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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   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 10 Oct 2015 - 20:17

Week Eight--Red Sky at Morning, Sailor take Warning

Players and warbands
Bob--Sartosan Pyrates (Sartosa)
Chad--The Hounds of the Night (Slyvannian Necrarchs)
Chris R--Lizardmen (Lustria)
Jim L--The Hot Heads (Sartosan Slayer Pyrates)
Jim S--The Karib Krusade (Witch Hunters)
Jordan--Lothern Sea Patrol (Satosa)
Kevin--The Money Bags (Marienburgers)

The River Temple

8 Brauziet 2015
The Chronicle of the Karib Krusade

The voyages of the Krusade took the company once again to the shores of Lustria. As Sigmar willed it, there was also one of the solitary river temples of the Scaled Mutants at the mouth of yet another noxious river delta. The crusaders hastened to explore the ruin as foul weather threatened from the west. Before the small flotilla could reach the ruin, the clouds let forth a downpour. The small craft were awash with water from above and below. Calamity struck, literally, as Captain de Guzman was felled by a blast of lightning. The very raft itself caught fire briefly from the strike. The Captains vessel lost way and drifted back toward the sea.
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The other craft continued on, for the Captain had strictly ordered that the abomination must be confronted at all costs. To further complicate the issue, the same crew of Dwarfen pyrates appeared out of the storm. The lightning could be seen stabbing at their vessels with repeated strikes. The Dwarfs lost way, which encouraged the foremost vessels of the crusaders to press their advantage.
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Thus it was that the vessel carrying Father Gottlieb, Father Amadeus and Inquisitor Huss reached the pitted stairs of the temple first. Inquisitor Huss bounded onto the pitted stone first. The brave servant of Sigmar was struck by lightning, but unscathed.
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Huss continued toward the alter where he defeated a treacherous trap to uncover a hidden chest. Alas as he drew the treasure from its hiding place a foul demon appeared and decapitated the inquisitor.
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Father Amadeus and Father Gottlieb charged forward to avenge the inquisitor, as Dwarfs attacked the landing.
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They battled the fiend as lighting repeatedly struck the nearby toad statue.
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Father Gottlieb banished the abomination once, yet another appeared in its place. Dwarfs fell, but others rushed to the battle. All the while lighting lashed the cursed temple, temporarily forcing the combatants to pause in shock at the near misses.
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At one point the orange crested slayers out-numbered the crusaders, but Father Gottlieb defeated the leader of the pirates and they fled into the storm.
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The crusaders had nearly loaded their casualties and the treasure into their boats to leave, when another demon appeared. Brother Gottistkampf was killed as he defied the beast. The survivors of the battle cast off from the ruin leaving the abomination to rage futility behind them.


Post Battle
The Dwarfs suffered their first failed Pirate Curse roll before the battle. Boomer the Engineer was laid low by a mysterious illness. Then a Thunderstorm struck. Then Brother Gottistkampf proved unstoppable as he bashed nearly every Dwarf to face him Out of Action, only stunning Captain Grouchy so Father Gottlieb could put that worthy out. Captain Grouchy suffers an Old Battle Wound. The Dwarfs have only one hero left to explore and trade with the cheating merchant to cap the night. Much lamentation is heard even though no one died and every one gained at least a +2 underdog bonus (which resulted in at least 4 Lads got Talent rolls and a much needed sixth hero).
The Hot Heads--1 CP/+1 Pirate Curse Point

The Krusade suffers the loss of hired Witch Hunter Huss and Brother GottistKampf, who were both killed by the guardian demon. The Krusade roll well for treasure, recovering at least one of every possible item. Naturally the Krusade again patronize their favorite Cheating Merchant to recruit another expensive flagellant and the Grand Inquisitor provides another hired Witch Hunter.
Explorations yields enough provisions to reduce the size of the warband by two columns (woot!) and 2 Kufa beans (sell for 20 gc).
Captain de Guzman gains +1BS.
Father Gottlieb gained +4 experience during the battle which resulted in the skill Step Aside.
Brother Gottistmituns finally gains +1A!
The Karib Krusade--2 CP/+2 Pirate Curse Points



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DeafNala
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 10 Oct 2015 - 22:40

Now THAT is my idea of a DRAMATIC encounter: swashbuckling combat amid an Ancient Evil Shrine while lightning flash & Demons appear from the Void, AND GREAT photos. FANTASTIC!   thumbsup
I can hardly wait for the encore.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeTue 13 Oct 2015 - 2:32

Thanks Al. It was quite the epic battle. Mr L was less than pleased by the outcome though. Especially since Brother GottistKampf died rather than be captured by the Slayers.

Quote :
I can hardly wait for the encore.

Well, how about Rufus' trip to Alaska? Chad and the Missus recently took their first real vacation, Rufus the Necrach tagged along...

Waiting to board...
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Checking out the northern lights at the Chena Hot Springs Resort near Fairbanks, AK.
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Rufus at Beluga Point near Anchorage, AK
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Looking for whales at Beluga Point near Anchorage, AK
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Rufus in front of Portage Glacier
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On the train from Anchorage to Denali National Park
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Nap time on the train from Anchorage to Denali National Park
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Rufus boarding the shuttle bus tour into Denali National Park
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Sightseeing in Denali National Park, Denali peak in the background
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Obligatory battle report:
While sightseeing Rufus is attacked by the killer snowman!
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Rufus defeats snowman! +5 exp!
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeTue 13 Oct 2015 - 3:13

That looks cool...no pun intended. If Cap'n John hadn't moved with his now ex back to Texas, I might well be living in Alaska....c'est la vie, eh?! AND the last time I saw the Northern Lights, I was 18 or 19, on a fishing boat off the coast of Greenland...I'd didn't realize how lucky I was back then.   clown
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeTue 13 Oct 2015 - 4:29

Who appreciates anything at 18? clown

Dems My Gubbinz!
A Jungle Encounter between the Hounds of the Night, the Money Bags and the Lizardmen

Kevin wrote:
So the money bags went toe to toe with the Undead at Thursday nights three person game. The lizardmen were on the board but the Money Bags didn't even see them within the six turn game. I guess the lizardmen won on the game first turn because they found the Sacred Gubbin, but we keep on playing to try and grab more gubbinz. I think one of the undead and some lizards duked it out on a far-off hill mid game.
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The Money Bags did their best to hold off the horde of zombies while the lone hero, Pit Love, ran to collect gubbinz to earn some extra money.
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Surprisingly the Money Bags' leader, Lord Bearington, keep his boys in the fight until the gubbinz were collected. Bearington pulled through two leadership tests, a unheard of amount for the Money Bags.
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Still the Undead rolled over the front line like a steam roller with the help of some crazy vampire explodey death spells. The Money Bags limped off with 2 gubbinz for a whopping 12 gold. They were far luckier this week with no KIA, a full recovery and hatred for the Undead leader as the injury results for the two knocked out hero's.
Money Bags--1 CP

Chad wrote:
I had an Acolyte die. Frank Crooked Arrow was taken down by a couple skinks while trying to claim a gubbinz token all by himself. The closest friendly unit was probably 14" away, but Frank was able to take one of the two skinks OOA to avoind running away due to all alone. He was unable to stand up to the follow up charge from a third skink. Frank will be missed, but not for long, 'cause I had enough cash to rehire an Acolyte, since I made it back to a town after the fight. I also found a map of the lost city, and Ruffus learned how to run really fast. 18" charge!
Hounds of the Night--1 CP

Lizards--3 CP (+1 Dead Outlander)


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeTue 13 Oct 2015 - 4:41

The Jungle setting gets more attractive with each game. GREAT STUFF!   thumbsup
The Money Bags leadership test problems seem rather realistic; i.e., just look at the periodic panics of the Fat Cats on Wall Street.   pig
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeThu 15 Oct 2015 - 5:03

Thanks Al, glad you are enjoying them.
______________________________________________________________________________________
The Haunted Wreck
The Red and Whites return to the scene of the crime, find elfs.

I'd climbed up in them hills, ye sees? That wound nearly took me off, but by gum, I done 'er. I'd been watching that hulk for days, see. Old wreck like that, might be something useful. Iffen I could get out to it, which weren't likely, but I had the glass and there it were. Or it were there, THEN. Sailed this coast, man and boy, I have. Knowed every wreck, every cove, every tree, yessir. Theys no wreck ever been Sawny's Cove afore. I'd a seen it when I come to be here, meself! The Jenny B. lies in two fathoms not half a league from that cove.

It were odd an old wreck surfacing in Swany's like that. ODD. So I kept a weather eye, ye sees?

Then the storm hit. Them Red and Whites had paddled into the cove from the east, it were. Sky were dark, but that cove is pretty tight, even with that duppy wreck. Anyway them Sartosans come from the east, yessir. Them Pointy Ears come from the west, didn't sees 'em at first 'cause of the jungle and all. Not even sure if either one knew the other crew were there, on account of the storm and all.

Blowed them lubbers all over the place. Near sent one of those Sartosan tubs to the bottom, it did. Hit real fast, that Blow, fast and hard. Strangest thing though, when the wind died down and I could see again, them elf boats was all in a row. Like they was sailing under clear skies on glass seas.


Five turns of Maelstrom ends with this.
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The elfs pile aboard, Undead pyrates rise to throw them back into the sea.
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The Sartosans are late to the party.
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End game. The Red and Whites are about to rout.
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Post Battle
The Red and Whites suffer a hero captured. They pay 100 gc to free him. Thumper I, who was pressed in Week One, is lost and feared killed during the storm.
The Sartosans gain 1 CP and 1 Pirate Curse Point (for a total of 4)

The Sea Patrol lose at least one crew killed, one captured. Or maybe just one captured. There were losses! The Sea Patrol find the second Armor of the Swamp Drake Minor Artifact. Giving the elfs both of the magical aquatic armors possible. [Silent Threat players begin rubbing their hands together with greed.]
The Sea Patrol--2 CP and 2 Pirates Curse Points (for a total of 5!)
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeThu 15 Oct 2015 - 14:35

Old Ben Gunn is becoming a favorite said I to me. GREAT photos & report once more!   What a Face
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeFri 16 Oct 2015 - 13:46

I've really enjoyed reading these reports and the great photos. If I was in a bigger Mordheim gaming group I would suggest a Pirate/Sartago-esque campaign like this.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 17 Oct 2015 - 3:30

@Deafnala--Thanks Al. Ben might have to drag himself further into the jungle next week, we might fight over the City of Tlax.

@Matharic--Thank you for taking the time to look and comment.  

Quote :
If I was in a bigger Mordheim gaming group I would suggest a Pirate/Sartago-esque campaign like this.
It depends on the group, the ships were a big hit with the first group to play the Sartosa setting. In the years since, most folks who join us just tolerate my eccentricity.  Jim L and I supply the ships and scenery so folks go along with us,  of the regulars only Chad has bothered to build himself a ship.

As far as numbers of players, we had a great little adventure a couple of years ago with only six of us total, with just four regulars.  A couple of years before that we started with five players and ended the campaign with just three. [Our campaign night is advertised by the LGS as Three Guys Playing Mordheim, just sayin'  Wink ]
____________________________________________________________________________________
Week Nine--Ports o' Call

Players and warbands
Andrew--The Crew of the Lady Graves
Chad--The Hounds of the Night (Slyvannian Necrarchs)
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)

A Pressgang in Torktuga

Chad wrote:
I suffered two losses from the game with Chris, two zombies crumbled to dust. But I made off with 3 drunks. Our Pressgang scenario had the pressgang event, which attacked me. I took the pressgangers all down with no trouble while also contending with the big purple horror in Chris' warband. I made off with the clubs and daggers of 3 of the 5 pressgangers. Chris routed and then I went to collect my money from the pearl divers, before running into Andrew's crew at the next bar for another Pressgang scenario.
The Purple Horror leaves the rest of the Possessed behind.  It was dark, tripping happens.
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Cultists lurk outside the Blowhole.
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The Abomination trashes cultists at the top of the photo, while Rufus leads zombies in the lower right.
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Rufus confronts something, perhaps a cultist?
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Zombies stalk the streets near the forecastle.
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The Abomination takes on ALL the cultists.
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The showdown with the Purple People Eater.
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Hounds of the Night--2 CP

The Possessed report a Mutant blinded in one eye.
Possessed--1 CP


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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 17 Oct 2015 - 4:25

HOORAY FOR THE MOSTLY DEAD GUYS! The photos were EVEN MORE WONDERFUL than normal..enhanced the EXCELLENT narrative in FINE fashion!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 17 Oct 2015 - 21:30

The photos this week are rather nice aren't they?  On behalf of my silent accomplices, thanks.
______________________________________________________________________________________
A Heist in Torktuga

Yilderim wrote:
The ghosts continued their plundering ways with a robbery of the Money Bags during an intense Maelstrom. Both forces closed very close together under the storms cover.
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[Heavy rain blurs the action...]
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Leading to a brutal melee with lots of one on one fights, with some notable exceptions.
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The Sea Singer of T4 and W3 but no actual usable spells, managed to hold up against three of the Money Bag's fighters for a turn.
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Meanwhile Nautilous and the Ghost Captain proceeded to gang up on opponent after opponent.
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Abler and Crane held a ranged duel with a Tilean Marksman, and other than stunning the Tilean Marksman and making him fall from his shooting platform to be stunned again, little of import happened. Julie and a Money Bag held a several turn mexican stand off with each other over who would advance.

In the end, the Money Bags chose to run when their turn came, with two valuable warriors stunned in melee, and dim prospects of reinforcements.

+4 CP (rolled a 6 for extra CP) The Heist now won against Monarch of the Seas.

Opened Cargo to find a Friendly Flag, and finally find a use for the Sea Singer who will carry it.

The Money Bags lose their only nice thing, an elven cloak, to the sticky fingers of the Ghosts.  But they immediately find a Treasure Map.  
[As far as I know no one who HAS a treasure map has used it, as Chad, Jim L and Kevin tend to lose heroes during games...]
____________________________________________________________________________________
Another Pressgang in Torktuga

Yildermin wrote:
Then a Pressgang was fought with the vampires in the dark. The Ghost Pirates infiltrated with Bonny and Alexi, who engaged a drunk together, while another two were quickly charged by the extra 6 inch deployment of the Ghost Pirates.

The Hounds of the Night charged in on the Ghost Pirates after capturing two drunks, sending both the abomination and the Thrall Vampire against the "borrowed" hero of the Ghost Pirates, while the Main Vampire cast a few spells to cause some stuns and ping some lucky charms. However, the Ghost Pirates counter-charged the abomination and thrall vampire, taking both OoA, while Nautilous fired his double barreled blunderbuss to take out a zombie and outright kill the Main Vampire.

+2 CP (Won Scenario)

Chad wrote:
...before running into Andrew at the next bar for another Pressgang scenario.

This one didn't go so well, I only made off with 1 drunk, had Rufus (Necrarch), Fido (Thrall), Thing (Abomination), and I believe a zombie go OOA. Zombie good, Thing can't die ever, Fido is unharmed, but Rufus was killed by a double barreled blunderbuss with superior black power (he was the last model in a line of 4 to get hit by the thing). Fido assumes the Necrarch* position, Arnold the Acolyte is turned and becomes the new thrall, and as of yet there is no replacement for Arnold. Out of frustration we went and extorted the pearl divers for more money**.
Hounds of the Night--1 CP

Necrarchs, the Soul Stealers wrote:
*Death of the Leader: Should the Necrarch perish, the Thrall shall pick up the mantle of Leader and all conferred bonuses shall be transfered to him. He may immediately roll on the spell list for one spell. You cannot hire another Necrarch, but you may create another Thrall from your current list of Acolyte Heroes. They will retain their current stat-line, but shall gain the benefits of being undead; Immune to Poison & Psychology, causes Fear & suffers No Pain. Should both Necrarch and Thrall be destroyed at once, the evil magics that bind the warband together fade, and all turns to dust.

Quote :
**555 Pearl Diver
As a side project, you weasel protection money out of a small group of pearl divers. It’s that time of week, so you drop by for a visit.
The divers give you a small number of black pearls, which you can sell for 2D6gc. If you roll double 1s, the pearls are small in number, but you force them into lending you one of their boats. For one use only, you may gain a free rowboat in any game. After the game, roll 1D6, on a 6 you may keep the boat.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 18 Oct 2015 - 1:21

Things are LOOKIN' GOOD! Even with the heavy rain, there are some LOVELY photos, &, of course, swashbuckling action!   thumbsup
Where did you find the seagull? I have a forum friend who has been searching for some.  What a Face
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 18 Oct 2015 - 4:31

Thanks again Al.  The gull comes attached as a detail with Lemax's dock set (for their Christmas village line).  All of the gulls, lobster traps, anchors and nets (and many of the crates) come from those sets.

Those sets used to be a holiday staple at Menards, but I haven't seen them for a bit. (Like since mine disappeared after a game...)  Apparently K-Mart might be selling them these days. (I haven't seen a K-Mart for a bit either.)  E-Bay sellers call them 'rare' and 'discontinued'.
______________________________________________________________________________________
A Street Brawl in Torktuga

15 Brauziet 2015
The Chronicle of the Karib Krusade

Eventually the Krusade left the treacherous coast of Lustria and made landfall in the Island Colonies.  But not, alas, at Port Sigmar.  No, the crusaders returned once again to Torktuga.  The crusaders had not been ashore long when they encountered the skink renegade, Ukit Took.  The self styled prophet of the native jungle cult was accompanied by a belligerent group of mutant warriors.  Captain de Guzman ordered Took's arrest, which resulted in a general brawl.

Once again the populace of Torktuga impeded the righteous purpose of the Krusade.  Despite the interference of the locals, Took was injured in the fighting.  The renegade would have been captured if not for the interference of the Hot Head crew led by the nefarious Captain Grouchy.  The brave crusaders were beset on all sides and forced to withdraw with heavy losses.


Took and his henchmen appeared by the south docks.
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Grouchy and his crew occupied the north.
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The Krusade entered from the west, obviously returning to their ship. (Two flagellants are inside the near building.  I forget all about them.)
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The invisible dockside crowd slows the Hot Heads down.
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Especially after the fighting starts a riot.
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On the other side of that alley...
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Jonas Mobe takes Took OoA.  Sadly the Lizards do not lose heart.
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Two Saurus warriors appear to avenge Took.
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Solomon Bane II fires a blunderbuss through a window.
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Mathias and Captain de Guzman keep riffraff off the streets.
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A hammer wielding saurus tackles Solomon Bane II.
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Lizards in the building.
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Meanwhile the crowd knocks everyone down...Jonas is in BIG trouble here.
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Things are not going too well for Father Amadeus either...
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The fight in the alley.  Through a glass, darkly.  Top view.
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After the Krusade routs, the allies fall out.
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Lucky. Isn't.
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Post Battle
The Krusade's flagellants were not affected by Bad Omens (Pirates Curse) before the battle (Ld 10) The Crusade lose a hound and Father Amadeus. Witch Hunter Solomon Bane II suffers Chest Wound. Exploration leads them to a jeweled sword and dagger, which are sold as being too ostentatious.  A crate of booze is confiscated and sold destroyed as well.  The Merchant Alma gains a bodyguard.  Oh, and her black-market contacts provide an ithilmar flail for Brother Gottistmittuns (or for the Ghosts to steal).
The Karib Krusade--2 CP (+1 False Priest OoA)

The Lizards suffer a couple of debilitating injuries. Chak Tok Ich'aak III takes a second leg wound.  Or maybe it was someone else, either way a Great Crest has his second leg wound. (But not his second smashed leg as that would make him immobile.)  Ukit Took survived.  A saurus brave named Ch'ooy was captured by the Hot Heads.  Everyone who survived gains +3 underdog bonus. The Lizards liberate a swivel gun from one of the moored ships...
The Lizardmen--1 CP

The Hot Heads force the Lizards to flee by stunning a saurus hero.  (Six or seven Lizards were also OoA at the time, including all the skink heroes.) Not Happy, a Troll Slayer, fulfilled his death wish.  The captured saurus Ch'ooy takes Not Happy's place in the crew.  Not Lucky is robbed of his brand new Sword Pistol.  Much lamentation over this. Lucky gets new equipment, but only a Lucky Charm not a Sword Pistol for rare items.
The Hot Heads go on a hiring spree, gaining a Tilean Marksman, Troll Slayer and Dwarf Slayer Pyrate hired swords.

Lucky and his former Sword Pistol in happier times.
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The Hot Heads--+2 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 18 Oct 2015 - 15:30

HOORAY FOR THE DOWN-TO-EARTH PSYCHOS!  Too bad about the sword-pistol...it was definitely him. That aside,  GREAT report & BEAUTIFUL photos.   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 18 Oct 2015 - 19:36

We aim to please.
______________________________________________________________________________________

Campaign Points and Pirate Curse Points from Week 9

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Andrew---The Crew of the Lady Graves----Silent Threat--------34 CP
Jim S-----The Karib Krusade------------------Burn the Witch-----25CP/4 Pirates Curse Points
Jordan----The Sea Patrol--------------------Monarch of the Sea--20 CP/5 Pirates Curse Points
Jim L-----The Hot Heads---------------------Lure of Fortune-----18 CP/2 Pirates Curse Point
Chris S-----The Possessed---------------------Silent Threat--------16 CP
Kevin-----The Money Bags----------------Monarch of the Sea-----16 CP/1 Pirate Curse Point
Bob------The Red and Whites----------------Scourge of the Sea--14 CP/4 Pirates Curse Points
Chad-----The Hounds of the Night-----------Silent Threat---------13 CP
Chris R----Lizardmen----------------Cult of the Celestial Canopy---9 CP/1 Pirate Curse Point

Finding Tlax, the City of Ghosts
The Crew of the Lady Graves and the Karib Krusade have won five Exploration scenarios and found the Lost City of Tlax.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeThu 22 Oct 2015 - 19:36

How did they fightbthe exploration scenarios?

Was it luck or could they chose to play them?

And great battle reports by the way.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 24 Oct 2015 - 4:23

Quote :
How did they fight the exploration scenarios?

Was it luck or could they chose to play them?

And great battle reports by the way.

I think the answer is yes. Sometimes its luck and sometimes they choose to play them. It depends on the player mix and the scenario in question. For example Bob rolled an Exploration result which allowed him to choose to play The Haunted Wreck if his opponent agreed OR if he could choose the Ocean location to fight at. Jordan drew Bob as an opponent and agreed to play the scenario.

On the other hand, Andrew can choose to play The Heist. But he must always roll higher than his opponent when choosing a location in order to do so, because he has never lost that scenario. No one is going to just agree to get robbed.

With most campaign games we just have the player with the lower rated warband roll on a scenario chart for a location.
____________________________________________________________________________________
Week Ten--In the Jungle, the Quiet Jungle

Players and warbands
Andrew--The Crew of the Lady Graves
Bob--The Red and Whites (Sartosan Pyrates)
Chad--The Hounds of the Night (Slyvannian Necrarchs)
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)

A Jungle Ambush
The Possessed catch the Hot Heads unaware

I tried to warn 'em, I did. But that Grouchy is a stubborn son of a gun, yessir. I told 'em them Cult fellers was haunting the trails. But Cap'n Grouchy is, well he's Grouchy ain't he? That worthy gentleman told me to mind me own affairs. So there ye were.

I heard the ruckus from me cave. It weren't far. The shouting and screaming went on for quite a bit. Then that thin, orange topped line staggered back down the trail. They was some cut up. The line was a bit shorter, too. Grouchy didn't say much, just loaded his men on them boats and rowed away.


The trail of death...a long thin line of Dwarfs and things stretches through the jungle.
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Rather than struggle toward a far table edge and safety, the Slayers plunge into the jungle in search of their tormentors.
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The newest crew, Ch'ooy the Saurus, leads the search for cultists.
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The Purple Horror attacks!
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The struggle in the bush.
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Jim L wrote:
I was higher [warband rating] than Chris, he wins Jungle Ambush.
Of 3 heroes OOA, Lucky dies, Boomer is Hardened.
1 CP.

The Cult of the Possessed win, but Progo the Birdman is killed. The Cult retire to Torktuga to hire a new Possessed.
Cult of the Possessed--2 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 24 Oct 2015 - 18:15

If you go out in The Woods today, you're in for a BIG SURPRISE...etc. LOOKIN' GOOD!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 24 Oct 2015 - 19:36

The Signpost

Yildermin wrote:
The crew of the Lady Graves fought the Lizards first in a Signpost scenario. It was a clear day.
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The Lizard's took a pounding from the Ghost's ranged attacks.
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Just as the Ghost Pirate Captain was about to fall, the lizards routed.

Post Battle
The Ghosts traded in town, found a rowboat in Exploration for a total of +3 CP.

What else is known is that the Lizards gained +1 CP.
_____________________________________________________________________________
The Trail of Death
By the way, this week was 'play someone you usually don't play' week.   In the process I learned that Andrew had never once played  Chris R.  That Jim L and not played Chris S (or Andrew) and that Kevin and Bob had not met in battle.

Kevin wrote:

We had clear weather and no events rolled.
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I had a marksmen die, but other that that I came out OK, I lucked out and was able to win. I captured one of Bob's guys, but holding p.o.w s for a payoff seemed unsporty and thugish. So we agreed on a 5 gold exchange for a show of good faith  Razz

The Red and Whites--1 CP

The Money Bags--2 CP
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSat 24 Oct 2015 - 21:55

The Games were as attractive as always. GREAT STUFF!   What a Face
AND the new Lizard Guy looks TERRIFIC...VERY WELL DONE, Chris R!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 25 Oct 2015 - 2:50

Thanks Al.
______________________________________________________________________________________
Another Jungle Ambush

22 Brauziet 2015
The Chronicle of the Karib Krusade

And so it came to pass that as the crusaders marched along a narrow jungle track, they were beset by the Undead and their human servants.  Arrows sought them from the jungle.  Ragged Undead men lurched from the treeline to block their path forward,  living men and dogs were dragged to their deaths.  A huge construct made of animated flesh appeared from the island they had just traversed to block the way back.  

Captain de Guzman formed a defensive square. He and Father Gottlieb rallied the Krusade.  Attackers fell with crossbow bolts embedded in living or dead flesh.  The vanguard hacked through the wall of zombies.  The Undead Prince withdrew once his ambush and failed.


The Krusade moves through the jungle.
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Zombies attack the head of the column.
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Fido (who looks a lot like the deceased Rufus) and Thing attack the rear of the column.  Five strength six attacks fail to down Thing...
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Post Battle
The Hounds flee with six or seven out of action, including two heroes.  The ambush was broken by archery and the timely intervention of a Carnivorous Plant and Tar Pit encounters.  A zombie or two are destroyed and one waif dies of wounds.  The Hounds become Lost in the Jungle again.
The Hounds of the Night--1 CP

The Krusade lost two hounds and veteran flagellant, SigmarDiosist, killed in action.  For the first time in the campaign, the Krusade managed to find Port Sigmar to trade. On the journey home, a band of goblin pyrates was encountered.  The Krusade captured four short bows, three spears and three greenskins. Replacements for the fallen were recruited.  In addition cargo yielded three Lucky Charms and one Whalebone charm.

Captain de Guzman gains +1 St. Solomon Bane II gains +1 T. Tomás de Torquemada gains +1 I.
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 25 Oct 2015 - 18:45

Beware the Tall Grass!

Now this were different.  I were up in the hills.  Now beyond the hills there be jungle, but there also be a stretch of flat plain.  I'd spied out that plain with me glass.  Packs of those tough things they call cold ones roam that plain, night and day.  The grass is taller than a man, so's ye cain't rightly see.  But from the hills, ye can see that grass move as things pass through, so's I could watch them gentry hunt, yessir.

Now I was up a bit, higher, see?  An I spied Cap'n Grouchy and his lads march inland again.  Same deal, different trail.  Well them stunties ended up marching onto the plain.  There were another crew out there, I heared the ruckus.  Out in the middle of the plain there be this old ruin, see. Only real high ground for leagues and leagues once ye are on that plain.  Well there were pyrates up there watching Grouchy and his lads advance.  But them slayers couldn't resist a challenge.  They fought those beasties right where the beasts hit 'em first.  Trampled that grass down so much, ye could see them orange crests standing up above the grass as they fought.


Cold Ones attack!
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The Ghost's infiltrators hold the temple for the whole game.
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The Hot Heads make a last ditch attempt to reach the temple.
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The Hot Heads' Tilean Marksman looks for a shot.
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Endgame two slayers out of action, four cold ones skinned.
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Yilderim wrote:
Fought in the tall grass next, neither side closed with the other, simply fighting the gold ones and getting rich. +280 gold from cold one hides... but then lost in the jungle and unable to shop. Scared off a skink hunting party in Exploration.
Crew of The Lady Graves +2 CP.

Jim L wrote:
I was lower than Andrew, he wins.
He gets 7 skins, I get 4.
No one died.
Last turn I had 7 or 8 cold ones still fighting.
Good thing I didn’t fight Andrew’s crowd, they’re meaner than crap.


Last edited by Von Kurst on Wed 28 Oct 2015 - 2:03; edited 1 time in total
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DeafNala
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeSun 25 Oct 2015 - 21:52

I don't suppose that Cold Ones will be on the endangered species list any time soon, but both games were FINELY narrated & BEAUTIFULLY photographed. GREAT WORK!   thumbsup
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PostSubject: Re: Pyrates of the Karribean V--Tzeentch's Triangle   Pyrates of the Karribean V--Tzeentch's Triangle - Page 4 Icon_minitimeWed 28 Oct 2015 - 2:50

Thank you again Al.  We had lots of games last week.
______________________________________________________________________________________
The Ghost and the Darkness
A Sabertooth dines on cultist

There be some killing gentlemen in these parts, I tell ye.  Ye can die of a hundred and one things before ye break yer fast in the jungle and not be likely to double up on any of them.  This one time I seed these Scaly fellas get into a scrap with them Cultists.  Now ye would think that with ax, club, dagger and arrow; a lubber would die of battle wounds.  No, this one gent was et whole by a great black cat with fangs six inches long I tell ye!  Cat charged out of jungle, grabbed that fella by the neck and was gone!  Just like that, didn't take but a second, that fella was not there.  Never even found the bones.

Lizards hunt cultists.
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Post Battle
A brethren is eaten by the Darkness.
The Cult of the Possessed--1 CP

Lizards--2 CP
____________________________________________________________________________________
The Secrets of the Beujuntae
A Chaos Daemon preys on the Hounds of the Night as Marienburg watches

Say ye be marching through the jungle and ye thinks to yerself, what be in that valley yonder? A valley ye never seen before, and have not seen yet?  Would ye know that ye be bewitched? There be Things in the jungle, lad.  Evil Things.  

Them Mary Anns, I seed 'em marching pretty as you please.  They marched into the jungle all parade ground polished.  Seed 'em through me glass, I did. They come back a little frayed, ye know. Daemons. Undead.  It takes the shine off, lad.


Hound henchmen encounter a carnivorous plant.  There were six in the valley...
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The Mary Anns have nearly reached the center ruins...
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The Hounds are spread out.  They have good reason.
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Fido was possessed by the Beujuntae. With 5 strength 6 attacks, Fido destroys Thing. Then Fido is in turn taken out of action by the shock of the daemon leaving his body. The daemon made the rounds of the Necrach warband, possessing the evil ones six out of the seven game turns. The Hounds are broken by the attentions of the daemon and flee the field.
Hounds of the Night--1 CP/+1 Pirate Curse Point

The Money Bags claim the Magic Sickle from the tomb. Kevin wins his third game.
The Money Bags--2 CP/+2 Pirate Curse Points
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