Threadomancy!
I've gone through and updated all of the previously posted objectives today.
Here is the most recent version of the Let the Damned Burn! Objective path.
The Damned Shall Burn!
The Church Militant must be ever vigilant lest weaklings and heretics will destroy the faith. Nowhere is this more obvious than the Karibbean.
Warbands: Witch Hunters, Sisters of Sigmar, and Protectorate of Sigmar may choose this objective.
Objective progress
+1 Playing a Scenario. Whenever the warband plays a scenario it gets +1 CP.
+1 Winning a Scenario. If the warband won the battle, it gets +1 CP.
D3+1 Prizes Taken. Whenever the warband permanently captures a ship captained by Chaotics, Undead or warbands with the ‘Cult of the Celestial Canopy’ or ‘Silent Threat’ Objectives, it gets D3+1 CP. No points are earned for boats or rafts.
+1 False Priest Out Of Action. The warband gets +1 CP for taking the leader or Dramatis Personae of a Chaos (Marauders of Chaos, Beastmen, Carnival of Chaos, etc.) or Undead (The Undead, Restless Dead, etc.) warband or ‘Cult of the Celestial Canopy’ warband out of action.
+1 Slain Heretic. Whenever a Hero or Dramatis Personae of any Chaos, ‘Cult of the Celestial Canopy’ or Undead warband taken out of action by the warband dies permanently or is executed after a battle the warband gets +1 CP.
+D3 Establishing the Temple. The warband gets +D3 CP per temple for establishing a Temple in Port Sigmar and/or Torktuga. The bonus may only be claimed twice (once for each town).
+1 Foiled Prophecy. The warband gets +1 CP for every Major Artifact of the Old Ones, Chaos or Undead it can remove from the Karibbean. Note that each bonus applies only once per artifact to a maximum of four.
Achievements
CP Achievement
5 Cleansing Flame: After capturing any hero or Dramatis Personae from choatic or undead warbands or a magic using hero from pirate or ‘Cult of the Celestial Canopy’ warbands, the Warband may execute the captured hero instead of ransoming or selling them to slavery. The warband Leader gains +1 experience.
10 Fearless of the Supernatural: All of the Heroes in the warband are immune to fear and all alone when facing supernatural creatures.
15 Web of Informants: The player may play the special scenario Hunt the Heretic in any Jungle, Town or Lost City location.
20 Power of the Inquisition: The Grand Inquisitor has taken notice of the warband’s successful endeavors. Willing to support his worthy servants he sends allies to aid the warband. The warband may now hire a Warrior Priest of Sigmar Hired Sword (see Town Cryer 28, page 20 [revised]) and/or a Witch Hunter Hired Sword (Nemesis Crown) for a hire fee and upkeep cost of 10 gold crowns.
25 Vision: The player may modify any one dice roll by +1/–1 during a battle, or alternatively during exploration.
30 Minions Defeated: The warband may now play the special scenario Scourge and Purge when they choose the locations Town or Lost City.
35 Protection of the Righteous. The warband gains a 5+ save against any hostile magic cast upon it (heroes and henchmen only). This includes spells with area effects and spells that affect the first model in range.
40 Confrontation of Evil. The warband may now play the Sunken Caverns scenario when they get to choose a location. If the warband wins the scenario they have won the campaign.
Notes: After a couple campaigns I gave up on the Burn the Witch! scenario. I also eliminated The Heist from being a warband special scenario as it seemed the Burn the Witch! objective had too many to choose from.