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 The Seal Of Sigmund, Flame On campaigning in Vercuso
WarbossKurgan
  Posted: Feb 11 2009, 12:31 PM


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Yes it's true! The Flame On forum ran aground, broke a mast and burned to the water-line.

But we are back like a Phoenix from the flames, and setting sail for Sartosa once again. Andy (Formerly Known as "Sizzling Gromril") is in the GM's seat this time so the weekly reports and summaries are bound to make great reading!

Pull up a chair mates! user posted image


QUOTE ("Andy")
The Seal of Sigmund - Week One

Okay. Since some of you slippery rubberneckers are crossing swords tomorrow we might as well get the ball rolling.

The setting is Vercuso, but not as we know it. It's 2459, fifty years before all that malarky with Nethrag and his scurvy-ridden lot. Nobody on the island has ever heard of a 'beastman', but that still doesn't mean everyone's getting on. Pirates are just as much a nuisance, sea monsters are still lurking in the salty depths and the place is still a dump. And now, to make it worse, a shiny new artifact has turned up on our fair shores.

Over the coming weeks, eight of them to be precise, there'll be fights, big fights and even bigger fights. Alliances will be forged, then broken, then forged again. Heroes will rise and fall, and if there's an undead warband taking part, they might rise again.

The aim is simple: have fun, weave some grand tales, model some groovy conversions and lay down your smack. But also, as purpose and direction seem to be in fashion, we'll set an overall goal for the campaign. The Seal of Sigmund - whoever has possession of it at the end of the eight weeks will be the grand winner. Of course we'll have to make up some sweet scenarios and crazy rules for aquiring it, as it might get a bit stagnant if we sit around waiting for someone to roll 10+ on the Seal Table.

So get out there, grab the nearest fishwife, and carve a name for yourself in the crumbling ruins of Vercuso. And don't forget to get your buckles swashed before you do.



The Seal of Sigmund was glimmering now, radiating brilliant light between the bloodstained fingers that gripped it.

“You'll never get the seal” barked Kasper van Dandt. He staggered back against the wall, left hand pressed against his opened side, gore streaming over the holy relic. A bent sword quivered in his right. The ghoulish figure in the shadows gurgled.

“Look at yourself, boy. Mortally wounded, struggling to stand up. You can't even hold your sword. You overestimate yourself”.

In quick response, Kasper's blade flashed out. One of the necromancer's fiends sagged back, head bouncing wildly across the stone tiles of the hall, cracking as it went. Still more rotted guardsmen shuffled forward.

The brave captain was at the window now. His skin was pale and gangrened, his eyes puckered and brown. The sorcerer's foul arts were ravaging his flesh. Another monstrous creature lurched at him and he lunged out. His longsword cut into its putrid stomach and the innards sloshed out like pig slop.

Then Kasper felt his mouth go instantly dry and his tongue lolled out, stretched beyond any sane size, and detached itself. It hit the floor with a wet slap. His clumsy screams came out like a madman's dirge.

“Give me the Seal” hissed the shrivelled old thing in the shadows. “I will spare you a long death”.

Kasper's sword clattered to the floor, his palsied fingers no longer able to clasp it. He considered the shambling cadavers trudging his way, and the hideous conjurer deep in the darkness. The Seal of Sigmund must never be taken, quoth his father upon his death bed. And so, as his wrecked flesh dribbled from his bones, he flung himself, seal and all, through the window, into the blasted landscape below.


QUOTE
The Seal Table

At the end of each game, instead of sending a hero to search for Wyrdstone you can send him to look for the Seal of Sigmund. Roll 3d6. If you roll a double, you may roll another 2d6 and consult the Seal Table.

2 – Aah, Zombies!: Uh-oh. Looks like you've stumbled across a cluster of the shambling dead. This doesn't look like it's going to end well. Take an Initiative test to see if you've got the cat-like reflexes needed to escape the horde. If not, the warrior misses his next game.

3 – Dead Body: Don't worry, this one has no head, or at least some other debilitating wound that'll stop it getting up and biting you. Unfortunately, it also doesn't have much money on it. You find d6 gold coins.

4 – Search Party: You're not the only one looking for the Seal. One of the necromancer's scavenger teams staggers across your path. It's okay, they haven't seen you, but one of them seems to be carrying a map of sorts. The warrior can flee, or he can charge the zombies to try and get the map. If so, there are d6 of the rotten sods. As they are so slow the warrior attacks first in every turn of combat against each zombie. If he can kill all of them he finds the map, which allows him or any member of his warband to roll an extra dice when testing whether he can search for the Seal next time. So instead of 3d6, he'd roll 4d6. Also, no xp is gained from slaughtering zombies.

5 – Creeping Fiend: You've perhaps travelled too deep into a cave or ruined house, and whatever is in there doesn't seem to like visitors. Fight a close combat against the creeping fiend, rolling to decide who charges. The fiend has the same statline as a Possessed. Roll on the serious injuries table as appropriate, treating the dead and captured results as a full recovery. Luckily for you the monster isn't hungry or in the mood for company.

6 – Weapon Cache: It looks like some arms dealers have been using this place as a cache. You find d6 daggers and d3 swords automatically. On a 4+ you find d3 bows and on a 4+ you find one suit of light armour. Nice.

7 – Storm: While you were searching a heavy tempest descended on the island. You'll have to stay where you are and ride it out. The warrior misses his next game unless he can pass a strength test and push his way through the howling winds.

8 – Ghost: Spectres, phantasms, disembodied souls. Call them what you want, just not to their face because there's one standing over there. Take a leadership test or miss your next game due to crippling fear.

9 – Nothing: You've found the most common thing on the island – debris. It's worthless.

10+ – The Seal of Sigmund: You've found it. It's the relic that thousands of men have died for. The van Dandt family died defending it, and now it's fallen into your lap. You may give it to any hero in your warband. For as long as he has the Seal, he may use prayers of Sigmar and can choose to add prayers in place of skills, in the same way as a warrior priest or matriarch. When receiving the Seal, the hero is assigned one random prayer. If the hero is evil, the Seal corrupts at his very touch, blackening in the palm of his hand. The hero may use Chaos rituals and can choose to add rituals in place of skills, in the same way as a possessed magister . When receiving the Seal, the hero is assigned one random ritual. The hero also gains +1 strength, +1 initiative, +1 weapon skill and +1 leadership. However, if the hero is taken out of action, roll a dice at the end of the game. On a 3+, the Seal is lost, and again falls into the ruins, to be found by another eager adventurer.


Right guys. This is the first campaign I've tried to organise, so it's probably going to be filled with inconsistencies, plot holes and general bad things. Any help or feedback is greatly appreciated. I don't want to be the Grand Overlord of the campaign, where what I say is taken as law. It's all about the players; so if people don't agree with the direction this thing is going, then please don't hesitate to put me in my place. Thanks a bunch, and have fun.


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This post has been edited by WarbossKurgan on Mar 18 2009, 04:55 PM
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WarbossKurgan
Posted: Feb 11 2009, 12:32 PM


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QUOTE ("Godfather Viktor")
Da Skullbashas (mis)adventures in Vercus

First thing first: the warband

Uglhog 'eadkraka (Boss): sword, shield
Gormug, Voiz o' Mork (Shaman): axe
Oggut Bonemangla (Big 'un): axe, shield
Skar Maddog (Big 'un): axe, sword
Da Stinky Gitz (3 Boyz): bows
Da Sneaky Stikkas (5 Goblins): spears, shields

Band members: 12 [b=red]Starting WBR[/b]: 120

And now, some fluff! (Bear with me, it's not that easy writing fluff in a language that's not your native one! wink.gif)

On a ramshackle encampment hidden on the southern heights of Sartosa, Oggut was bored, so he was bending over a gobbo. Suddenly green flashes blew off the shaman’s hut from the inside.

Dat’z goin’ be truble! Oggut thought, releasing the panting gobbo’s neck.
Gormug was floating in the air, yellow sparkles  and burned wood shards scattering all around.

“Me, da Voiz o’ Mork, iz speakin’! Da most ‘itty trinket iz kloze! Ya must grab it, Uglhog!”

Da Boss stared at the shaman. He’z skared, bad, bad fin’. Oggut couldn’t figure what will come next, but he didn’t expect anything good.

“Da piratez, dey knows!” barked the floating shaman.

“Ya ‘eard da shaman, ladz!” roared Uglhog finding his guts again “We'z gonna bash zum oomiez ‘till dey tellz where da trinket iz! Verkuzow, ‘ere we come!”.

A mighty Waaagh! erupted from the boyz’ throats, sending Gormug spinning all around to set on fire the surrounding trees.

Bashin’ oomiez, dat’z good! Oggut thought, enthusiastically running behind da Boss.
Yet, the flashes cracking from da Shaman’s head still worried him.
Dey ain’t no rite! Dere’z gonna be truble…

*****

Couple of days later Da Skullbashas, as da Boss had named them, were searching for loot around Vercuso docks.
No oomie knew anything worth about da trinket, but there where good fights in town, as good as brawling with the red haired stunties up in the mountains, so they stayed there.

Oggut was bashing some old caskets in a crumbling building when a gust of chilled air forced him to turn. A strange, big and scary oomie was running toward him. Long, blood dropping fangs jutted out from his mouth. The thing smashed Oggut against a wall and kept running ahead.

When the big ‘un come back to consciousness there were spooky oomies all around. A pack of them was pushing da Shaman into the dirty harbour waters. Up on a walkway the big scary ‘un and another pack of spooky oomies were munching the bones of one of the stinky gitz, their arrer boyz. A couple of hunchbacks just kicked another stinky git down a roof top, while an old oomie was clubbing the senseless body of the last one.

Oggut saw Uglhog at the bottom of a staircase leading to da big scary oomie. He was looking around in fear.

“Damn gobboz!” Uglhog shouted out “They’z never ‘round when ya needz ‘em! They needz teachin’ a lesson! Let’z go, ladz!” and quickly packed away.
Oggut dragged himself on the ground, following in the trail of his boss and away from da spooky oomies.

Me knew dere’z truble inna 'ere!

And so, after been ambushed by Dave's Undead ohmy.gif I've lost one of the Stinky Gitz sad.gif, earned a single piece of loot and gained an advancement for Gormug (+1WS) smile.gif.
New situation, then:
Members: 11 New WBR: 126

All in all, a great lunchbreak! :cool:
Could'nt wait for next one! biggrin.gif


This post has been edited by WarbossKurgan on Feb 11 2009, 01:06 PM
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WarbossKurgan
Posted: Feb 11 2009, 12:33 PM


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QUOTE ("Davespaceman")
Vampire Raziel

Couldn't sleep so got to writing some fluff for the undead warband not sure how good it is as it's now 4 am so I'll let you have a read and you can let me know what you think.

He had a life before but it is of little consequence as the day he was turned from the light is when his real life began.


Raphael was a tall and handsome as was Dumah for many a lifetime these two companions wandered the world learning what they could of the arts, the cultures and the women of the old world.

When they would arrive in a new town late of an evening or on a misty day dressed in the finest clothes they would soon become well known even liked by those they met for they had a way about them that was alluring to both men and women they had no trouble being invited in to the houses and mansions of the townsfolk to tell tales of the sights they’d seen or merely to share an ale and their charm was the undoing of many a young woman’s virtue but lusts of the flesh rarely held more than a passing distraction to the two as they were only truly satisfied by blood for they had forgone mortal life long ago and blood was their desire , their life. So although they were welcomed most places they visited the trail of death that accompanied them soon forced them to move on.

Of course sometimes they spent too long in one place and became hunted fortunately their blood lust had given them strength and skill to deal with most problems be it pitchfork wielding villagers or crusading witch hunters they never seemed to come away with more than a few minor wounds which healed in no time due to their dark gift.

As the years passed the two became stronger one would develop an ability usually soon followed by the other but after time it seemed that Raphael was always the first and the gap between his change and Dumahs’ grew ever longer.

Some time in to their third century of travel they were aboard a ship returning from Cathay when the sailors became nervy and huddled together away from the passengers whispering to each other. When questioned they revealed there had been a corpse found below deck mutilated like he’d been set upon by a pack of animals this perplexed the two as they were always careful when feeding on voyages as there was no where to escape should the heavily armed vast numbers of sailors become suspicious. The two requested to the captain could they question the crew and passengers feigning they had some history of upholding law he agreed what more could he do there was a murderer or murderers on board and he was a sailor not an inquisitor.

They questioned the crew and the passengers a scurvy disreputable bunch they were but none seemed to be touched by the dark like the two. It was later in the evening when Raphael went to the cabin of a young lady Named Helena after questioning her menservants he was allowed in to her room. instantly he could feel it he could smell it, it was feint and had been cleaned well but he could smell it the unmistakeable aroma of blood their eyes met without words each knew the other they discussed the situation and agreed to blame one of the other passengers. They went to his room where they slaughtered and fed upon his room mate in an orgy of blood and sex they returned to her cabin and cleaned themselves they then reported to the captain their findings and the poor “murderer” was thrown overboard and they continued on their way.

By the time the ship arrived in dock Helena and Raphael were in love Dumah had become distant it would seem he was  uncomfortable with sharing his companion with another the three now travelled as lords as Helena was rich and had many servants all vying for her attention to be bestowed with the gift. They settled in a land whose name and location is long forgotten to this author. They had money power and now vast lands over which to rule. This held little interest for Raphael he wished only to relax and enjoy himself but Dumah basked in it becoming ever more obsessed with power shutting himself off from his companion He now had a counsel of men all skilled in black magic all now closer to him than Raphael. Raphael began to worry for his friend for when ever he went to see him he was always turned away by one of his counsel. Even when Helena left leaving only a note of farewell his friend would still not see him.

After many years of this he could take it no longer he burst in to his chambers to find Dumah surrounded by hundreds of men chanting and in the middle with Dumah upon an alter was Helena she was chained, gagged and impaled upon it. Furious Raphael tore through the men; their resistance was no match for his strength and rage. He fought his way to the centre where he stood face to face with Dumah. Whereupon he was hit with a mighty blow which sent him across the room as he recovered he saw Dumah coming towards him. Raphael had always been the stronger of the two but it seemed this was no longer the case.

It seemed Dumah had also loved Helena and when he could not have her he plotted with his men to make her love him. He took her and kept her prisoner as he could not allow her to be with Raphael as due to his greater evolution in to vampirism he had grown to hate him.

Raphael rose to his feet and fought back the battle went for days but Dumah was energised by his men Raphael was alone and broken hearted by Dumahs’ betrayal. By the end of the fifth day Raphael stood over a beaten and bloodied Dumah he raised his hand to deliver the final blow when he saw his companions face and instead reached out to him as he pulled him up and held him he felt the sharp pain of a blade enter his side. He had been stabbed before but this was different he felt an energy surge through him then a coldness he fell to the floor, his body spasm out of control, As he lay there he saw his hands change to claws he felt his body change his thoughts began to slow his life his love all fading from his memory.

His body was cast out upon the steps and the doors closed on him.


He fled his mind now little more than that of an animal.

Centuries passed….

A few years ago he was found by a powerful necromancer feeding on animals and dregs. The necromancer sensing the power within him took him in and gave him shelter using his knowledge he restored some of his mind he knows none of his past life but for two things. He was wronged and the name Dumah.



So now till the necromancer has the power to restore his memory fully the beast that he has become searches for anything to help him remember his past

That is the history of the Vampire now known as Raziel.
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WarbossKurgan
Posted: Feb 11 2009, 12:34 PM


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Kommodore Deffgit and The Seal of Sigmund

The Hopeless Anchor inn, Vercuso, Sartosa.

An elderly, one-eyed, bearded Orc pirate looked wistfully down into his empty grog-glass and sighed. He had run out of drink and run out of gold. There was only one thing for it…

“Gather round mates, and I’ll tell ye a tale of days gone by.” said Kommodore Deffgit in a louder-than-absolutely-necessary voice.

The assembled Orc and Goblin pirates looked up and started to move chairs and stools closer to the smoky fire. The Kommodore gave a significant glance at his glass and the nearest Goblin rolled his eyes but stuffed a hand in his pocket: he knew how this worked. A drink was ordered for the old Orc and the crowd settled down to listen.

Deffgit took a sip of grog and leaned back in his chair.

“This was back in the days before them beasts came to the island,” he began “back when the air was cleaner and the merchant ships were heavy with loot and ripe for plunderin’. They was heady days back then but deadly too; a crew’d follow their cap’n into the jaws of a squig-whale if’n they thought there was loot in it’s belly. But their wasn’t so much unity between the pirates here-abouts: There wasn’t no common enemy y’see?”

The crowd nodded to each other sagely.

“There was always a rivalry between the various cap’ns – whether it was for the best prizes when afloat, or the best drinkin’ hole ashore – but it came to a head back when some fool said he lost a magical hoo-jib in Vercuso at the end of the winter of 2459. Nigh-on fifty years ago! There was mayhem for a couple o’months while crews from all over the island, and further afield, came here lookin’ for it and the promise of power it held.”

Deffgit paused for a while, lit a pipe, and stared into the middle distance. After a few minutes the crowd began to shuffle and cough impatiently and the Kommodore seemed to remember where he was. He cleared his throat and continued.

“It was about this time when the crew of the Ogresun, the old Ogresun you understand – not the slab-sided gunboat you all know now but me first ship. Ah, she was a weatherly craft and no mistake. Trim lines, sharp sailing and solid built too…”

At this point Deffgit rambled on for half an hour about the sailing qualities and speed of his old command before he was steered back on course by the persistent questioning of three Goblins and the purchase of another glass of grog.

“Aarr, it was about this time when the crew of the old Ogresun were searching the ruins around Southgate, near where the river comes through the old town walls, and we stumbled upon a bunch o’them wretched Halflings, Cormorant Rams-Eye’s lot I think, they was robbing the empty houses by the river while we was securing the vacant properties by the wall.”

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“We had gone though most of the houses on our side when the miserable little gitz spotted us and started running. We hadn’t any firearms with us so we relied on Hogbreff to throw firey death at them. As usual the death was somewhat lackin’ from his fiery throwings.” Deffgit chuckled “No offence Hogbreff!” in an aside. Hogbreff held up his mug and wobbled a bit to show none was taken.

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The Kommodore went on “As usual it was their vicious pigs what did most harm. Fishgutz got a nasty bite on the leg which took an age to heal proper. They had a small chest with ‘em and they seemed keen to be keepin’ it from us. While they was fleein’ they was chatterin’ and swearin’ about this magical wassname – which was the first we’d heard about the damned thing mind. We’ll that started a chain of events… which I’ll tell ye about tomorrow.”

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Deffgit finished his drink and left his audience wanting to buy him more. He grinned as he climbed the stairs to his room: tomorrows drinks would pay for themselves, and maybe the rest of the week if he could string out the tale of the Seal of Sigmund for long enough!
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Goomb
Posted: Feb 11 2009, 05:43 PM


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YAR! yarr.gif

Looks great, guys! My compliements to the Flame On! gamers. Great stuff. So, as I read over the posts, I have a couple of comments:

Davespaceman's Raziel story was interesting, but I was shocked by the length of some of his sentences. Stunning and amazing sentences, to be exact. Check this one out:

QUOTE
When they would arrive in a new town late of an evening or on a misty day dressed in the finest clothes they would soon become well known even liked by those they met for they had a way about them that was alluring to both men and women they had no trouble being invited in to the houses and mansions of the townsfolk to tell tales of the sights they’d seen or merely to share an ale and their charm was the undoing of many a young woman’s virtue but lusts of the flesh rarely held more than a passing distraction to the two as they were only truly satisfied by blood for they had forgone mortal life long ago and blood was their desire , their life.


I had to stop and take a couple breaths to read it! Davespaceman would benefit from a few periods, and it would not take away from his story.

Godfather Viktor did a good job. Not too many comments there, although it looks like he got pummeled by dead uns. Good to see another greenskin player in there.

Now, the last question/comment I had was: did you win, WBK? Seemed like it from the text, but I wasn't quite sure. Looking over the gits in the photos, looks like there are some new ones in there. They look great!

Can't wait for the next update.

Goomb
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Arrgberg
Posted: Feb 11 2009, 07:59 PM


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I asked the same thing on another forum...
unsure.gif

I'll not spoil his reply here though...
ohmy.gif
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Warboss Dragoneye
Posted: Feb 11 2009, 11:52 PM


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'tis a fine tale, Kap'n! I love the great scenery you always have for these.

A quick rules question-did Andy remove the option of searching for warpstone entirely, or can you just not look for the seal with the same hero? Resupplying could be tricky if it's the former...
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WarbossKurgan
Posted: Feb 12 2009, 09:17 AM


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QUOTE (Goomb @ Feb 11 2009, 05:43 PM)
Now, the last question/comment I had was: did you win, WBK?  Seemed like it from the text, but I wasn't quite sure.

Here's the answer I gave Arrgberg on Tom's forum:

QUOTE ("WarbossKurgan")

You don't think Deffgit is going to tell a pub full of pirates that the Hobbits won do you?!   yarr.gif

To be honest the game was fun but rather light on action! We searched all but two building, then we knew that whoever searched their nearest building next would loose (as the last un-searched building automatically has the loot) so Phil chose to wait and watch me roll. I rolled, didn't find it, and he grabbed the chest and ran. The Pigs vs. Fishgutz fight was pretty much the only thing that happened!
laugh.gif


QUOTE (Warboss Dragoneye @ Feb 11 2009, 11:52 PM)
A quick rules question-did Andy remove the option of searching for warpstone entirely, or can you just not look for the seal with the same hero? Resupplying could be tricky if it's the former...

Yeah, the single hero that searches for the Seal can't look for wyrdstone. The rest of your heroes still can.

Godfather Viktor is from the "Real World Equivalent" of Sartosa (Sicily), so he's in character all the time!

This post has been edited by WarbossKurgan on Feb 12 2009, 01:37 PM
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WarbossKurgan
Posted: Feb 16 2009, 10:09 AM


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QUOTE ("Andy")
The Slippery Fishwife - Issue One


Welcome, dear readers, to the inaugural issue of The Slippery Fishwife, your soon to be one-stop-shop for all information, rumours and secrets around Vercuso. We're hoping to succeed in a market where others have failed; others such as Treasures and Tentacles, Mad Mango's Briny Broadsheet and The Slippery Jack Appreciation Society's Weekly Newsletter.

Strange figures have been seen lurking in the alleys and sewers of our pleasant town. Some witnesses report rotted faces behind tattered hoods, bones jutting from battered armour and of grinning skulls in the night. Others speak of strange creatures loping across the sands of Dead Ship Bay, of fleeting shapes in the periphery of their vision. Most reports are unfounded, coming from crackpots and vagrants, but one or two tales have been told by respectable members of the public.

The town magistrate, the notable Viktor Bansant, talked of his startling encounter with a heinous beast in the twilight hours. He spoke of noises in his house, and of investigating them, sabre in hand ready to fight off what he assumed to be a cat burglar. He called to the raider, and when it turned, Bansant tells of its grotesque features, its distorted face, haired body and apish limbs. He screamed and the thing retreated into the street.

Some say these ghoulish happenings are connected with the rumour that the Seal of Sigmund has landed upon our shores, but only the gullible and the foolish believe it is actually here. We encourage any dimwits to cease such talk, as it tends to attract unwanted guests.

And speaking of unwanted guests, fame-hungry warbands are already turning up on our vibrant shores, stalking silently up the docks in the night or announcing their arrival with as much fanfare as is affordable. These incalculable rogues are already causing havoc, and numerous skirmishes have been reported in the streets. A little fat halfling named Cormorant and his cadre of little fat troublemakers allegedly launched an unprovoked attack on a band of wandering greenskins. The area of Southgate was left in a mess, more so due to the after-fight outburst of the greenskin's deaf captain than from any inter-gang violence.

A local shopkeeper had this to say: “Bloody ingrates. I've had this net shop for longer than I can remember, and now it's trashed. If I don't see that Deffgit for another fifty years I'll be a very happy man!”

There is no end to the violence. Another brawl broke out around the harbour. The gentleman scholar Raziel was unlawfully assaulted by a feckless mob of brutish orcs. The poor fellow was minding his own business when he and his retinue were jumped. Such disregard for order is an atrocious affront to all this newspaper stands for and must not be tolerated. We are legally obliged to tell you that some rabies-ridden, pox flustered, syphilitic imbeciles have speculated that Raziel may be a vampire or a werewolf. But these are merely ravings that do nothing but despoil his aristocratic name.

So, dear readers, until next issue we can only say this: Stay safe, stay indoors, and avoid these inbred so-called 'adventurers' like the plague; knowing them they probably carry it. After all, we have no idea what disease choked wasteland they're coming from.


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This post has been edited by WarbossKurgan on Feb 17 2009, 09:28 AM
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WarbossKurgan
Posted: Feb 17 2009, 09:26 AM


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Da Skullbashas (mis)adventures in Vercuso

QUOTE ("Godfather Viktor")
Bad luck, bad luck and more bad luck! That was all da shaman’s vision had brought him so far. Yet Uglhog was too scared of the worse luck that can be brought by not listening at da shaman’s words.
The brawl with the spookiez had had a horrible effect on the ladz, especially since Oggut didn’t stop groaning about the troubles they were having in Vercuso. Even the lesson on the gobos didn’t help cheering ‘em up.

Maybe the loot carried by that bunch of oomies, da expendable somefin’ were they called, would do. So he bellowed to advance, and rushed ahead of the ladz, just to notice they were not the only ones after da oomies’ loot.

Bad luck, bad luck and more bad luck! And so thinking Uglhog spit toward each of the others band encroaching toward the oomiez. A group of fatty lit’l ‘uns was taking position on a high building on his left, while a pig herd was rushing towards his gang. He’d heard bad stories ‘bout those pigs and the fatty ‘uns from Deffgit, dat untrustworthy sea scum.

In front of them, past the oomiez, some skinniez were approaching. On the other side a bunch of shambling figures was emerging from the darkness.

Suddenly three oomiez charged the Sneaky Stikkas, calling on their god, while the rest of them turned toward the skinniez.
The gobbos ganged against the yelling madmen, just able to halt them.

Gormug and Skar passed him, ready to stomp onto two more oomiez shooting at the skinniez, when suddenly the pigs were on him. Screeching and biting they pushed him back, but they ain’t tough as the boars he was used to deal with. A few well placed slaps of his choppa and two of them were down, enough to scare the rest away.

He turned back, ready to join da shaman against da oomie, but Gormug had already beat him down with his waaagh clubba. Uglhog spitted toward da shaman, just to be sure no bad luck will spill from the magic weapon and attach to him.

Both da shaman and Skar were now stripping the oomiez of their loot, while the Sneaky Stikkas and Oggut were still kicking the madmen.

Good, bad luck iz gone away! and so thinking Uglhog turned toward the rest of the oomiez, now fighting the skinniez. There was more fight and more loot there!

“Da spookiez! Dat’z truble!” that was Morkdamn Oggut screaming from the other side of the street. But he was right, the old oomie wiz was coming toward ‘em with a pack of spookiez.

Da boss kicked a couple of gobbos. “Keep ‘em away or me’ll teach ya anoder lesson!”
The Sneaky Stikkas stood where they were, the spookiez being a better alternative to da boss attentions.

“Al rite, ladz! Let’z run!”
“Wait, ya boss!” Badjaw, one of the Stinky Gitz was dragging an oomie behind him.
“Me found dat 'idding! Sure he knowz ‘bout da trinket!”
“Ya klever, boy!” Uglhog grinned at him “Tonite ya’ll got zum extra brew!”

It seemed bad luck was really goin’ away…yet Uglhog thought it was time to make himself a lil’t lucky trinket.

And so it is. Another glorious Luncheim! biggrin.gif
I still have to do some trading and recruiting, but surely Da Skullbashas had a boost from that fight! cool.gif
New stats!
Members: 11 WBR: 145 Treasury: 110gc
One of the Sneaky Gitz is now an hero and I've also got a Straggler during exploration (double 4). wink.gif


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This post has been edited by WarbossKurgan on Feb 17 2009, 09:30 AM
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WarbossKurgan
Posted: Feb 17 2009, 09:36 AM


Swashbuckling Pirate Orc Admin!
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Posts: 8,439
Member No.: 198
Joined: 26-February 04



QUOTE ("Andy")
Ok, I spent the entire game trying to come up with a piggy pun, but with no luck. It's just hit me now: I was ham-bushed. Zing! laugh.gif
QUOTE ("Davespaceman")

Thats "hog"wash you came up with the hogs of war quote thats nothing to "snort" at.

Pictures and film will be up loaded soon.

QUOTE ("Godfather Viktor")
So...how the ham-bush ended?

QUOTE ("Andy")

Dave made off with every single piece of Wyrdstone, so I guess that makes him the winner. The halflings were the only ones left at the end of the game to contend with the undead.

The vampire was sold to the pits, as was one of my witch hunters, and they both managed to win their fights. Phil sent Leon the Pig Farmer to look for the Seal of Sigmund, but he got trapped in a storm and is missing his next game.

Tim's dark elves didn't fare well on the injury table.

All in all a great game.

QUOTE ("zelophahad")
QUOTE ("Andy")
Phil sent Leon the Pig Farmer to look for the Seal of Sigmund, but he got trapped in a storm and is missing his next game.

Actually, we realised a bit later that I didn't - because he was taken out of action, he wasn't allowed to look for treasure! (But he may miss the next game anyway, thanks to his 'Old battle wound'! rolleyes.gif )

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WarbossKurgan
Posted: Feb 17 2009, 09:40 AM


Swashbuckling Pirate Orc Admin!
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WarbossKurgan
Posted: Feb 18 2009, 10:46 AM


Swashbuckling Pirate Orc Admin!
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Member No.: 198
Joined: 26-February 04



QUOTE ("zelophahad")
After the five-way madness of Monday Luncheim (in which I feel the halflings acted with an admirable concern for self-preservation wink.gif ) I lost only another piggie (a second other piggie escaped the pot, and Leon got away with a recurring injury). Here's my updated list:

The Rhyme of the Ancient Marinader

HEROES
Cormorant Rams-Eye (elder, uncle of Gordo) - leader, quickshot, dagger, bow, hunting arrows, sword, buckler, helmet
Harry Haricot (chef) - master chef, cleaver (axe), tenderiser (mace), pairing knife (dagger); now T3!
git Turnip (theif) - infiltrator, pick locks, cutpurse, sword, dagger, crossbow pistol, rope & hook
Oliver (youth) - scale sheer surfaces, dagger, hammer, bow
Leon (youth) - dagger, hammer, bow, old battle wound

HENCHMEN
The Rampant Lions (5 halfling scouts) - dagger, bow, hunting arrows; now BS 5!
The Trotters (4 piggies: Breakfast, Lunch, Tea and Dinner)

Rating = 134 (14 members)


The Expendables

QUOTE ("Andy")
Ludwig the Extremely Brave jangled his key chain again and the baby pawed at them madly. It was rubbery and grossly overweight, and as devoid of hair as its father was, with a head as smooth as a billiard ball – a family trait.

“Little Ludwig” sang the father. “One day you'll grow to be quite a man. I reckon the enemies of righteousness with fear your very name. I fathom the daemons of the deepest dark will tremble as you pass. Ha, yes. Ludwig the Brave they'll call you”. The baby merely gawked at the keys with vapid eyes, gurgled a bit.

The burly warrior priest rose, dropped the fat little child back into its cot, strode to the door.

“I'll be away for a while. Keep the house safe while I'm gone, my little champion of light”. The baby burped.

* * *

There was a monstrous crash and voices rose from every direction. From behind, a guttural howl tore through the night. To the east, a squawking of goblins. To the fore, the mindless chirping of Moot folk. To the west, a mad cackling, as of elves from the darkest reaches of the world.

“Ambush! Ambush!” hollered Ludwig the Extremely Brave. “Break formation! Find your own targets! Kill all you can! In the name of Sigmar I command you to kill”.

The witch hunters scattered like a pack of wild dogs. The priest's oratory had filled them with a blood hunger, a need to slay in the name of their god. The hounds went slavering forward in a blur of fur and teeth. The street lepers, even though crippled, their limbs ravaged and atrophied, staggered onward, gobbets of flesh sailing from them with each sudden movement.

“Kill! Maim! Kill!” mumbled Hansel, the half-wit, the clumsily appointed captain. His axe went thudding into something huge and brutish, and for a moment it looked as though he had gotten the better of it. And then it roared, seemingly spurred on by its pain, and pulled him down with tree-trunk arms.

Sunny Yellowbrook, the hired halfling guide, was sheared in two, then three, and his mangled carcass was tossed to a gaggle of squabbling goblins. A shame; Ludwig was beginning to like the fellow.

The priest had found his prey: a thin woman, wild haired and wielding a pair of thin blades.

“Die you hellish witch” he bellowed, and thundered towards her. His hammers were slow and were easily avoided. He saw the female move, but then it went black.

* * *

The bag was torn from Ludwig's head and he gasped for air. His brow was caked in blood and he was sweating wildly. A man stood there, thin as a wick, with a sallow complexion and jagged armour. Another man, this one hideously fat, seemed to be appraising the priest.

“Let me look at his teeth. You can tell a man by his teeth” he wheezed. It seemed speech itself was an effort for this man. A pair of cruel hands grabbed Ludwig's jaws and pulled them open. He tried to bite down, but was weak and beaten.

“I'll take him” struggled the bloated man. And Ludwig was dragged away, into a life of servitude or combat or some other hellish nightmare.


This post has been edited by WarbossKurgan on Feb 18 2009, 10:54 AM
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Warboss Dragoneye
Posted: Feb 18 2009, 12:14 PM


Pyromaniac Goblin Warboss
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Gah! The puns...the puns!

These reports always put me in the mood for a good game of Mordheim; yer doin' 'em right, Kap'n!

This post has been edited by Warboss Dragoneye on Feb 18 2009, 12:15 PM
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WarbossKurgan
Posted: Feb 19 2009, 12:25 PM


Swashbuckling Pirate Orc Admin!
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Joined: 26-February 04



QUOTE
Slippery Jack, the Monster of Vercuso

Long have the murky waters around Vercuso harbour been terrorised by the creature known as Slippery Jack. The massive, many-tentacled beast is a universal presence in the harbour, and always seems to be watching and waiting when he senses warbands near the water’s edge. Rather than risk a watery grave (or worse) Vercusians often leave treasure floating on the surface of the waters, ripe for the picking of those brave or foolish enough to dip their toes in the harbour…

The Murky Waters

Slippery Jack’s presence in the waters of Vercuso causes unpredictable and dangerous currents and undertows. The following rules apply to the harbour waters when Slippery Jack is in play:
• Difficult terrain (move at half speed)
• Soft cover (-1 to hit for missiles)
• To climb out of the water, a model must pass an Initiative test or it cannot move.
• If a model is knocked down while in the water, it cannot move at all or do anything until its next recovery phase.
• If a model is stunned while in the water, it must immediately take an armour save: If the save is passed the model has sunk beneath the waves into Slippery Jack’s clutches! Otherwise the stunned model is affected in the same way as above.
• If a model is taken out of action while in the water, it automatically passes into Slippery Jack’s clutches (see below).

Slippery Jack

The beast has many tentacles blindly probing the murky depths of Vercuso harbour, but when they sense movement in the water they swiftly move to drag their unfortunate prey to its doom.
• The Slippery Jack counter starts in the centre of the water board and then moves D6" in a random direction at the start of every player’s turn. It will pass under floating objects, or move along the shore.
• If any model goes in the water, Slippery Jack immediately moves 2D6" directly towards it. If the model is trying to go into the water and then out again, it may complete its movement only after Slippery Jack has been moved. Thereafter, Slippery Jack will move 2D6" directly towards the nearest model in the water at the start of every player’s turn.
• If Slippery Jack comes into base contact with a model, the individual is automatically taken out of action. No fighting back, no saves, no excuses. The victim has been pulled down into Slippery Jack’s clutches in the briny/brackish depths (see below)!
•      If two or more models are in combat in the water, they attract more attention than individuals attempting to be stealthy. The Slippery Jack counter will always move 2D6" towards a combat in preference to individuals (of course any individual passed through to get there will find themselves in his clutches too!). If Slippery Jack touches any model in combat, all models in the combat will automatically be pulled down into his clutches, although if any models in the combat were not actually touching the water, they will escape if they can pass an Initiative test.
• After taking a model, the Slippery Jack counter disappears until the start of the next player's turn when he reappears in the centre of the board and acts as above.

Flotsam and jetsam

All manner of wondrous treasure is left floating on the water in fear of Slippery Jack.
• The floating treasure counter starts in the middle of the water board and then moves D3" in a random direction at the start of every player’s turn. It cannot pass under other floating things but will move along them (or the shore).
• A hero may search the treasure by making base contact with it, but must be in the water to do so. The floating counter is worth D3-1 treasure (roll when searched), and also contains a clue to the whereabouts of the Seal of Sigmund! Place a normal treasure counter by the hero, which may be passed on to or picked up by other heroes as per usual rules. Whichever hero has the counter when the game is over may roll an extra dice when testing to search for the Seal after the battle.


Slippery Jack’s Clutches (alternative Serious Injury Chart)

If a henchman falls into Slippery Jack’s clutches, roll for injuries after the game as normal. But if a hero suffers this fate, roll a D66 on the following chart instead of the normal heroes’ serious injury chart:

11-15 Drowned
The hero and all his equipment are devoured by Slippery Jack. Remove him from the warband’s roster.

16-25 Disappeared
The warrior has vanished beneath the murky waters. He will miss his warband’s next game. At the end of the missed game roll again on this chart adding +1 to the roll (cumulative if this result is rolled again).

26-31 Washed up
The hero is found by his companions, naked and semi-conscious on the beach. All his equipment, weapons and armour are lost but he is otherwise unharmed.

32 Psychological scars
The warrior won’t talk about his experiences in Slippery Jack’s clutches, but they’ve affected him deeply. Roll a D6: 1 = stupidity and frenzy ; 2-3 = stupidity;  4-5 = frenzy; 6 = -1 Initiative

33-34 Fear of the waters
The terrors of the hero’s experience beneath the murky waters have affected him to his very core. Whenever the warrior finds himself within 6" of the murky waters, he must take a Leadership test as per an All Alone test (page 22 in Mordheim rules). If he fails, he will always run for the nearest point on the table edge he can get to without moving closer to the waters.

35-37 Nemesis complex
The hero’s experiences have left him with a psychotic hatred of Slippery Jack which drives him on a foolish, futile (and probably terminal) quest to wreak his revenge on the monster. From now on, whenever he is within line of sight of the murky waters and not able to see any enemies, he must move directly towards the waters as fast as possible.
If within charge range of the water he must charge into the water in the direction of the Slippery Jack counter even if he can’t reach the monster himself.
Once in the water, the hero must pass a Leadership test at the start of his next turn to recover his senses. If he fails, he will continue to try and charge Slippery Jack! Of course, should he come into base contact with his ‘nemesis’ he will instantly be taken out of action and have to roll again on this chart at the end of the game!

41-55 Full recovery
Whether by luck or skill, or by tasting repulsive, this warrior is not destined to be Slippery Jack’s dinner… this time.

56-57 Fighting chance
The hero has found himself wrestling among the tentacles of the sea monster and may be able to fight himself free! Fight a combat with Slippery Jack’s tentacles using the Chaos Spawn profile. The fight is a swirling, thrashing melee under water so neither side counts as charging, but are locked in combat from the outset (i.e. no shooting!).
If the warrior looses, roll again on this chart, re-rolling results of 41 or above.
If the warrior manages to win, he automatically gains +1 experience and then rolls again on this chart, re-rolling results of 36 or below (yes, he can end up fighting again!).
The outcomes of these fights have no effect on Slippery Jack – he’s a big monster with plenty of spare tentacles!

61 Sunken treasure
Having been sucked down into the depths, the warrior has not only found, but has somehow managed to escape the waters with a rusting, barnacle-ridden chest containing D6 pieces of treasure. He also gains +1 experience.

62 Hardened
The hero has survived unimaginable terrors at the hands of Slippery Jack and nothing can scare him anymore. From now on he is immune to fear and all alone tests, and adds +1 to his leadership. He also gains +1 experience.

63 Swimmer
While struggling against Slippery Jack in the murky depths, the warrior was delivered by the beautiful forms of the mer-people (or hideous forms of the sea-daemons, as appropriate!) who have shared with him their own affinity for water. From now on, the hero may move at normal speed in all water and counts it as hard cover (-2 to hit). Furthermore, he can choose to be ‘invisible’ to Slippery Jack when in the water (i.e. the model is ignored when determining the monster counter’s movement). He also gains +1 experience.

64 Aura of the depths
The hero’s experiences have left him with a terrifying self-confidence. He causes fear and hates all enemies from now on. He also gains +1 experience.

65 Secrets of the depths
No one is quite sure exactly what happened, but the hero appears to have gone through some kind of mystical experience. If he was a magic-user, he may choose an additional spell from his normal spell chart (or choose to cast one of his current spells with a +1 modifier).
If he was not a magic-user before, he becomes one, using the normal spell list for his warband (or something appropriate if his race’s rules don’t include magic-users). He starts with one free, randomly generated spell. He also gains +1 experience.

66+ The Seal of Sigmund
You’ve found it! Deep beneath the waves, in the clutches of the great monster, the warrior discovers the artefact everyone is looking for! See the 10+ result on the Seal Table. He also gains +1 experience.

…or, if the location of the Seal is currently known (i.e. someone already has it):

Veteran of Slippery Jack
The warrior emerges triumphant and glorious from his watery encounter. In addition to +2 experience, he gets a free roll on the hero’s advancement table, and is allowed to re-roll any of the dice rolls involved (remember you can never re-roll re-rolls).


This post has been edited by WarbossKurgan on Feb 19 2009, 10:41 PM
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