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 Pyrates of the Karribean V--Tzeentch's Triangle

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DeafNala
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 29 Aug 2015 - 13:20

OOH, COOL MINIS! The Knighly Lads & their Roguish Retainers look SPLENDID...garish in a way that only the wealthy can attain. The colors & brushwork are OUTSTANDING. VERY WELL DONE!   thumbsup
It' seems that the better looking a War Band's paint job, the worse it fares in the game...Cruel Reality or some such thing.

Von Kurst wrote:
...I am really liking the idea of a chaos zombie pirate tavern on the edge of a chaos gate.  I can't remember the name of the story or stories, but I recall tales with similar plots from 70s and 80s heroic fantasy anthologies and novels.
 

I have a vague remembrance of a Tavern with a Living Impaired staff; of course, most of my remembrances are vague. That aside, the idea is cool, I'll bet you or I could cobble together a staff from some of G.W's Zombies & Militia. The Tavern itself would be a real treat to model. OH BABY, WHAT AN UBERCOOL PROJECT!  clown

ADDENDUM: after some thought, mostly about Tavern names, Seedy Johann Apfel & the Rotten Belles, & such, the ruined Inns from the Maudeheim board & their new, planned, but-not-carried-out-location popped into my mind...easy enough to do since the builts were staring at moi from across the room...sort of. Anyway this is what I had posted on them quite awhile ago:

Spoiler:
 

...remember them?  clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 30 Aug 2015 - 8:49

OH BABY! I love to be reminded.
______________________________________________________________________________________
A Pressgang in Torktuga
The Sea Patrol, Krusade and Necrachs

27 Nachgeheim 2015
The Chronicle of the Karib Krusade

The Krusade sailed to the disreputable port of Torktuga to continue their march through the drinking dens of the colonies.  The settlement of Torktuga is more ramshackle than Port Sigmar.  The towns inhabitants are a mongrel lot. Stirlanders, Bretonnians and Norsemen mixed with all manner of non-humans.  

The Lothloren Sea Patrol was conducting a sweep through the town at the same time as the Krusade.  The haughty elves refused our offer to coordinate the operation and refused to acknowledge our obvious right of command over their troops.  One of the elves went so far as to use sorcery on one of our brethren! The blasphemy was not to be borne.  Blows were struck, blood spilled.  Unfortunately, despite the zeal of Your servants, the Krusade was driven from the field.
Two hounds and Brother Gottistgut were killed.


The Vampires accoust two drunks.  One is killed.  The other enslaved.


The Crusdae confronts the Sea Patrol immediately.


The Undead advance slowly.  A [invisible] crowd impedes them.


The crowd flattens half of the Sea Patrol as well.  There is something going on in that vendor's stall...


The Elven firing line. (They have 2 archers; Elf Ranger HS, Ranger Dolwen), and a mage, Loremaster Athalos).


The Krusade suffers the abuse of the mob as well.


The Krusade has fled with 8 out of 13 OoA.  The Undead confront the Patrol.


The Patrol falls back under the protection of their archers.


Post Battle
The Krusade broke first.  Two hounds and Brother Gottistgut die.  Witch Hunter Tomás de Torquemada suffers a Hand Injury.  Father Gottleib is Hardened.  Two drunks are captured AND a contraband collection of exotic animals is discovered.  One hound is replaced.
Karib Krusade--1 CP

The Undead have been silent on the events of the battle, but it is known that they lost their Lucky Find when they routed. The Hounds also captured the most drunks (5) while the 'good' guys fought each other.
Necrachs--1 CP

Jordan wrote:
A fake map of the Karribean, purchased for 44 gold from a mountebank cartographer led the Sea Patrol into hostile waters.  The Sea Patrol survived three rout tests and five of their eleven warband members going out-of-action to drive the fanatics and undead from the battlefield.  Galathos, a recently promoted Seaguard hero, suffered a nasty chest wound (-1 toughness), but the other four Sea guard henchmen made a full recovery.  They managed to recover two drunks and take control of the contraband black powder weapons that the undead were attempting to smuggle out of town.  They eventually sold the handgun for a tidy profit.

Following the battle in Tortuga, the Sea Patrol rescued one of their comrades who had recently been ambushed from a pirate den before he could be sold into slavery  (Prisoner Rescued result on exploration).  They bought him an axe and welcomed him back to the crew with much rejoicing (but no alcohol consumption).  Bartering in town had mixed results, as one of the three purchased lucky charms was actually a fake.

The Sea Patrol are up to 6 campaign points, but only managed one game this week.  After their third battle, they finished bulking up their crew through a free ship’s crew and the hiring of a Sea Ranger.  The weapons from drunks helped to round out the utter lack of equipment the Sea Patrol had previously been subject to.

Current crew:

Heroes –
Commodore Whitemane
Loremaster Athalos
Phoenixguard Olanis
Ranger Dolwen
Seaguard Galathos (Chest Wound, promoted henchmen)

Henchmen –
Seaguard Amendil
Seaguard Meltinir
Seaguard Angran (Hired after the first battle)
Seaguard Erefor (Hired after the second battle)
Sea Ranger Filamir (Hired after the third battle)
Ship’s Crew Happy (Previously a Slayer Pirate that joined the Elven Sea Patrol)
Ship’s Crew Lessa (Rescued from a Pirate’s Den)

Hired Sword –
Elven Ranger (Found through exploration after their first battle against the Slayer Pirates)


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 30 Aug 2015 - 10:05

HOORAY FOR THE POINTY EARED ONES! Those who are Legends in their own minds have done it once more!   Elf
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 1 Sep 2015 - 18:38

Thanks Al.
____________________________________________________________________________________ A Street Fight in Old Torktuga
The Sartosan Pyrates fight the Sartosan Pyrates

It were quick and bloody, I tell ye. One minute they was two crews eyein' each other on that narrow street. Then it were all over. Those Red and Whites just run right over them other lads, foreigners the lot of them, o' course.

The Red and Whites got some cover.


Everybody takes cover!


Swivel gun!


Although it was looking nip and tuck from the photos Matt's Sartosans were trounced. There only seem to be around seven of them...
Matt's Sartosans--1 CP

Bob's Red and Whites--2 CP
___________________________________________________________________________________
Another Last Orders in Torktuga
Chris' Possessed versus Bob's Red and Whites

Bob is rumored to have won. Chris was hoping to be king of the Bar Fights this campaign with two Possessed, but the Purple People Eater is now stupid, which seems to have diminished the warband's punch.
The Photographer was busy counting loot during this game Suspect
The Possessed--1 CP

The Red and Whites--2 CP
____________________________________________________________________________________
A Street Brawl in Torktuga Town
[None of the 'good' warbands was lucky with rolls for Location this week. All battles were fought in the pyrate haven of Torktuga.]
The Magnificent Seven versus the Crew of the Lady Graves and the Karib Krusade

27 Nachgeheim 2015
The Chronicle of the Karib Krusade

At last the Krusade confronted the evil undead! The encounter happened on a clear day in the slums of Torktuga. Captain De Guzman had heard rumors of hauntings and necromancy since the Krusade made landfall in Port Sigmar. Here in this den of iniquity, the Krusade did confront and defeat foul undead: Ghosts and walking skeletons! A foul prince of the Undead was struck down by the servants of Sigmar, but alas the witch that consorted with the undead escaped.

Total victory was snatched from the Krusade by a rabble of pyrates who attempted to assassinate Captain De Guzman. Despite apparently suffering several grievous wounds the brave Captain survived against the odds. A hound was killed.


Post Battle
Yildermin wrote:
Everyone but the Sea Singer was OoA, but all recovered. Julie taking a dog Out of Action was my only extra experience gained or OoA inflicted.

Julie Die Vult became Hardened and gained Expert Swordswoman. Ghost Captain gained an attack.

2 CP total, from participating in two matches.

The Krusade fled with Captain de Guzman OoA and the store about to close. One hound died. The Krusade was able to find 40 gold and one batch of Silver Bullets. [The better to battle Ghosts in future.] Kaptain de Guzman became a Trick Shooter, Brother Gottistmituns gained Pit Fighter and Father Gottlieb gained another prayer. A blunderbuss was purchased. An experienced flagellant and a hound were recruited.
The Karib Krusade--2 CP (+1 False Priest Out of Action)

Matt gained his first victory in the campaign AND gained +1 Underdog bonus. With the flurry of activity with store closing and such he did not complete the post battle sequence.
The Magnificent Seven--2 CP
____________________________________________________________________________________
Campaign Points after Week Two

Andrew--The Crew of the Lady Graves--Silent Threat-------5 CP
Bob------The Red and Whites----------------Scourge of the Sea--6 CP
Chad-----The Hounds of the Night-----------Silent Threat-------5 CP
Chris-----The Possessed---------------------Silent Threat------4 CP
Jim L-----The Hot Heads---------------------Lure of Fortune----7 CP
Jim S-----The Karib Krusade------------------Burn the Witch----7 CP
Jordan---The Sea Patrol---------------------Lure of Fortune----6 CP
Kevin-----The Punching Bags----------------Monarch of the Sea--3 CP
Matt-----The Magnificent Seven-------------Scourge of the Sea--5 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 1 Sep 2015 - 19:31

OOH, MORE PRETTY PHOTOS! There, that about says it all...GREAT STUFF ONCE MORE!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Fri 4 Sep 2015 - 21:35

Week Three: The Exchange of Pleasantries

Players and warbands
Andrew--The Crew of the Lady Graves (Ghost Pyrates of Sartosa)
Bob--Sartosan Pyrates (Sartosa)
Chris--Possessed
Jim L--The Hot Heads (Slayer Pyrates of Sartosa)
Jim S--The Karib Krusade (Witch Hunters)
Jordan--Lothern Sea Patrol (Satosa)
Kevin--The Money Bags (Marienburgers)
Matt--Sartosan Pyrates (Sartosa)

This week is Duel on the High Seas week!  Or night.  The warbands all take to the seas to explore the surrounding islands and coasts.  However since many are pyrates the inevitable conflict occurs:

A Sad Day for Slayers
A Tale of Woe wherein Our Vertically Challenged Heroes meet Mean Pyrates

Jim L aka playtable wrote:
3 cargo crates on Slayer ship as low warband.  Dwarfs had the wind.

Without long range shooting, lots of Dwarfs went into hiding.
Human swivel gunner shot at row boat and did a wound to the hull.
After reloading, he shot again but missed.

Finally close enough, 2 Dwarfs un-hide to throw 2 harpoons. They stunned the swivel gunner. He fell out of the ship and was eaten by the shark. (I think he survived.)




Dwarfs got shot back at by handguns. Hits took lucky charms and knocked some down.

Well, with our screwing up of where the +1 to wound goes on close cannon shots, hits caused 2 fires, my mast was blown off, and I could only go D6”  (The one picture with a D10 showing “0” indicated 10 wounds to my ship. Later white D6 showing “4” shows only 4 wounds left.)




Needing the Dwarfs to get into HTH as quickly as possible, a 6” move JUST got the 2 ships together but with a very small frontage.
Gunner Lucky (green toga), charged across.  Swabbie Rabble tried to jump across but fell in between the ships.  No shark ever came after him and he never climbed back out of the water.
Lucky knocked his guy down.






We got a little creative on who and how someone would be able to charge.  Lucky was charged by cannon crew and a guy from cannon deck.  A Slayer cannon crew tried to help Lucky but did no good and was charged by a grey feathered fellow. Lucky and the cannon crew went OOA after a few rounds.
Cannon crew (2 were the unpainted ones, 2 were other Long Drong slayers – NOT with white pokadots on head scarf) charged human cannon crew and did no good and went OOA.

Dwarfs lined up at railings and threw harpoons but to little effect.
Humans shot handguns.  Human captain shot dueling pistols 3 times and always rolled a 1 either to hit or to wound.
At the last, Captain Grouchy, in grey fur cape, was charged by 2 and went OOA.


With 5 OOA and only getting worse, slayers routed.
No slayers died.
Both parties found the cheating merchant to trade.
Hot Heads--1 CP

The Magnificent More Than Seven--2 CP


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 5 Sep 2015 - 5:51

AAARRGH! Another tough one for playtable...GOOD LOOKIN' GAME though.   What a Face
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 5 Sep 2015 - 8:20

I think the ordeal for Jim L was playing a game with unpainted and unWYSIWYG models. This obviously cursed the dice for hm.
____________________________________________________________________________________________

The Punching Bags versus the Ghosts

Yildermin wrote:
First match, my ghosts were on fire, and as I charged in, they took on all comers and stole three cargo after an alright blunderbuss shot to soften up the targets (two overboard, one knocked down, out of six targets).




Despite many units being in the water for much of the game, the shark showed up too late to have much impact.

Cargo was opened for some ale, uninspiring.

Bonny Mclyde was killed in battle, but was promptly rebought with the three cargo, coming back with infiltrate and +1 attacks. Drowned King OoA but full recovery.

Axelia Saberslayer gained infiltrate (Bonny was rebought as part of Axelia's group before a quick shuffle). Julie gained an attack, Chained Maiden gained leadership, Drowned King gained WS, Captain gained Expert Swordsman, Sea Singer gained Leadership. Finnagin II gained BS, and unnamed stand in model (Cursed) gained an attack.
The Crew of the Lady Graves--4 CP

The Punching Bags--1 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 5 Sep 2015 - 12:29

Thank you for the eports.

Do you allow to buy new heroes with skills?
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 6 Sep 2015 - 8:22

You are welcome.
Quote :
Do you allow to buy new heroes with skills?
No.  The warriors referred to above are henchwomen.  Andrew is pursuing the Silent Threat objective.  Several objectives allow henchmen to choose a skill if they roll Lads Got Talent for an advance.  Andrew rolled that advance and added a warrior to the group.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Karib Krusade defeats the Possessed and Ghosts

3 Erntzeit  2015
The Chronicle of the Karib Krusade

Through the Blessings of Sigmar the Krusade was able to track down and defeat two of the blasphemous cults operating in this sector of the Karribean.  First the Krusade encountered the Cult of Vandous Vile while sailing two days south of Port Sigmar.  The Cult was sailing a large merchant vessel called the Valeria Dawn.  Fortunately the ship had been reported stolen, thus the Krusade was able to pursue and overhaul the slower merchant.  After a brief exchange of cannon fire, the Krusade boarded the Valeria and subdued her crew.  Unfortunately the unscrupulous Vile and his surviving henchmen fled under cover of a summoned mist, leaving only their dead and the empty hulk.


The Possessed have one chance to Rake the Decks!  (Only did 4 damage.)


Post Battle
The Possessed lost a cannon crew and a brethren.  They traded at the Cheating Merchant.
Possessed—1 CP

The victorious Krusade suffered no casualties at all.  The Possessed’s cargo turned out to be smuggled arms.  The Krusade confiscated a Dwarfen Pistol and a row boat from the hulk before disposing of it. The Krusade had to trade with a Cheating Merchant, however all the merchandise he sold was sound (if over priced).  All of the Krusades’ heroes now have lucky charms.
Karib Krusade--4CP

The mundane business of disposing of the fruits of conquest completed, the Krusade sailed south again hot on the trail of the Ghosts.  The unnatural Undead were reported to have captured a Marienburg carack recently, they were bound to challenge the Krusade.  

Thank Sigmar the encounter occurred on a sunny day.  Sigmar’s blessing ensured that the Krusade had the wind at its back.  In addition the first cannon shot hit the rigging of the Lady Graves, permanently crippling the ship for the rest of the encounter.  Huzzah!

Perhaps Sigmar turned his attention elsewhere for the rest of the battle.  The traitorous cannon crew never so much as scratched the rotting planks of the Lady Graves again for the entire battle.  Indeed as the Krusade crossed the stern of the Lady Graves, the gun exploded.  The bodies of its crew were never found, but it is rumored that men who could be their twins now slave for the Captain of the Lady Graves…

The Lady Graves eventually paid tribute rather than submit to the Krusade.


The Chained Maiden attempts to murder a hound.  The Krusade send her OoA.




Post Battle
Yilderim wrote:
In the second battle, all my heroes went OoA except the Drowned King and Julie, resulting in only one cargo of income. However, the glorious blunderbuss shots earned Nautilus two advances, gaining Str and WS. The Chained Maiden [was Robbed, but] gained Mighty Blow.

Recruited two gunners from the Witch Hunters in the ranks of the Cursed. The Lady Graves is always willing to give a holy man down on his luck a ticket back to life for a price. Free for ideas about names. Abler and Krane are my first instinct.
The Crew of the Lady Graves--1 CP

Despite a victory, the Krusade fail to plot the correct course for home.  They are Lost at Sea!  Arrgh! Fortunately they have lots of ready cash to pay hired swords, etc.  However they could not replace the traitorous cannon crew and a dog died.  Also one cannon was destroyed so the Sigmar's Revenge will be down to one gun in its next engagement.

The cargo the Ghosts paid as ransom yields jewels and Silver Bullets! (Avast ye Ghosts!)

Captain de Guzman gains +1 attack. Solomon Kane II gains Quick Shot. Tomás de Torquemada gains Dodge. Brother Gottistmituns becomes Resilent.

The Karib Krusade--3 CP (+1 False Priest OoA)
____________________________________________________________________________________
Punching Bags No More
The Money Bags defeat the Possessed

In a brisk but unrecorded boarding action, the Marienburghers got revenge for all their defeats.  Two Possessed heroes are reported to have Survived Against the Odds.

Possessed--1 CP

The Money Bags--4 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 7 Sep 2015 - 7:16

HOORAY, for the Old Lady Burners! A VERY PHOTOGENIC high seas report!  thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Sep 2015 - 9:33

Thanks Al.
______________________________________________________________________________________
The Red and Whites face the Sea Patrol

Jordan wrote:

The Lothern Sea Patrol was returning to Port Sigmar to resupply at the end of their scheduled patrol duties, when they came across a Sartosan pirate ship heading against the wind in the opposite direction.

The engagement was primarily at long range with both ships turning to face cannon at one another.
The elven bows outranged the pirate black powder weapons for most of the battle.








One lucky pirate cannonball set the elf ship ablaze, but the sea guard and ship’s crew were quick to douse the fire before it could spread too much.


When the ships finally closed for boarding action, the sea guard were first over the rails. Due to the brave actions of Loremaster Athalos to dodge a number of rifle shots, most of the pirate crew aboard were prevented from joining the melee action through magic.


The elves quickly overwhelmed the remaining pirate crew that had not been peppered with arrows. The elves captured the pirate ship after the pirates voluntarily routed – escaping only with their rowboat.

Following the battle, the elves stopped to repair the damage the fire had caused their ship and discovered an abandoned trading post in the cove. Valuable weapons, armor, helmets, and pistols were added to the ship’s stores. However, the amount of cargo recovered from the pirates was very light (1,1,1,1,1 was the result of exploration). The elves marked the trading post’s location on their maps for future reference, but could not spare the gold to begin repairing it yet.

Phoenix guard Galathos was injured from rifle fire, but made a full recovery. One of the sea guard became a hero and another gained an additional attack.

Once again, the elves were only able to fight one battle this week – they gained 5 CP (3 from the captured boat and 2 for winning).

Red and Whites--1 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Sep 2015 - 10:03

YET ANOTHER SPLENDID LOOKING GAME!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Sep 2015 - 12:25

The sea games look amazing!  I must ask, where did you get all those very cool ships?  And what rules are you using for boats, movement, and combat?  This is really some outstanding stuff!
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 8 Sep 2015 - 16:36

Thank you gentlemen.

Quote :
I must ask, where did you get all those very cool ships?
Jim L made 4 of them from scratch. I converted an old Weapons and Warriors ship, a mini-Black Pearl from MegaBloks and bought the other two. The fat merchantman is from PlayMobil and the card ship was bought off the internet from Barony Miniatures--
http://www.baronyminiatures.com/Naval.html

Quote :
And what rules are you using for boats, movement, and combat?

We use a conglomeration of Warhammer Ahoy!, EiF and the old General's Compendium. Every year we have one night of just ship battles to blow the dust off. Despite some snafus it mostly worked.

Thanks for asking.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Fri 11 Sep 2015 - 18:04

The naval battles look like an insane amount of fun.

Loving these write ups, and the whole Caribbean theme of the campaign.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Fri 11 Sep 2015 - 18:30

Its Week Four: Bungles in the Jungles

Players and warbands
Andrew--The Crew of the Lady Graves (Ghost Pyrates of Sartosa)
Bob--Sartosan Pyrates (Sartosa)
Chris R--Lizardmen
Chris--Possessed
Jim L--The Hot Heads (Slayer Pyrates of Sartosa)
Jim S--The Karib Krusade (Witch Hunters)
Jordan--Lothern Sea Patrol (Satosa)
Kevin--The Money Bags (Marienburgers)

The Adventure of the Island Temple
A Tale wherein Our Heroes defeat Stunted Pyrates and a Demonic Guardian

11 Erntzeit 2015
The Chronicle of the Karib Krusade

Long had the good ship Sigmar's Revenge floated with listless sails, becalmed upon the wide sea. Father Gottlieb led the men in worship and the long hours passed in prayer and contemplation, or since the Krusade is a Militant Order, in righteous practice at arms. Services were held in memorial of Witch Hunter Solomon Bane I, Brother Gottistgut and the many faithful hounds who have given their all to Sigmar.

The wind when it blew, did not blow towards the Colonies. No the ship was nudged toward the dark coast to the south. Father Gottlieb assured the crew that Sigmar had a purpose in all things. His servants must but wait for that purpose to be revealed. And so it came to pass, on the third day the ship sailed into the delta of a large river. In the distance a monument could be seen rising from the very waters of the delta. The shape of a giant toad it was, squatting on a pile of rotted stone. The building was old, yet it was planted in the center of the channel as a bulwark against the flood. About the place was a darkness, though the main jungle was held back by the broad river. No birds roosted in the dead branches that shaded the temple. No monkeys called, nor did lizards scuttle over the ancient stone.

Captain de Guzman did order the boats lowered. The whole company did man them, save those loyal sailors who stayed to guard the ship. Resolutely the Krusaders did approach the abomination, yet nothing stirred on the barren stones. Then a loud and brazen chant could be heard from up river. A small flotilla of jolly boats and rafts did appear, crewed by stunted madmen with crests of orange hair. Over the fleet flew the Jolly Jack. Outlaws, outcasts, oath-breakers and Pyrates! The new arrivals bade the Krusade to be gone! Challenges were hurled and insults dire. The two opposing flotillas of small boats arranged themselves in lines of battle with the stone pile between them.

The Krusade advanced slowly, harassing the enemy craft with crossbow blots. The dwarfs came on boldly, though it was clear that the pyrates were more interested in securing the pagan temple than capturing the Krusade's boats. The stout sailors clambered up the wet stones to occupy the ancient structure. From the safety of their boats the Krusade watched in horror as the first dwarf fell to a cruel trap. Then a creature of nightmare appeared amid the ruined stones. It capered gleefully toward the dwarfs waving a rusted and pitted blade. The orange-crested warriors rushed to meet the abomination, though it cut through them with ease.

The Slayers reeled before this sudden attack, and Captain de Guzman did not let them regroup. Clouds of crossbow bolts slammed into the remaining dwarfs, followed by blunderbuss shot and then a wave of slavering hounds. The Slayers' resolve broke immediately.

The hounds did not pause to worry their prey, but bounded to meet the Guardian who rushed to throw these new interlopers from its domain. While the hounds entertained the Guardian, Father Gottlieb and the Leviathan Hunter found a heavy chest that the Slayers had dropped in their haste to depart.


The Slayers fleet reaches the temple first.


On the next turn the first Slayers set foot on the temple.


The first of the Krusades' boats reaches the jungle shrouded shore of the temple island.


The Guardian appears!


The Guardian is deadly!


The Pyrates are caught between the Krusader boats and the Guardian.


Post Battle
The Hot Heads only lose a Thaggi. What's a Thaggi? Good question, but they lost one and he was their best Thaggi! (Whatever dies in Jim L's warbands, you know it was irreplaceable.) The dwarfs trade with a cheating merchant.
The Hot Heads--1 CP
They also gain 1 Pirate Curse Point

The Krusade lose no one to permanent injury (the Guardian got two hounds but they got better.) Exploration nets a crate of food, three rations of Hardtack and a gem worth 10 gc. The Cursed Treasure yields 22 gc and two gems worth 10 gc. The Krusade trades with a cheating merchant who gets rich off their misfortune. An experienced Flagellant is hired and an Ithilmar Sword is purchased nonetheless.
The Karib Krusade--2 CP (and 2 Pirate Curse Points)


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 12 Sep 2015 - 6:30

Now that was COOL! I would imagine playtable would disagree with that assessment though. GREAT REPORT & PHOTOS!   thumbsup

The row boat battle conjured up the Jets & the Sharks rumbling in paddle boats in Central Park Lake, music by Lenard Bernstein...such is the state of mt early morning imagination.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 12 Sep 2015 - 7:23

Al wrote:
The row boat battle conjured up the Jets & the Sharks rumbling in paddle boats in Central Park Lake, music by Lenard Bernstein...such is the state of mt early morning imagination.

I want whatever is in your coffee to start my day.

Al wrote:
Now that was COOL! I would imagine playtable would disagree with that assessment though.

Jim L (playtable) wrote:
I hate that daemon!!!

Din wrote:
The naval battles look like an insane amount of fun.

Loving these write ups, and the whole Caribbean theme of the campaign.

Thanks Din, I'm glad you enjoy the thread.
____________________________________________________________________________________
The Trail of Death
A Street Fight in the Jungle

Yildermin wrote:
Fought Kevin first in a jungle street fight, it was mostly a rout for him, save for a lucky bow shot. The only the time I successfully frightened one of his units, the hero rolled a double six to hit and took the Drowned and Downed King out of action on the next turn.  However, my warband killed the lucky git in revenge, but were unsuccessful at raising the corpse to join the warband.
The Crew of the Lady Graves--2 CP

Kevin wrote:
I had 2 henchmen and a hero KIA vs the ghost guys.
It was Sir Whitestripes who died. I replaced him with a new champion.

The Money Bags--1 CP

The Marienburgers search the jungle for the elusive ghosts


There Ghosts!


Ghosts charge!


Last edited by Von Kurst on Sun 13 Sep 2015 - 20:57; edited 1 time in total
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sat 12 Sep 2015 - 7:44

HOORAY FOR THE LIVING IMPAIRED GUYS...there is success after death!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Sun 13 Sep 2015 - 20:49

Another Trail....of....Deaaayyttth

playtble wrote:
Day time.
Good weather.
Humans move forward once and only once.
Dwarves run and run, Dwarves get shot but still run. Humans have a hard time hitting and/or wounding the little buggers.


Tar pit opens up by 3 humans (foam square), none get stuck in. Booooo
Dwarves finally get close, slow down a bit to let the back side catch up, and throw a few harpoons.




Humans shoot more, knock/stun the closest 2 or 3 dwarves,
Dwarves charge in and cause mayhem, Sneezy moves in and shoots his pistol to no effect.
Humans for the most part shoot more.
But bounty hunter does charge in toward his hero target that I forgot and fed right to him (Sneezy, green base w/pistol & sword)
Sneezy kicks the bounty hunter’s butt. Woo hoo. Go Sneezy !!!
More dwarves charge in and next human turn they roll 11 and fail 1st rout test.
Dwarves win.
All Dwarves recover.
Hot Heads--2 CP

Kevin wrote:
I did OK vs Slayer dwarves. There were 4 dwarves ooa by massed fire at range, but once they closed and reached my line my guys got mashed up. Then I failed the leadership test, no losses and no heroes knocked out.
Marienburgers--1 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Mon 14 Sep 2015 - 5:40

HOORAY FOR THE LITTLE LOONIES...FEAR THE BEARDS!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 15 Sep 2015 - 16:29

Fear indeed. Suspect
______________________________________________________________________________________
A Mule Train on a Rainy Jungle Night

Jordon wrote:
The Lothern Sea Patrol set ashore in the dense jungle having heard that an ancient elven artifact had been rumored to be in the area. The first few days were a listless trudge through the thick undergrowth, but on the third night they heard the distant braying of mules. Quickly fading into the jungle, they awaited the approaching mule train.


As if heralding the approaching battle, a storm tore through the jungle making footing treacherous even for the sure-footed elves (Heavy rain – half range, -1 to shoot!). Taking the high ground, the archers attempted to pepper the oncoming demons and devils of the possessed warband, but even Loremaster Athalos struggled to concentrate in the storm and the demons reached the elven spear line without difficulty (40+ arrows – never managed more than a knockdown).


After that, it turned into a long desperate affair as five of the elves were mauled and shredded by the horrors of chaos.


Only after five of the elves had fallen did the remaining elves rally around the sorcery of Athalos – as one member after another of the possessed warband became captured in a well of light.





Surviving five rout tests was no easy affair, but the elves managed to drive the chaos beasts and their brethren from the jungles – scattering them and their mules in all directions during the storm. A pathfinder that the elves saved during the battle was able to show them a cave that would shelter them from the storm and by some luck the heavy water had uncovered a buried chest that came lose with a mud slide. Inside the elves found 180 gold and 30 gold worth of gems along with an old elven cloak. (2,2,2,2,2,2 was the exploration result! There were two rerolls and 2 seekers with their +1/-1 involved. Missed most of the good stuff in the buried treasure, but the gold and cloak will help replace the dead). During the night, the pathfinder also shared tales of giant jungle beasts with the Sea Patrol, which they noted in their charts.

Seaguard Meltiner and Seaguard Angran were both killed by Chaos beasts. Seaguard Amendil, a hero after the last fight, became wounded, but made a full recovery. Ship’s Crew Lessa and Ship’s crew Happy, formerly of the Dwarven Slayers, were badly mauled, but managed to recover their wounds. Two of the possessed would have been pressganged by the Sea Patrol, but the chaos taint was deemed too dangerous so they were stripped of their belongings and killed to prevent their escape.

The elves returned to their port following the battle and recruited two new Seaguard to their crew along with the necessary equipment.

The elves gained +2 CP for winning the battle.

Possessed lost three brethren total.
Cult of the Possessed--1 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 15 Sep 2015 - 18:05

CONGRATS to those of Pointy Ear!   What a Face
Could the Elvin Artifact be the Mystic Hair Dryer of Wondrous Wavy Locks? That popped into my head with the mention of an Ancient Elvin Artifact..it seem like something an Elf would come up with & covet.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Tue 15 Sep 2015 - 19:24

Thanks Al.
______________________________________________________________________________________
A Camel Train takes a Jungle Route
Another Mule Train

Yildermin wrote:



The camel ambush worked fairly well, starting with some useless handgun fire followed by a great blunderbuss by Nautilus. The shot knocking over two units, stunning a hero, and killing a hero.




The enemy got vengeance swiftly, with a blunderbuss hitting only Nautilus... and taking him OoA, even through his lucky charm and toughened leathers. Alber and Crane were defeated in the fight, Abler charged by a frenzied hero, and Crane taking a duck footed pistol's blast from the enemy's captain meant for Julie.

Overall MVPs were Julie and the Chained Maiden, each gaining a total of 5 experience over the two matches of the evening.


Leader Gained Powder Refiner
Drowned King gained Leadership 9, making him higher leadership than my Ghost Captain.
Chained Maiden gained a Sprint
Sea Singer continues to get anything but skills and gains a wound, continuing her current role of "stand in front of valuable units"
Julie continues being a perfect glass cannon and gains attacks and WS.

Gained 4 handguns and 4 refined powder from getting 62 twice on opening cargo!
From the camels gained... 80 gold,
3 Suits of Light armor, none of which can be worn by Ghosts.
A suit of armor, not wearable by ghosts for multiple reasons.
2 Daggers, both usable by ghosts.
2 Swords, both not usable by ghosts.
1 Shield, not usable by ghosts.
3 Helmets, not usable by ghosts.

Currently have two cargo stored away.

Triple Sixes result in an extra Rowboat for the Fleet, +1 CP.
+2 CP for winning and playing.

The Red and Whites have a hero captured.
Red and Whites--1 CP

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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Today at 21:03

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