sigmar's servants. Stinging rain that ate through armor as though it were mere cloth. Many of the trapped crew screamed in pain. Brother Sigmarius, the most protected of all the crew, crumpled to the deck, senseless. His flesh bubbling as the acid ate through his armor. One of the crew screamed and threw himself into the sea to escape the bite of the fell rain. But the majority of the men stood at their stations. The larboard gun spoke defiance at the enemy. A few crossbow bolts flashed across the sea as well.

The sea around the wreck began to boil as though strange currents roiled beneath the waves. Still no man noted the disturbance amid the deadly dance with the lethal rain from above and the rain of steel tipped death that flew between the ships.

The enemy ship seemed to suffer more from the rain than the followers of Good. Men and beasts wailed and writhed on the decks of the cursed ship. The sea between grew even more disturbed, yet neither man nor mutant heeded what this could portend. Then suddenly many coiled lengths of muscle burst from below, as a great tentacled beast breached the surface of the sea!


The adversaries sail into view of each other.


The Tentacled Horror attacks the Krusade's jolly boat. Poor Tomás!


Sigmar's Retribution is carried well away from the wreck and the monster attacking their friends.


Post Battle
The Cult was broken by extremely bad luck versus the acid rain. (The larboard gun crew was taken out of action, meaning the cultists' ship had to bring its starboard gun to bear, which took it farther from the fight with the monster.) They held on for a few turns, but failed a rout test eventually. Some more Brethren die. The Cult gains +3 underdog bonus. They are able to fight free of the Triangle and meet a Cheating Merchant to trade.
The Cult of the Possessed--1 CP/1 Pirate Curse Point

The Krusade suffered five out of action results as the monster emptied the rowboat of all but Brother Gottistmituns who finally slew the beast. All wounded crusaders recover including Tomás de Torquemada. The vile monster was guarding a Piece of Eight. The Krusade confiscates this Major Artifact of Chaos, lest it pollute the Karribean further. The Krusade returns to Port Sigmar to trade AGAIN! However, they are cursed to sail the Triangle until they can free themselves permanently from its clutches.
Karrib Krusade--+3 CP/+3 Pirate Curse Points (for a total of 7!)

Brother Gottistmituns gains +2 WS from the experience earned killing the Horror. Tomás de Torquemada gains a welcome +1 T.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 2 Nov 2015 - 21:25

The best way to escape The Triangle would be to stay in Port Sigmar, give up sailing, & open a Y.M.S.A.. That aside, GREAT REPORT!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 7 Nov 2015 - 0:10

Quote :
The best way to escape The Triangle would be to stay in Port Sigmar, give up sailing, & open a Y.M.S.A..

Aye, but where's the adventure in that I ask you?
______________________________________________________________________________________
The Drifting Hulk

The fog bank stretched for miles. The pyrates stared at it wonder. Odd lights shown within, flashing then disappearing in the multicolored mists. The fog had appeared with the dawn. There was no escaping it. The ominous cloud just engulfed the ship.

"Tis the Triangle," said one.

"No, Bloody Bill is come for us," muttered another.

"Belay that!" growled the Captain. "Trim yon sails and light the lamps! Step lively now!"


Three tiny ships approach the monstrous Hanna Boden.


The Lady Graves sails from the northeast.


The Red and Whites from the northwest.


Grumpy Captain Crouchy had the south to himself.


The first boarding action. Bloody Bill has plenty of minions waiting to repel boarders.


The Hot Heads attack the stern. A mundane shark takes a troll slayer.


Despite the jolly boat's efforts the fallen dwarfs are mostly shark bait (Screamers of Tzeentch).


The end game. The three interlopers desperately try to force their way through the throngs of Undead Pyrates.


Bloody Bill finally appeared and began to sweep the decks clear. The fog thickened and the attackers lost heart. (The store closed.)

Post Battle
Oh the carnage! The humanity! [Its been a week and no one sent me updates so I really don't know (remember) much.] The Red and Whites captured a dwarf. A Pyrate hero fought a pit fight and lost. The Ghosts had three heroes out of action. The Ghosts captured one treasure chest, but gained only gold, none of the special items were found.

Both the Hot Heads and the Red and Whites became lost in the Triangle. The Ghosts won back to Tortuka to trade.

Red and Whites--1 CP
Hot Heads--1 CP
Crew of the Lady Graves--1 CP

All warbands gain one Pirate Curse Point.
____________________________________________________________________________________
Campaign Points and Pirate Curse Points at the end of Eleven

Andrew---The Crew of the Lady Graves----Silent Threat--------40 CP/1 Pirate Curse Point
Jim S-----The Karib Krusade------------------Burn the Witch-----32 CP/7 Pirate Curse Points
Kevin-----The Money Bags----------------Monarch of the Sea-----23 CP/6 Pirate Curse Points
Jim L-----The Hot Heads---------------------Lure of Fortune-----21 CP/3 Pirate Curse Points
Jordan----The Sea Patrol--------------------Monarch of the Sea--20 CP/5 Pirates Curse Points
Chris S-----The Possessed---------------------Silent Threat--------20 CP/1 Pirate Curse Point
Bob------The Red and Whites----------------Scourge of the Sea--17 CP/5 Pirate Curse Points
Chad-----The Hounds of the Night-----------Silent Threat---------15 CP/1 Pirate Curse Point
Chris R----Lizardmen----------------Cult of the Celestial Canopy---13CP/2 Pirate Curse Points

Jim S and Kevin are cursed to sail the Triangle until they can win a total of three games there and play the special scenario The Font of Chaos.

Andrew has reached 40 Campaign Points so all special scenarios and such are on the table for him. He has defeated the objectives Burn the Witch and Monarch of the Seas in The Heist scenario.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 7 Nov 2015 - 0:42

That was a SPLENDID swashbuckling adventure. The photos were OUTSTANDING; the Hanna Boden is a VERY IMPRESSIVE ship.   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 7 Nov 2015 - 13:55

Love to see the Flying Dutchman on the table. It is just an amazing model.
____________________________________________________________________________________
Week Twelve--A Dozen

Players and warbands
Andrew--The Crew of the Lady Graves
Bob--The Red and Whites (Sartosan Pyrates)
Chris R--Lizardmen (Lustria)
Chris S--Possessed
Jim L--The Hot Heads (Sartosan Slayer Pyrates)
Jim S--The Karib Krusade (Witch Hunters)
Kevin--The Money Bags (Marienburgers)

The Sorcerer's Fulcrum
Or There's A New Witch In Town...

5 Kaldezeit 2015
The Chronicle of the Karib Krusade

The crusaders plotted a course for Lustria to explore the great city they had discovered there, but the first night after leaving Port Sigmar found them drifting in a swirling, multi-colored mist.
Again there was no dawn, only storms or not quite storms under the alien sky.

The crusaders bore their misfortune with good cheer, for surely Sigmar had some test for them or He would not allow them to be in this alien place. Still when the lookout finally spotted the distant tower, all gave thanks that the time of testing was come.

The strange tower rose right out of the sea amid a cluster of rocky spires. There was no other land nearby. No reason for a tower, but Sigmar had guided them to this place, so the crusaders were content. Their optimism increased when a sail appeared on the horizon.


Captain Grouchy's sails are filled with the sorcerous wind. The Slayers reach the tower first.




A Chaos Zombie Pyrate emerges to defend the tower.


Tight spaces.


Guido the Tilean is shot overboard. A Screamer of Tzeentch finds him.


The general melee.


Dwarf snipers in the tower.


An impetuous cannon crewman is captured by pyrates.


Post Battle
Both Captain de Guzman and Father Gottlieb were wounded early in the fight. Without their leadership the morale of the crusaders failed. (Rolled a 12). Father Gottlieb fully recovered. Captain de Guzman will miss a game with a leg wound. A hound was killed and a crewman captured. The Krusade trades at the Cheating Merchant. The crusaders find a drifting rowboat and a crate of Greatcoats.
The Karib Krusade--1 CP/+1 Pirate Curse Point (8 total)

The Slayers claim their first victory over the hated Krusaders. The price of victory is four killed:
Quote :
Flashy an LGT hero (10 exp. )
Tossy (14 exp. )
Ch'ooy (saurus 3 exp)
Guido, Tilean marksman (19 ex.)

Hired back 2 gunners, captured a cannon crewman.
And hired Guido II.
Captain Crouchy gains the Mark of Tzeentch and becomes a Sorcerer!

The Hot Heads capture the Witch Hunters ship for +4 CP netting 6 CP total for the game. Of course they gained +6 Pirate Curse Points as well.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 7 Nov 2015 - 22:06

HOORAY FOR THE LITTLE PSYCHOS! It somehow figures that playtable would have a stunning victory in the uberweird confines of the Tzeentch Triangle. WONDERFUL PHOTOS!  clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 8 Nov 2015 - 12:19

Quote :
It somehow figures that playtable would have a stunning victory in the uberweird confines of the Tzeentch Triangle.
Somehow...yes. Suspect
______________________________________________________________________________________
A Heist in the City of Ghosts

Yilderim wrote:
We suffered from heavy rain, and the Ghost Pirates closed tight and fired many bristling volleys of crossbow bolts. The extra couple of inches of range meant a ton with the rain halving ranges and slowing movement.










When the enemy finally closed for close combat, they suffered horrific luck, the Sea Singer with S2 and a Flag managing to take out two enemy henchmen.


Ultimately, the enemy never got a lucky break, and the battle was decided by the Ghost's superior rating, luck, and gold. They lost an elven cloak and gained +1 Underdog experience. The Chained Maiden recovered from missing a game and the Ghost Pirates won a heist for +2 CP.

Chris S wrote:
I lost. Three henchmen died.
+1 CP


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 8 Nov 2015 - 16:55

I think I've looked through everything Sartosa on the Styroheim site, and I can't find where the Pirate Curse rules or the campaign objectives are.  Could you point a swabbie in the right direction, preferably opposite that the side o' the plank?
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 8 Nov 2015 - 22:59

YET ANOTHER SPLENDID LOOKING GAME! Looks like you made EXCELLENT use of some packing material; the stone structures are GORGEOUS. GREAT STUFF!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 9 Nov 2015 - 0:37

TenebraeLux wrote:
I think I've looked through everything Sartosa on the Styroheim site, and I can't find where the Pirate Curse rules or the campaign objectives are.  Could you point a swabbie in the right direction, preferably opposite that the side o' the plank?

Ahoy there!  Ye be looking in the obvious places lad. Dave kind of shut down on that project after he got the Add Ons done.  The curses and the Objectives came later as a part of the Karribean project that Kaptain Blacksquig and I are [supposedly] working on.  The Objectives are always in a state of flux as I keep tweeking them after campaigns.  The WIP thread is here--

http://boringmordheimforum.forumieren.com/t6570-karibbean-moonrise?highlight=karribean+karibbean

I'll do some updating later today, but the basics are there.

There is some clarification about warbands here--
http://sites.google.com/site/ourhouserules/mordheim/warbands

Pirate Curses wrote:
The Pirate’s Curse

Curses
A warband must roll on the Pirate’s Curse table if it rolls equal to or less than the number of Pirate Curse Points it has earned on 1D6 before the battle.   With the exception of the result “Crippled”, the affects of the curse take place only for the duration of one battle.

Die roll (2d6) Effect
2 Crippled.  A randomly chosen hero must reduce a randomly chosen characteristic permanently by 1.  (No characteristic may be reduced to 0.)
3 Sickness.  A randomly chosen hero must miss the next game due to a strange illness.
4 Sickness.  A randomly chosen henchman or hired sword must miss the next game due to a crippling illness.
5 Bad Omens.  All living, non-animal henchmen must pass a Leadership test (on his own Leadership) to move or charge in the next battle.  Once a test is passed the warrior need no longer test.
6 Curse.  Your opponent in the next game gains the Witch’s spell Curse.  The spell may be cast once per turn if any model in the enemy warband is within the range of the spell from any of the Cursed warband’s warriors.
7 Temporarily Disabled. A randomly chosen hero has his Toughness reduced by 1.  If he rolls a 6 in any of his Recovery phases, he recovers and his Toughness is returned to normal.
8 Greed. A randomly chosen Hired Sword demands twice his or her upkeep for the coming game.  If the Hired Sword is not paid they attack a randomly chosen hero in revenge.  The hero must roll on the Serious Injury table as though they had been taken Out of Action.
9 Disabled. A randomly chosen hero must reduce a randomly chosen characteristic by 1 for the duration of the game.  (No characteristic may be reduced to 0.)
10 The Black Spot! A randomly chosen hero is marked with the Black Spot. Each warband member within 8 inches of the cursed hero must test versus Animosity as though it were a greenskin.  Models that roll a one after failing the test will charge the cursed model as per the rules for Animosity. If this model is the warband’s leader, the warrior loses the leadership ability for the duration of the battle.  Appoint a temporary leader as though the leader were missing a game.  (Greenskins will fail an animosity test on a roll of 1 or 2 when within 8 inches of a cursed orc hero.)
11 Murrain.  A random animal in your warband sickens.  It must miss the next game, but must roll for injuries after the battle.  On a 1 or 2 the animal dies.
12 Bad Rations. Each living, non-animal member of the warband must roll on the De-hydration table form the Khemri supplement and apply the result for the next battle.

Dehydration
1 - Mirage: Model will have to take a Ld test any time he moves. A failed test means he will walk D6 inches in a random direction. Warriors suffering from a mirage may not shoot or cast magic. Each time a model makes a melee attack roll a d6 on a 6 you attack the mirage doing no damage to anyone.
2 - Exhaustion: After the first round in combat, the model suffers a -1 to S.
3 - Parched Mouth: Can no longer extend Ld to models. This affects any model with the Lead ability.
4 - Dizzy: +1 to the Injury roll if wounded.
5 - Weak: -1 to T for game.
6- Dehydration: Model cannot fight this battle.

Deafnala wrote:
Looks like you made EXCELLENT use of some packing material; the stone structures are GORGEOUS.

Thank you. I'll pass that on to the absent playtable fella...
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 9 Nov 2015 - 10:53

The Sorcerer's Fulcrum II
A Three Player Slaughter Fest

Kevin wrote:
I didn't lose any men Thursday, I guess I got a good luck streak still going because everyone came out OK.  I thought it was going to be bad because I had 6 guys ooa. The game was brutal, all the players had one or two men knocked out by chaos storms before even reaching the tower.  






Bob got beat on by a flying shark on his way in and i think lost a man to it.




Zombies got rolled on to the table three times. Every one of them got their heads bashed in by Sir Icky Thump because he is a hardened, one-eyed scraper.


Once all ships reached the center it was a slug fest at the base of the tower. Chris had two skinks running to the top of the tower that somehow survived 2 turns of volley fire from archers and crossbows, they got shot down only two or three inches from the top of the tower. At that point Bob was out and me and Chris just started throwing bodies at each other at the base of the tower.


Whoever failed the rout test first would decide the winner because we both wouldn't give up. The lizardmen heroes where doing a number on me.  Most of my henchmen meat shields won't move off the boats because of the Curse. Lord Bearington took two crits to the face and ooa after charging into the melee. Things didn't look to good and the game could have went either way.  I won by shear luck by just holding out longer and pulling through my leadership test.

The Red and Whites fled first.  They lost another blunderbuss and a swab.  They also captured a saurus and a skink.  They traded with the Cheating Merchant, but are now permanently cursed to sail the Triangle.
Red and Whites--1 CP/+1 Pirate Curse Point for a total of 6.

The Lizards lost a skink killed and the above warriors captured.
Lizardmen--2 CP/+2 Pirate Curse Points for a total of 4.

The Money Bags resist the call of Tzeentch and gain plus 2 experience instead.
____________________________________________________________________________________
The Karib Krusade, the Hot Heads, the Red and Whites and the Money Bags are all Cursed to sail the Triangle.  

The Money Bags are one game away from possibly breaking the curse.

The Crew of the Lady Graves defeated the Possessed to move to two fights away from being able to play their final scenario to win the campaign.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 10 Nov 2015 - 6:35

Von Kurst wrote:
TenebraeLux wrote:
I think I've looked through everything Sartosa on the Styroheim site, and I can't find where the Pirate Curse rules or the campaign objectives are.  Could you point a swabbie in the right direction, preferably opposite that the side o' the plank?

Ahoy there!  Ye be looking in the obvious places lad. Dave kind of shut down on that project after he got the Add Ons done.  The curses and the Objectives came later as a part of the Karribean project that Kaptain Blacksquig and I are [supposedly] working on.  The Objectives are always in a state of flux as I keep tweeking them after campaigns.  The WIP thread is here--

http://boringmordheimforum.forumieren.com/t6570-karibbean-moonrise?highlight=karribean+karibbean

I'll do some updating later today, but the basics are there.

Thank ye kindly, matey! +1 doubloon for you and your worthy crew!
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 10 Nov 2015 - 12:00

You are welcome mate.

Another image of the Sorcerer's Fulcrum fight from Kevin's phone:
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 10 Nov 2015 - 19:59

Epic! Absolutely epic. Excellent battle reports and photos to go along with them. thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 10 Nov 2015 - 22:05

RationalLemming wrote:
Epic! Absolutely epic. Excellent battle reports and photos to go along with them. thumbsup

I agree. Von Kurst & Crew set the bar high for Battle Reports, both the narration & the photos.   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 15 Nov 2015 - 10:41

Thank you gents!
______________________________________________________________________________________
Week Thirteen--Bad Omens!

Players and warbands
Andrew--The Crew of the Lady Graves
Bob--The Red and Whites (Sartosan Pyrates)
Chris R--Lizardmen (Lustria)
Chris S--Possessed
Jim L--The Hot Heads (Sartosan Slayer Pyrates)
Jim S--The Karib Krusade (Witch Hunters)
Kevin--The Money Bags (Marienburgers)

The Jungle Ambush

It were pure luck, ye sees?  I just happened to be sighting my glass on a distant tree when I seen the skink move.  Looking around I found more of the little Scaled Ones, some of the bigger fellas there was, too.  They was hunkered down, all watchin' like.  So Ise wondered what them gentry was watchin'.  Time passed and them Cult lubbers march into sight.  Creepin' down that there trail like they know somethings up, but not where or when.  I knowed the Scaled Ones was there, but they was so still, I couldn't find 'em for me life.  Them Cultist, they keep coming.  Then the storm hit.  Just like that!  I couldn't sees a thing.  Later when the storm clears I looked again, that valley is empty.

The Possessed escape the ambush under the cover of the storm.  No one is injured, no events occur.
The Lizardmen--1 CP

The Possessed--2 CP
____________________________________________________________________________________
A Jungle Skirmish

I figger that old skink priest, he can't get 'em comin', he hits 'em when they goin' right?  Well them gentry had them a big old scrap.  Couldn't see much what with the jungle and all.  Heard it right good.  Somebody had them a light gun.  Popped it off at a goodly rate.  Don't know iffen they hit anything in all that green, but they made some noise. Them big booms followed by screams, hoots and roars.  Tore the place up something fierce for a spell.  

Then them Cultists ran like rabbits. And that were that.








Chris S wrote:
I won the first and lost the second. My leader got Stupidity after the second one.

The Lizardmen--3 CP (+1 Outlander out of action)

The Possessed--1 CP


Last edited by Von Kurst on Sat 21 Nov 2015 - 13:30; edited 1 time in total
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 15 Nov 2015 - 21:50

HURRAH for the Evil Doers; AND TOO BAD for the Lizard Lads! LOVELY PHOTOS!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 16 Nov 2015 - 0:34

Tzeetch's Islands
A chaoticly nautical version of The Twisted Copse

12 Kaldezeit 2015
The Chronicle of the Karib Krusade

The Krusade sailed further into the twisted realm of nightmare.  Once again time drifted past in the form of violent storms or benighted calm.  Both conditions tested the soul in different ways, so much vigilance was necessary on the part of the crusaders and their spiritual guides.  Captain de Guzman was confined to his quarters with a leg wound.  Thus Father Gottleib was charged with both the spiritual and temporal leadership of the Krusade.

Thus when the crusaders encountered the floating lands, the good Father was in command.  The weather was stormy.  Violent winds buffeted the ship, winds that drove huge waves under skies that crackled with sorcerous energies.  Bolts of multicolored lightning did strike the sea and sometimes the ship itself. To the crews' dismay the ship found itself sailing through a maze of shifting islands.  To be clear the islands did seem to float somewhat upon the sea.  They were rock and sand mostly, though some were islands of skulls of men and beasts, some the skulls of giants or dragons.  Most islands were barren, but others sprouted plant-life that twisted and writhed in the storm.  Despite the proximity of islands there were no fixed landmarks for not only did the islands seem to move in the storm, they also seemed to change physically.  Father Gottlieb and Father Sigmarius prayed mightily for the crews' survival and sanity.

In the midst of this chaos, a wreck was sighted.  This was not a surprise given the treacherous channels.  Indeed the wreck was struck by a nearby island even as Father Gottleib called for volunteers to search for survivors.  Despite the obvious danger, the jolly boat was filled with warriors.  The good ship Sigmar's Retribution scraped by two nearby islands as the jolly boat approached the wreck.  

Suddenly the bow of another ship appeared out of the storm.  The Lady Graves!  Father Sigmarius called for battle stations.  Crossbow bolts flew between the ships.  One cannon fired!  It was answered by Sigmar's Retribution.  A man fell overboard from the Lady Graves.  Immediately a sleek shark-like daemon emerged from the waves to feed.  The damned soul shrieked in fear and was gone. Lighting struck Sigmar's Retribution.  The ship swung out of control toward a nearby island.  Still its guns could bear on the Lady Graves.  An explosion shook the Undead ship.  The stricken ship suddenly turned to port.  Driven by the wind and waves the Lady Graves drove its bow into the waist of Sigmar's Retribution!




Sigmar's Retribution scores a critical hit on the Lady Graves.


The ships collide!  


Furious fighting all around as we forget the storm entirely...


Post Battle
The Ghosts beat up the Krusade with two heroes.  Nautilus and the Chained Maiden.  Nautilus fired his pesky double-barreled blunderbuss into the crusaders, killing Jonas Mobe and wounding Father Sigmarius.  Nautilus then stabbed Brother Repentus to death, while the Chained Maiden destroyed crew.  The Krusade rolled an eleven and fled.  Luckily castaways were found, even though the crusaders traded with the Cheating Merchant.
The Karib Krusade--1 CP/+1 Curse Point

The Ghosts lost no one as Shark Bait got better. They trade with the Cheating Merchant as well.
The Crew of the Lady Graves--4 CP/+4 Pirate Curse Points
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 16 Nov 2015 - 2:18

I'm of the opinion that Tzeentch drops acid AND Timothy O'Leary is his Avatar.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Today at 19:22

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