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 Pyrates of the Karribean V--Tzeentch's Triangle

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Von Kurst
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 17 Nov 2015 - 18:50

Duel on a Sea of Blood

Jim L wrote:
Best as I can remember...
Weather was Acid Rain.
I think it was Thumper III that got shot and fell in the water, got charged by a shark, and in 2 rounds the shark missed all 4 attacks!


But Thumper III kicked ass and killed the shark, one wound each round.


Dwarfs charged 1st bow to bow, on a 2 person front.


Humans never could knock them back.




Humans rout test failed.
Dwarfs win.
MacDuff was injured and has to miss the next game.
Guido the Tilean died.
Crate: found dueling pistol
The Hot Heads--6 CP/+6 Pirate Curse Points

Kevin wrote:
I had four henchmen die. The big loss was the maxed out tilean marksmen. He was pretty good. I did the treasure map thing for exploration after both games and have 10 treasures still left.
The Money Bags--1 CP


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 17 Nov 2015 - 19:25

HOORAY FOR THE VERTICALLY CHALLENGED PSYCHOS! It's a GREAT day for the Nut Jobs!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 17 Nov 2015 - 20:24

Another Duel on a Sea of Blood!
It was getting late so all games that started after 8 pm last Thursday were automatically Duel on a Sea of Blood...

Yilderim wrote:
Despite several models dunking into the water quite early from ranged fire, neither of us could seem to roll below a 3 for sharks, and so they never appeared. Lightning greatly irritated both forces, courtesy of another warpstorm. The cannons on both sides consistently wounded the other ship but failed to crit. Blunderbuss fire was exchanged to no casualties to either side, but a lightning strike gave the initiative to the Ghosts to charge while some hearty dwarves were still standing up from the blunderbusses.

The Dwarves routed, but not before sneaking their new Tilean onto the Ghost's jolly boat for +1 CP.

+5 CP for me, Won for 2, ship captured for 2, poisoned hero OoA for 1

Jim L wrote:
Weather = Warpstorm! Movement -1 and other things
Dwarfs got off the 1st charge again but this time could not hold up against better fighters.


With about 7 OOA, Dwarfs rout.
Gunner, Tossy II captured!
Gunner, Baddass died.
Master Gunner, Boomer was injured and must miss the next game.
Tossy II went to the opposition
Baddass’ dead body was looted [By his erstwhile comrades...]
Crate: found Friendly Flag

The Hot Heads--2 CP/+2 Pirate Curse Points

Both warbands roll LOST for where they can trade. So they don't trade.

The Ghosts go from 1 Pirate Curse Point at the beginning of the night, to 10 at the end of it. The Ghosts join the Hot Heads, the Red and Whites, the Money Bags and the Krusade in being Cursed to Sail the Triangle!
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 17 Nov 2015 - 21:02

CONGRATULATIONS to the Ghosts!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Wed 18 Nov 2015 - 2:20

I feel a bit sorry for the warbands stuck in the Triangle. Is there actually a possibility for them to escape or are they trapped forever? I think that you mentioned something along this line but I didn't understand it.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Wed 18 Nov 2015 - 20:25

Quote :
Is there actually a possibility for them to escape or are they trapped forever? I think that you mentioned something along this line but I didn't understand it.

No one does.

Everyone is going to escape this Thursday because the campaign is winding down. The Ghosts are pretty tough, Jordan got married, Matt got busy at work and Chad gave up, etc.

Long winded explanation, because I got asked a lot last Thursday:

Originally once you hit 6 curse points you were LOST IN THE TRIANGLE until you could win three games there. But the more I thought about it, the less this sounded like a fun idea, since the Triangle is kind of dangerous. So the more games you played there, the less likely you were to win.

So now the warbands are Cursed to Sail the Triangle, which means they have to play every game there until they win three and escape. (In my campaigns everything depends on winning a number of games.) There is a scenario that would allow you to escape immediately, if you won it. But no one has rolled it.

Cursed warbands can still trade normally (for our campaigns that is...) but they HAVE to return to the Triangle. At this point four out of the five Cursed warbands have won 2 games, so SOMEBODY will escape Thursday anyway. But since the end is nigh, I figure to make it an event. EVERYBODY who is left in the campaign will play there tomorrow. We will be off next week, and end of the campaign games will be played the week after that.

I leave you with Sneezy and his new Friendly Flag.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Thu 19 Nov 2015 - 4:17

Very... friendly. Laughing

OK. I heard you mention three victories previously and thought that it meant three straight victories (which would be tricky). Now I understand that it is simply three victories even if they split up by defeats. It is a good way to force a lot of ship battles. Wink
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Thu 19 Nov 2015 - 6:09

You don't often see a Slayer Dwarf who is THAT upbeat. GREAT idea...VERY WELL DONE!   thumbsup

I could see where The Triangle is just frustrating enough to kill any enjoyment for the game.   Suspect
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 21 Nov 2015 - 20:31

Quote :
I could see where The Triangle is just frustrating enough to kill any enjoyment for the game.

I definitely got some tweaking of rules to do.
____________________________________________________________________________________
Yet Another Duel on a Sea of Blood

12 Kaldezeit 2015
The Chronicle of the Karib Krusade

After a strange adventure in which Captain de Guzman not only recovered his health, but obtained another ship, the Krusade once again found itself adrift amid the storms and lassitude of the cursed Triangle.  Although time seems meaningless in the realm of Chaos, the passage of storm and not storm between actions was definitely shorter.  A square sail appeared against the distant horizon. The Krusaders cheered this respite from aching boredom or soul twisting storm.

The strange ship flew the flag of apostate Marienburg.  Loathe were the crew of the rebel city to make common cause with the servants of Sigmar.  "If ye be not with us," cried Captain de Guzman, "Ye be agin us!"  Cannon shot and crossbow bolts flew between the ships.  A Marienburger cried out and fell overboard.


The sleek shape of a Screamer rose from the depths to silence his cries. [Well it would have been a Screamer, but Chris S had already left for the evening and taken his toys with him...]


The ships closed with one another.  Cannons roared, more men fell to crossbow bolts.  Blunderbusses boomed as the jolly boats closed with each other between the ships.  Suddenly the Marienburgers swung broadside to the Krusade's jolly boat.  The cannon spoke and the little boat disintegrated. When the Marienburg jolly boat rowed into the wreckage to attack the survivors, the brave crusaders pulled their attackers from their boat and swarmed aboard.

The Marienburgers lost heart.


Post Battle
The Marienburgers lost a couple of crew, however the heroes took a map and went in search of another treasure.  [Marienburg had TWO treasure maps!]  Once again the Money Bags lived up to their alias, fourteen treasures and cargoes were acquired.  One cargo was opened for something wonderful (I forget what).  The others were sold to a Cheating Merchant for 110 gc.
The Money Bags--1 CP

The Krusade lost no one in the engagement, despite the sinking of the jolly boat.  Exploration brought good things, although no Treasure Maps were found.  Once again the evening ended with the Cheating Merchant...
The Karib Krusade--2 CP/+2 Pirate Curse Points
____________________________________________________________________________________
Dems My Gubbinz!
The Red and Whites dispute with the Cult over Goblin gubbinz

It were right odd ye sees?  Them Red and Whites was there in the jungle, but NOT there, ye see?It were like they was ghosts or something.  Still the guns spoke and men bled.  It were duppy and no mistake.  Not that it made no never mind to the Cult, ye understand.  Them gentry just fought like the daemons they serve. One poor pirate fell in a pit trap, never seen him again.

In the end them Red and White lubbers just up and disappeared back to wherever or whenever, strangest thing.  They say the Triangle's to blame and I believe 'em.


Red and Whites--1 CP

The Cult of the Possessed--2 CP
____________________________________________________________________________________
Campaign Points and Pirate Curse Points at the end of Week Thirteen

Andrew---The Crew of the Lady Graves----Silent Threat--------51 CP/10 Pirate Curse Point
Jim S-----The Karib Krusade------------------Burn the Witch-----35 CP/11 Pirate Curse Points
Jim L-----The Hot Heads---------------------Lure of Fortune-----34 CP/15 Pirate Curse Points
Kevin-----The Money Bags----------------Monarch of the Sea-----27 CP/10  Pirate Curse Points
Chris S-----The Possessed---------------------Silent Threat--------27 CP/1 Pirate Curse Point
Bob------The Red and Whites----------------Scourge of the Sea--21 CP/6 Pirate Curse Points
Jordan----The Sea Patrol--------------------Monarch of the Sea--20 CP/5 Pirates Curse Points
Chris R----Lizardmen----------------Cult of the Celestial Canopy---19 CP/3 Pirate Curse Points
Chad-----The Hounds of the Night-----------Silent Threat---------15 CP/1 Pirate Curse Point


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 6:33

GOOD LOOKIN' GAME! The Shark is much more impressive that that Flying Beasty...nice teeth too.   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 10:15

Week Fourteen--The Maelstrom!
Another Warpstorm sweeps all of the warbands into Tzeentch's Triangle!

Players and warbands
Andrew--The Crew of the Lady Graves
Bob--The Red and Whites (Sartosan Pyrates)
Chad--The Hounds of the Night (Slyvanian Necrachs) [He did NOT give up!]
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 Ship's Graveyard
A Chaotically Nautical Version of Island Hopping

Jim L aka playtable wrote:

Synopsis:
Tentacles everywhere!  1st 2 wrecks dwarves boarded had tentacles. [A roll of 12 on 2D6]  3rd ship was Groaning Timbers.
Chris had 1 rat swarm that knocked his possessed off the ship.  And another had a pink horror that turned into 2 blue horrors.  




His 3rd wreck's encounter turned my Tilean marksman into a Beujuntae, but not until he got 1 shot off and took one of Chris’ henchmen OOA.  Guido II fought his own warband for about 5 turns before he could pass a Ld 7 test.
________________________________________________________________
The Action:
Not Happy II climbed aboard from the raft, found a tentacle, failed a strength test, and was taken OOA in 1 turn (tentacle disappears with Not Happy).  Happy climbed up next and was not bothered and stayed put for the rest of the game.

(Meanwhile the Cult rows between two eastern wrecks...)


The raft moseyed over to the next ship.
Human crew, Stretch, ran up ramp to 2nd ship, found tentacle, failed strength test, and was to be doomed in 2 turns.  Patch (with great axe), and Sneezy (with flag), charged the tentacle and took it out.  




Captain Grouchy, followed after.  No more tentacles appeared.
On the South, Hired Swords Lush (Dwarf Slayer Pirate), Killer (Dwarf Troll Slayer), Dwarf Mate MacDuff, and Gunner Thumper III ran onto the 3rd ship.  Guido II moved up once to get in range of a target, staying on ramp.  


The hired swords encountered Groaning Timbers that made them take a Ld test or not move the rest of the turn, (no big deal).
Then after his one and only shot, Guido II got possessed by a Beujuntae. Possessed Guido II charged MacDuff and knocked him in the water.


Guido II then took Thumper III OOA.  


MacDuff threw his harpoon and wounded Guido II.  Guido II fell in the water.  


MacDuff climbed to shore.  Guido II climbed to shore, threw off the Beujuntae and fell stunned by the ordeal.  Guido recovers but never stands up to shoot again before the game ends.

Back on the North, on the 2nd ship, the Dwarves there hid and waited until the time was right to charge across the ramp to Chris’ ship.  As they waited, the Old Smuggler Tom-Tom and his bodyguard Marley left the raft and climbed aboard.  No more new tentacles.  Whew!  

Chris’ Magister goes stupid and walks off the raft into the water.  He swims towards dwarf boat #2.  Tom-Tom shoots at him but misses.

Chris’ possessed that got knocked out of the ship by the rat swarm climbed onto a raft, and oared towards the ship with the pink horror.  As the dwarves advance down the ramp they shoot him with pistol and harpoon and make him angry.  


When Chris’ other possessed and mutant are busy with the 2 blue horrors, the Dwarves charge in (well Stretch first since he can charge farther).


Mad melee goes on but ends up being mostly on the ramp instead of the wreck.  


Not enough turns to dislodge the Possessed warband before the game ends by the Dwarves routing due to losses.
Thumper III was captured. He was pressed into service with the Possessed.
Captain Grouchy gets Horrible Scars and now causes Fear.
3 wrecks controlled by each side.  
Opening a crate gains me Superior powder and a little gold.
Rolled 4 ones out of 5D6.

The Hot Heads--1 CP

The Cult--2 CP/+2 Pirate Curse Points


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 11:00

That was a pretty complicated affair...looks cool though.   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 12:56

The Terror of the High Canopy
The Thing In the Woods with a Aztec Slant

Andrew aka Yildermin wrote:
At the beginning of the battle, the general feeling of "uuugggh" was established when a combination of six inch sight range in the darkness and twisting air resulted in units failing charges from a half inch away. The ghosts maneuvered slowly, hiding behind trees to evade the werebats, while sidling towards the Moneybags, the closer opponent.





The Lizardmen sent a column of saurus-es?-i? around the central rock towards the ghosts, but due to the ghosts edging towards the Moneybags, they never reached anything.


The Lizardmen and a few Moneybag archers met on top of the central rock, also being joined by a vampire bat.




After the Lizardmen had suffered enough skink casualties via vampire bat, they opted to retreat, to the great relief of the few Moneybag archers, greatly outnumbered and out-magiced atop the central rock (one poor hench suffered through three strength five lightning bolts, getting knocked down or stunned each time).

The Moneybags and the Ghosts fought each other in a battle where the Ghosts foolishly sent all three of their ghosts attacking henchmen, right into the waiting counter charge of a demon weapon and magic scythe, losing the Ghost Captain, Chained Maiden, and Drowned King in short order. The main battle line was held almost entirely by the heroic efforts of the former witchhunter Krane, fighting four men alone and taking two out of action. However, on the flank, thinks went much worse for the Moneybags, as Nautilus, Terror from the Deep, and Julie Die Vult tore through a combined total of seven warriors. And just before the end, the disguised hero from the Silent Threat objective managed to avenge the ghost heroes by taking out the Demon Weapon wielder. At that point the Moneybags were forced to retreat.

Bonny Mclyde was killed, and the Ghost Captain suffered a hand/arm injury (I forget which), for -1 WS permanently, though I am considering using my medicine chest re-roll on that.
The Crew of the Lady Graves--2 CP/+2 Pirate Curse Points

Chris R wrote:
I found 3 handguns and now have a were-bat-skink. He is now called V'lad.
Lizardmen--1 CP

Kevin wrote:
I had two henchmen die, one captured, one hero lost an eye and Lord Bearington has a old battle wound. The warband has hoarded  up 400 gold. Striking it big After so many beatings I bet the men would have pensions set up for early retirement. The band is also thinking of setting up a warband health insurance policy from the amount of crippling wounds and deaths lol.
The Money Bags--1 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 13:50

COOL REPORT! The Jungle looks good...nice mix of floral pieces.   thumbsup

By the way, in their Kickstarter III Reaper has a pretty sharp looking Werebat:



I'm not sure when it will be available as an individual pieces, but it is something to keep in mind.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 22 Nov 2015 - 20:54

That is a gorgeous were bat, much better than their old Dire Bat. I have a really nice, but too large vampire bat from the old Crucible range hanging about as well.  
The jungle is going to need another round of repair and refit soon.  Autumn is apparently affecting even the deep jungle this year.
______________________________________________________________________________________
Duel on a Sea of Blood
The Red and Whites tangle with the Slayers

Jim L wrote:
Finally I get to use all 4 heroes!!!
Bob’s crossbows try to shoot up my row boat.
Dwarves get the charge with Captain Grouchy at the bow and Mr. I don’t remember and there is a sail in the way in the picture.


Bob’s blunderbuss knocks Happy and Patch into the water on opposite sides.
Bob’s rowboat comes in line with my cannon and, in one auto-hit shot, it is sunk.  pirat
Melee goes a couple of rounds to little effect and the time runs out.
Bob routs.  I capture another ship.

Post Battle
Bob loses 2 crew to death. I fail to capture or loot the gunner with the blunderbuss, but do press into crew his bosun.
Crate opened and I find a hunting rifle. I don’t know whether to wait for a skill to use it or just sell it.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 23 Nov 2015 - 2:10

Wait for the skill. Wait for the skill, Playtable!! Very Happy
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Fri 27 Nov 2015 - 13:55

The Lagoon of Souls

Tzeentch's Triangle With Sigmar's Grace the Year 2015
The Chronicle of the Karib Krusade

The chaos of the Triangle had defeated the crusaders' attempts to keep a calendar. Under the ever changing sky there was only storm or not storm, no night, no dawn.  Only terror or boredom.  Then the mist came. When it appeared, the lookouts could not say.  It was not, then it was.  A great bank of multi-colored clouds engulfed the ship.  The hounds howled mournfully until the Brothers calmed them.  Then more wrecks appeared.  Battered hulks appeared along a mist shrouded coast line.  Great trees grew through the shattered hulls.  Vines covered others.

Captain de Guzman ordered the anchors dropped.  Sometimes the hulks, the trees and the coast were visible.  At others the clouds closed in and nothing could be seen.  The fog did not lift.  Father Gottlieb counseled that the crusade must trust itself to Sigmar and explore, for Sigmar had brought them to this shore as he had to defeat the daemons of the temples along the coast of Lustria.

Thus did the crusaders resolve to press on toward this alien shore.  Again brave sailors were left to guard the ship as best they may, while the bulk of the crusade loaded onto jolly boats and a hastily constructed raft.  The small flotilla rowed past the hulks into a lagoon dotted with small islands covered in riotous jungle.  The hounds began to growl as the water of the lagoon stirred.  A low moan heralded the appearance of a leprous spirit that rose out of the water.  The poor hounds were cowering at the far side of the raft, but the Leviathan Hunter Ishmeal was touched by the thing.  Ishmael screamed and threw himself from the raft.  Seconds later the Hunter could be seen clambering up the shore of the nearby island.

"Row on," ordered the Captain. The crusade rowed forward, lest the cowardice of Ishmael infect them all.

As they rowed, more trials appeared from the mist:  Great plants that attempted to trap the rafts in snapping maws and writhing vines or roots.  Huge tentacles of some unseen beast that snatched at the crew.  Then the mist parted for a time and arrows flew from distant rafts and boats crewed by pale, skeletal men who screamed war-cries or just moaned inarticulately.

The crusaders drew weapons and chanted prayers to Sigmar as they rowed on to battle.  


The crusaders battle two carnivorous plants (nearest boat and far raft) and a tentacle (middle boat).  The Hounds' craft are attempting to resist the encounter Forbidden Fruit.


The battle is joined.


The Hounds' raft drifts without crew after its rudder is destroyed.  The nearest rowboat tries to make for the talbe edge and victory.


The end is nigh.  The Abomination is down to one wound, a zombie falls to a plant and Father Gottlieb has cast the Hammer of Sigmar.


Post Battle
The Hounds fled before more warriors were lost.  One zombie is destroyed.  Fido the Necrach is lamed. (-1 Movement).  The Hounds miraculously escape to Torktuga to trade. Side note: the Hounds who only had 1 Pirate Curse Point were cursed with the Witch's spell Curse for the battle.
The Hounds of the Night--1 CP/+1 Pirate Curse Point

The Krusade escapes from the Triangle's Curse by winning the battle (their third victory), though they may return to seek the Font of Chaos.  The Hired Witch Hunter demands double his upkeep due to the Pirate Curse, Greed. Father Gottlieb and Brother Gottistmituns both earn a skill and each take Mighty Blow. Ishmael gains a skill as well.
_______________________________________________________________________________________
So, at the end of fourteen weeks:
Andrew, Jim L and I have gotten our warbands out of the Triangle by winning three battles there.  Each of us could elect to play the special scenario The Font of Chaos.

Andrew has also fulfilled the Silent Threat objective by winning the scenario The Heist against three objective paths and winning three Triangle games (which count as fulfilling a Heist win).

Jim L has reached 40 campaign points, but still needs three Trade Items (or another win in the Triangle) to fulfill the Lure of Fortune objective.

Kevin and Bob are the only players currently Cursed to Sail the Triangle.

This coming week will see if the campaign ends or not.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Fri 27 Nov 2015 - 14:30

FANTASTIC GAME & PHOTOS! Father Gottlieb seems to have a rather tenuous hold on reality or simply doesn't appreciate the situation. GREAT STUFF!   thumbsup

ADDENDUM: with only two Guys still stuck in The Triangle & a win necessary to get out, will one of them forever be stuck in the Infernal Place?   affraid clown


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 28 Nov 2015 - 4:12

Great battle report. It is excellent to see just how close to victory all of the leading warbands in the campaign are. The suspense is high.
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Von Kurst
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 28 Nov 2015 - 8:25

Deafnala wrote:
ADDENDUM: with only two Guys still stuck in The Triangle & a win necessary to get out, will one of them forever be stuck in the Infernal Place?

Odds are that warband would be Bob's. He has a losing streak going back to early October. This week the two will probably play each other (depending on who shows up to game night, etc). If Bob wins, next week's opponent (or the next game's opponent) would be chosen from among those who aren't stuck there...

RL aka BN wrote:
Great battle report. It is excellent to see just how close to victory all of the leading warbands in the campaign are. The suspense is high.

Thank you.

Getting the stars to align for the final games is always the thing I need to finesse with these objective campaigns. We haven't voted yet on how the games will be chosen next Thursday. Will Andrew have to win a roll off to play his final scenario? Or will folks decide to just let him go for it?

For that matter will Andrew want to go right to his final scenario or will he want to get rid of his Curse before he tries for victory? (Anyone who plays the scenario The Font of Chaos has their Pirate Curse Points reduced to 0.) I am real interested in getting rid of the Pirate's Curse on my warband.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 7 Dec 2015 - 4:43

Von Kurst wrote:
RL aka BN wrote:
Great battle report. It is excellent to see just how close to victory all of the leading warbands in the campaign are. The suspense is high.

Thank you.  

Getting the stars to align for the final games is always the thing I need to finesse with these objective campaigns.  We haven't voted yet on how the games will be chosen next Thursday.  Will Andrew have to win a roll off to play his final scenario?  Or will folks decide to just let him go for it?

For that matter will Andrew want to go right to his final scenario or will he want to get rid of his Curse before he tries for victory? (Anyone who plays the scenario The Font of Chaos has their Pirate Curse Points reduced to 0.) I am real interested in getting rid of the Pirate's Curse on my warband.
I see what you did there. lol!

Would Andrew still win the campaign even if his warband is still cursed after winning The Bodyguards scenario?
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 7 Dec 2015 - 18:34

RL wrote:
Would Andrew still win the campaign even if his warband is still cursed after winning The Bodyguards scenario?

Yes. As usual with final battles, Andrew had something come up last week, so he missed game night. We'll see what this week brings.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 7 Dec 2015 - 21:02

Week Fifteen--Stranger Tides

Players and warbands
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 best laid plans oft gang aglee...

The Sorcerer's Fulcrum

Fragment of Captain's Log
The Good Ship Redrum  Tzeentch's Triangle

Have sighted a tower on the horizon.  Weather abominable...

A sail!  No two sails!

The tower is not a tower.  Witchfire burns in this horrible storm.  Sorcery...



The Money Bags approach the fulcrum...


The Cult of the Possessed.


The Red and Whites.


The Cult clears for action.


The Red and Whites reach the fulcrum first.


The Money Bags give a broadside. (Hey that's MY red dice...)


Things get ugly...






The Redrum is set afire!


Post Battle
The Money Bags fled first with eight out of action.
Kevin wrote:
I had two henchmen die, Bob released my hero he captured, I made out alright.
The Money Bags--1 CP

The Red and Whites broke after their ship sank!  One hero suffers a Deep Wound, another makes a full recovery.
The Red and Whites--1 CP

The Cult sinks the Redrum and outlasts the pyrates after both warbands are broken.  A henchman dies.  The Magister will miss a game.  The Magister also gains the Mark of Tzeentch. Chris becomes the second player to sink an enemy ship in our campaigns.  In this case the Redrum stubbornly stayed anchored by the fulcrum while the Cultists fired pointblank into the pyrate's hull.  Rumor has it that four critical hits were rolled.
The Cult of the Possessed--4 CP/+4 Pirate Curse Points

The Cult joins the Money Bags and the Red and Whites as Cursed to Sail the Triangle. (Bwahahaha!)
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Dec 2015 - 2:33

Von Kurst wrote:
Chris becomes the second player to sink an enemy ship in our campaigns.  In this case the Redrum stubbornly stayed anchored by the fulcrum while the Cultists fired pointblank into the pyrate's hull.  Rumor has it that four critical hits were rolled.
I think that this is the best thing about how you have customised Warhammer AHOY! rules for Mordhiem. Most of the time the ships are essentially moving terrain and nothing much more than than. However, the threat still exists that a ship can sink if a player is too stubborn (as in this instance) or too slow to react (as in the instance of the last ship to sink). It adds a subtle element to the battle without making the entire battle purely about keeping a ship afloat.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Dec 2015 - 5:58

The Triangle could take on a new meaning if you were doomed to sail it until all your War Band were painted...BWAHAHAHAHAHAHA!    Karate
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Today at 20:55

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