Campaign Thread

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Campaign Thread

Post  RickyDMMontoya on Mon Jan 02, 2012 12:21 am

I decided to make a campaign thread.

Going to be using the Blood in the Badlands Campaign rules.

To start, each player needs to choose an army. The racial rules are as follows:
Beastmen: Any tiles occupied by a Beastmen Army or adjacent to a Beastmen Army don't get bonuses to their fortification rolls from fortresses or cities (fortification rolls are a saving throw to prevent enemies from capturing a tile).
Bretonnia: Bretonnian armies add +1 when rolling to see how far they move (normal armies roll D3).
Daemons of Chaos: Before any player gets to move, all Daemon armies get to move 1 space in any direction.
Dark Elves: For every battle won in the previous turn, Dark Elf players get +1 on any rolls on the Mine table.
Dwarfs: Dwarf mines add +1 to the fortification saves of the tile they are in and any adjacent tiles.
Empire: Empire cities and fortresses add a further +1 fortification bonus.
High Elves: High Elf armies can re-roll the D3 to see how far it moves. High Elf players count all coastal tiles as adjacent to their empire regardless of their position.
Lizardmen: Lizardmen Cities also count as Wizard's Towers (swap the random events roll and all battles fought there all Wizards have Loremaster)
Ogre Kingdoms: The capital of an Ogre Empire can move like an army.
Orcs and Goblins: Whenever an Orc or Goblin army is removed, it is replaced back onto the map.
Skaven: Can tunnel anywhere onto the map.
Tomb Kings: Can remove an army once per turn from anywhere and put it anywhere in their borders. Don't have to leave an army in their borders (all other armies have to leave at least one army within their borders.
Vampire Counts: VC Characters can re-roll results on the character injury table.
WoC: Enemies get -1 modifier on their fortification saving rolls.
Wood Elves: Add an additional +1 to fortification saves for forested tiles.

Then you need to choose 3 characters. One as the overall general, and two as his Lieutenants. Each of these characters will lead one of your armies. When you fight battles, you have to use the character leading the army. As the battles progress, characters will become Heroes of Legend, and units will become Regiments of Renown. Once this happens to your units, they gain extra abilities and items, but you have to include that unit or character, without changing them at all, in the army they belong to each battle that army plays.

I think that once a magic item gets used as part of the equipment on a Hero of Legend or Regiment of Renown, you can't include it on other units.

Other than that, you get to create your army fresh for each battle. If an army is removed from play, it comes back next season.

So if everyone wants to post their chosen army and the name, background story and unit type for each of the generals/lieutenants, we can get everything going!


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Re: Campaign Thread

Post  RickyDMMontoya on Mon Jan 02, 2012 12:27 am

Campaign Rules here: http://www.4shared.com/get/pbQpUeT7/20120115205801.html

Map to come tomorrow.

Please finalize all players, generals and lieutenants.


Last edited by RickyDMMontoya on Thu Jan 26, 2012 8:13 am; edited 4 times in total

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Re: Campaign Thread

Post  RickyDMMontoya on Mon Jan 02, 2012 12:27 am

Player Summary:
Andre
Army: Dwarfs
Symbol: Anvil
Hexes: 7
Relics: 0
Mines: 1

Army 1
Heroes of Legend:
General Alrik Rey Enano - Dwarf Lord with: shieldbearers; Great Weapon with Master Rune of Kragg the Grim, Rune of Snorri Spanglehelm and Rune of Fury; Gromril Armour with 2x Rune of Iron and Rune of Preservation.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Vraff Starshard - Runelord with: shield; Gromril Armour with Rune of Stone; talisman with Master Rune of Balance; hand weapon with 2x Rune of Fury and Rune of Cleaving.

Regiments of Renown:
N/A

Notable Victories: Glorious victory over the Elves following Bilgarim Whitestar. Whitestar taken prisoner.
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Mhael - Daemonslayer with: hand weapon with 2x Rune of Fury and Rune of Snorri Spangleheim.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: None
Dom
Army: Empire
Symbol: Crown
Hexes: 8
Relics: 0
Mines: 1

Army 1
Heroes of Legend:
General Nicoli Aldrech - General of the Empire with: full plate armour; hand weapon; pistol; Fozzrik's Folding Fortress.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Rufus Wedgehem - General of the Empire with: full plate armour; Fencer's Blades; Potion of Strength.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Bruno Von Kemp - Templar Grand Master with: barded warhorse; full plate armour; shield; lance; Rod of Command; Dawn Stone.

Regiments of Renown
Von Kemps Devastating Lancers - 30 Inner Circle Knights with: full command; Devastating Charge.

Notable Victories: Charged forth from their underground tunnels to annihilate the forces of Olaf Helmüt.
Notable Defeats: None
Darren
Army: Ogres
Symbol: Gold Pile
Hexes: 8
Relics: 0
Mines: 2

Army 1
Heroes of Legend:
General Tolgus - Tyrant with: great weapon; Giantbreaker Big Name; Gut Maw Armour; Talisman of Endurance.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: Bested by Lord Zhul’s force, but they injured the mighty Slann.

Army 2
Heroes of Legend:
Lieutenant Vigor - Tyrant with: additional hand weapon; Mawseeker Big Name; Armour of Fortune; Luckstone; Potion of Foolhardiness.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Skugg - Tyrant with: heavy armour; Siegebreaker; Talisman of Protection.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: None
Zach
Army: Lizardmen
Symbol: Gem Pile
Hexes: 9
Relics: 0
Mines: 0

Army 1
Heroes of Legend:
General Lord Zhul - Slann Mage Priest with: Lore of Light; Focus of Mastery; Focused Rumination; Higher State of Consciousness; Soul of Stone; Book of Ashur; Divine Shield of the Old Ones.

Regiments of Renown:
The Dragon Fangs - 8 Kroxigor with Ancient and Standard Bearer with Haunchi Blessed Standard.

Notable Victories: Victorious over Tyrant Tolgus, at the cost of great injury to Lord Zhul himself.
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Mage Priest Tlatecuhtli - Slann Mage Priest with: Lore of Life; Focus of Mastery; Focused Rumination; Becalming Cogitation; Soul of Stone; BSB upgrade; Banner of Eternal Flame; Cupped Hands of the Old Ones; Iron Curse Icon.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Zarak'tekesh - Saurus Oldblood with: Cold One mount; great weapon; Armour of Destiny; Dawn Stone; Venom of the Firefly Frog.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: None
Eric
Army: Tomb Kings
Symbol: Godly Visage
Hexes: 6
Relics: 2
Mines: 1

Army 1
Heroes of Legend:
General Ehrez - Settra the Imperishable with: Lore of Nehekhara; light armour; Blessed Blade of Ptra; Crown of Nehekhara; Scarab Brooch of Usirian; Chariot of the Gods.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant ŒAEI - Liche High Priest with: Lore of Nehekhara; Level 4 upgrade; Earthing Rod; Opal Amulet.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Eru - Tomb King with: Light Armour; shield; Destroyer of Eternities; Potion of Toughness; Talisman of Endurance*; Trickster's Helm*.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: Defeated by the shambling hordes of Diedrich van Gilkenstein
Joe
Army: Vampire Counts
Symbol: Evil Skull
Hexes: 7
Relics: 2
Mines: 3

Army 1
Heroes of Legend:
General Maydrek the Deformed - Ghoul King with: Lore of Vampires; Terrorgheist mount; Skabscrath; Dragonbane Gem; Aura of Dark Majesty; Beguile; Dread Knight; Summon Creatures of the Night; Rod of Flaming Death*.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Aelfrik the Black - Ghoul King with: Lore of Vampires; Sword of Strife; Potion of Strength; Forbidden Rod; Curse of the Revenant; Beguile; Summon Creatures of the Night.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 3
Heroes of Legend:
Lieutenant Diedrich van Gilkenstein - Master Necromancer with: Lore of Vampires; Level 4 upgrade; Black Periapt; Seed of Rebirth.

Regiments of Renown
Guardians of the Crypt - 28 Grave Guard with: great weapons; full command; Banner of the Barrows; armour piercing.

Notable Victories: Victory over Lord Eru
Notable Defeats: None
Brent
Army: High Elves
Symbol: Eagle
Hexes: 8
Relics: 0
Mines: 2

Army 1
Heroes of Legend:
General Yrlis Bluestorm - Prince with: barded elven steed; Dragon Armour; lance; Golden Shield; Vambrances of Defence.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Bilgarim Whitestar - Archmage with: Moon Dragon mount; Lore of Life; Silver Wand; Gem of Courage; Talisman of Preservation.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: Defeated by Vraff Starshard, Bilgarim Whitestar taken prisoner.
Army 3
Heroes of Legend:
Lieutenant Rylanus Evaenarion - Prince with: Dragon Armour; shield; Blade of Sea Gold; Temakadors Gauntlets; The Other Trickster's Shard; Luck Stone.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: None
Nathan
Army: Dwarfs
Symbol: Dwarf face
Hexes: 8
Relics: 1
Mines: 1

Army 1
Heroes of Legend:
General Bullhorn Rindhølen - Dwarf Lord with: shieldbearers; great weapon with Master Rune of Kragg the Grim, Rue of Might, Rune of Snorri Spanglehelm; Gromril Armour with Rune of Stone; talisman with Rune of Spite.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: None

Army 2
Heroes of Legend:
Lieutenant Olaf Helmüt - Daemon Slayer with: hand weapon ith Rune of Swiftness, Rune of Snorri Spanglehelm, Rune of Might; talisman with Rune of Brotherhood.

Regiments of Renown:
N/A

Notable Victories: None
Notable Defeats: Devastated by the forces of Bruno von Kemp so badly that Olaf took the Slayer’s Oath in shame.

Army 3
Heroes of Legend:
Lieutenant Anvilhead Holmlünd - Runelord with: Anvil of Doom; shield; hand weapon with Master Rune of Flight, Rune of Fury x 2; Gromril Armour with Rune of Stone; talisman with Master Rune of Balance.

Regiments of Renown
N/A

Notable Victories: None
Notable Defeats: None


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Re: Campaign Thread

Post  nathanr on Mon Jan 02, 2012 1:15 am

Characters:
Dwarf Lord Bullhorn Rindhølen armed with an axe with the master rune of kragg the grim, rune of might, and rune of snorri spanglehelm. He wears gromril armor with the rune of stone and his iconic horned helm bears the master rune of spite. He is carried into battle atop the shield of his clan.

Lord Olaf Helmüt armed with an axe inscribed with the master rune of swiftness, rune of snorri spanglehelm, and rune of might. He wears gromril armor with the rune of stone and rune of preservation. A ranger of many years, he bears a belt inscribed with the rune of brotherhood. He also carries a battered shield and an intricate dwarf handgun.

Runelord Anvilhead Holmlünd entrusted with the clan's anvil, his staff is enscribed with the master rune of balance. His hammer bears the master rune of flight and two runes of fury. His gromril armour bears the rune of stone and he carries a shield.

Back Story:

Lord Bullhorn once was lord of a hold of his own in the world's edge mountains. During the Storm of Chaos his hold was beseiged by a vast daemonic force. The dwarf defenders held the gates against the hordes of chaos until the frustrated and impatient daemons filled the hold with molten stone with many dwarfs still inside. A handful of survivors escaped with Bullhorn's hammerers pulling their lord to safety against his will. The refugees traveled to Karaz-a-Karak where the High King granted them shelter.

Since that day, Bullhorn has become a trusted general and advisor to the king, often leading armies against foes of the dwarfs. His heart still yearns for a hold of his own however and with word of a discovery of Gromril ore, the High King has appointed Bullhorn to lead an exploratory mission. Their orders are to secure the location of the supposed Gromril and if it is worth mining, carve out a new hold for the betterment of the Dwarf Empire.

The High King has spared no expense in this enterprise and Lord Bullhorn marches at the head of a vast host of dwarfs. His own bodyguard of hammerers march alongside warriors, longbeards and ironbreakers in ordered ranks. Steam-powered wagons guarded by quarrellers and thunderers carry war machines and even an ancient anvil under the watchful eye of Venerable Runelord Holmlünd. Veteran Rangers and gyrocopters scout ahead of the marching host, led by Ranger Lord Helmüt who's knowledge of the world beyond the dwarf holds surpass the outdoorsmen of most races and are unheard of for a dwarf. Word has reached Bullhorn of armies of other races also operating in the area and while he has no orders to start a war, he will not shy away from conflict and has the full backing of the High King.


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Re: Campaign Thread

Post  RickyDMMontoya on Mon Jan 02, 2012 3:11 am

The General/Lieutenants have to be taken exactly the same in each game you play. Regardless of points costs or anything else.

I imagine that most games played will be 2500, at any rate, but pick their names, background story and equipment now. It has to stay the same each time their army fights.

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Re: Campaign Thread

Post  Freezingoon on Mon Jan 02, 2012 4:48 am

Race:Lizardmen, The Host of the Dragon Isles

Since the three characters must remain the same, barring extra items gained via campaign actions I will list their special rules and items that will remain constant.

General: Mage Lord Zhul; Lord Zhul is the eldest slann and supreme ruler of the Dragon Isles. Blessed by the Old Ones and revered by even his own kind as a living embodiment of their wil,l Lord Zhul leads the forces of the lizardmen to reclaim lost sites of power in the Badlands and reunite the geomantic web.
Lord Zhul is a Slann Mage Priest who uses the Lore of Light with: The Focus of Mastery(Loremaster, The Focused Rumination(free power dice), Higher State of Consciousness (can only be harmed by magic), and Soul of Stone (may re-roll his own miscast result). He is armed with the Book of Ashur and the Divine Shield of the Old ones (2+Ward vs ranged)

Lieutenant: Oldblood Zarek'tekesh; The fierce Oldblood is easily the most powerful warrior of the Dragon Isles and leads the vanguard of its armies. Zarek is mounted on a Cold One and armed with: A Great Weapon, The Armor of Destiny, The DawnStone, and the Venom of the Firefly Frog.

Mage Priest Tlatecuhtli; Tlatecuhtli is one of the elder Slann of the Dragon Isles and charged with purifying and rebuilding the reclaimed territory of the Lizardmen. He is a Life Wizard with the following abilities: The Focus of Mastery(Loremaster, The Focused Rumination(free power dice), Becalming Cogitation (selected enemy wizard discards casting rolls of 6), and Soul of Stone(may re-roll his own miscast result). He is the Army BSB with Banner of Enternal Flame and armed with the Cupped Hands of the Old Ones, and the Iron Curse Icon

So the way I see magical items working is that the items on the named characters is set legendary gear that could never be mistaken for something else, no other random character even in a different army can use those items, unless you get an extra one in the campaign. However the other lesser known hero's and such can make use of magical gear that has been used in other armies, for example I have a skink priest with a dispel scroll in one army, and then the next time I play with a different army but I can still include a priest with a dispel scroll.


Last edited by Freezingoon on Thu Jan 26, 2012 11:22 am; edited 2 times in total (Reason for editing : Illegal build)

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Re: Campaign Thread

Post  Mhael on Mon Jan 02, 2012 6:29 pm

Dwarf lord Alrik Rey Enano is carried into battle by Goddar Hammerfist and Fladson Stoutheart atop the cursed sheild of Clan Enano. He has chosen to carry a great weapon inscribed with the master ruin of Kragg the Grim, rune of Snorri Spangelhelm and rune of Fury. Woven in his beard are medallions with two runes of iron and a rune of preservation. As bodyguards Alrik is surrounded by 25 clan hammerers whose voices are heard for miles in their battle song which preludes all battles.

On Alriks right flank is trusted Runelord Vraff Starshard. He carries the master rune of Balance and rune of stone above his breast. As well as a sheild, Vraff has a waraxe inscribed with a rune of fury on each side and a rune of cleaving on the hammerback.

The left flank has been put on the shoulders of longtime friend, Daemon slayer Mhael who comes armed with twin axes each carrying a rune of fury and a rune ring of Snorri Spangelhelm.



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Re: Campaign Thread

Post  JoeMisfeldt on Tue Jan 03, 2012 1:21 pm

Sounds sweet count me in with VC. With the new book coming out in less than 2 weeks I don't see a point in whipping up my legendary heroes and regiment just yet. To hold you off until then I expect to bring a Strigoi type list lead by a mighty ghoulking (maybe on a terrorgheist) with his wightking BSB and necromancer lacky.

If we plan to start this before the new book comes out I will make up an in term list with the old VC book.

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Re: Campaign Thread

Post  RickyDMMontoya on Tue Jan 03, 2012 3:53 pm

Well the idea was to get it going for Don's place this weekend, but to give people some time, let's say the release of the new VC Book as the starting date.

I'll run a campaign leadup at Don's place and people can gain a totally unfair advantage (read: minor triviality) for playing my crazy scenario at Don's if they want to be in the campaign.

So let's finalize players by January 14, 2012. I'll have the map and everything arranged by then, and we can get the first turn going then.

And I think everyone should post the equipment of all of their General's, Lieutenants, Heroes of Legend and Regiments of Renown. I'll keep a running tally of everyone's deeds and heroes in one of the reserved posts, above.

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Re: Campaign Thread

Post  Kuyp on Tue Jan 03, 2012 11:59 pm

The sun rises and a light dew covers the ground of the south eastern edge of the great forest. Nicoli Aldrech atop is mobile fortress peering out at his war camp right before breakfast. today is one of the best days of his life; although extremely wearily from the late night meeting with his Lieutenant and best and oldest friend, he could not be happier. He has just revived word that Marius Leitdorf the (former) elector count of Averland was killed by an orc chieftain in a battle near the black fire pass. Almost six years ago to the day Leitdorf had banished Nicoli from his province and sent out a warrant for his death. Made to flee for the time he found himself traveling to Altdorf to seek the emperors aid in undoing Leitdorf's unjust ruling. when he ran into is oldest friend Rufus Wedgehem in the city of Nuln. Rufus being a general himself and working closely with the engineers of the imperial gunnery school warned Nicoli that Leitdorf's words had already reached the city almost two days past that he should hide and wait for things to cool down. the two sat down and made a plan of action to gain supporters and dispose of the eccentric count from his seat of office. they moved and set up camp in the great forest in side of Stirlands borders. over the next six years the two would set out in gathering a large force and gaining wealth by doing mercenary work for Graf Alberich Haupt-Anderssen the elector count of Stirland. They even manged to make the Emperor aware of the mad count Leitdorf by "leaking" information to leitdorf about Nicoli's location ( although he was never really in Wissenland). but alas the day has come when he can return home and make his own claim to be the Elector Count of Averland and undo all of Leitdorfs wrongdoings. the road ahead is long and there are plenty of battles to be fought but for now he goes home to Averland.

Nicoli Aldrech(former) general of the empire. being a well educated man in the art of war and even better in politics he sees the value in everything he has at his disposal from the small messenger monkeys to the 24 great cannons gifted to him. he proudly wears his plate Armour shined to a near perfect gleam and his cloak he was given when he was appointed head general of the Averland army. Although not as good a fighter as he used to be he still carries his war hammer (hand weapon) and his pistol nicknamed "dead shot". being a field general he understands the need to observe and signal to his captains in plain sight. he sits atop his mobile fortress (folding fortress) and commands his armies from a safe view point.

Rufus Wedgehem general of the empire. best know for his close relations to the imperial gunnery school and as a field tester for lots of the engineers college new machines of war and wonder, he is a huge asset to Nicoli. He was actually the one who field tested the hell storm rocket batteries and fell so in love with them and the damage they could do he had his steam tank " justice" outfitted with one. Rufus Wedgehem wears full plate Armour carries a holy relic his twin hammers ( fencers blades) and a potion of strength.

Bruno Von Kemp is lieutenant to Nicoli, he was under his command when Nicoli was banished from Averland. after hearing this he told Leitdorf he would find and kill Nicoli, however he really intended to stay under his command where ever he went even if it meant death. Bruno Von Kemp is the official Templar master to the unofficial knightly order of Horse lords. he was tasked with training the soldiers under Nicoli's command and making a more solid fighting force then the poorly trained soldiers of Averland under Leitdorfs command. Bruno he rides to war upon his faithful warhorse blood thunder, wears full plate Armour and carries a shield and a lance. he also carries the rod of command as a badge to his office and a dawn stone.

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Re: Campaign Thread

Post  Freezingoon on Wed Jan 04, 2012 2:18 am

Just so people know there are scenarios in this campaign where you can select your forces from all of your Hero's of Legend and Regiment of Renown (also the last scenario you can include your general and lieutenants for free!) so it might present some opportunity to diversify different units of the same model. Sacred Spawnings are back!...kind of.

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Re: Campaign Thread

Post  b.kevinsen on Fri Jan 06, 2012 12:40 am

The Armada of Prince Yrlis

When news reached Ulthuan, and eventually Yrlis of the activities of the lesser races, the possibility of adventure, glory, and battle were realized. A young proud and fool hardy Dragon Prince, Yrlis longed for glory and to be recognized for the tactician and leader that he thought he was. Yrlis like a select few Dragon Princes of Caledor, has the ability to wake the slumbering dragons in time of need, and likewise he and his personal force, hold some of the heirlooms of the court of Caledor but the mighty Star Lance for now sits outside of his reach, this campaign would be a perfect opportunity to show that he is worthy of carrying such a relic.

The Phoenix King Finubar, upon hearing of Yrlis’ planned campaign, confronted the young Dragon Prince. Yrlis was not with out a plan of his own, as he required a fleet, and knew of Finubar’s temperament towards the race of men and the world in general. Finubar, although seeing this campaign as a fool hardy adventure, he reluctantly agreed to the endeavour as the artefacts located in the region would be best kept out of the hands of Chaos and their dark kin. He agreed to release several Dragon ships into the ward of Yrlis on the condition that Finubar sends a retune of soliders for the protection of not just the fleet but the ideals of the mission at hand. For this task Finubar chose to send Rylanus Evaenarion, Warden of the Blessed Isle, Hand of the Shrine of Asuryan, to lead a contingent of elves from the shrine itself. Rylanus wise in the ways of the Shrine of Asuryan, but not having taken the vows of the Phoenix Guard, does not know the future, and is not bound by their code of silence. He serves as administrator and instructor for those wishing to make the pilgrimage and join the legions of the Phoenix Guard, it is through him that all potential Phoenix Guard must pass, and as such serves as the Royal Courts liaison to the Shrine. In need of the ships Yrlis accepted the conditions.

Every great elf prince realises that martial prowess is not the only skill on the battlefield that one requires for victory, not having the magical gift; Yrlis sought out the aid of a mage who he had fought alongside during the Great Chaos Incursion, Bilgarim Whitestar, only a simple mage advisor from the northern province of Chrace, with a gift for tactical insight when they first met. A childhood friend of Korhil, and a woodsman of his own right he was no stranger to the battlefield, and chose to lead his elves to war from the front, a quality Yrlis admired. Several centuries had passed since they last met and Bilgarim was now a mighty Mage Lord trained in the White Tower with his own retune of soldiers, harden veterans of the wooded mountain passes. Yrlis like all Dragon Princes desired to ride a great dragon into combat, but he able only to wake the Moon Dragon, Elihidrian, and would not be caught dead riding anything but a magnificent Star Dragon. He fears as he has yet to find glory and honour, that the secret of waking the Star Dragons along with the heirlooms of the court of Caledor will be bestowed upon him when his worth is proved. The Moon Dragon, Yrlis gifted to Bilgarim to serve as a mount in return for his services as a tactician, an archmage, and the use of his personal soldiers. Bilgarim was giving an offer he could not refuse a Dragon; few mages outside of Caledor can wake a dragon let alone glide into battle atop one. With his warhost assembled and the armada ready, Yrlis departs for the old world and glory.

General Yrlis Bluestorm - The Reckless, Dragon Prince of Caledor
He rides into battle with his barded elven steed, Amorith, armed with Dragon Armour, a Lance, The Golden Shield (reroll all Successful rolls to Hit), and the Vambrances of Defence (reroll failed Armour Saves, and a 4+ Ward Save). He is reckless but not stupid, putting his faith in his martial abilities and the steel that protects him.

Lieutenant Bilgarim Whitestar - Mage Lord of Chrace
He sores into battle atop the Moon Dragon Elihidrian, he is a level 4 Arch Mage mastering the Lore of Life, with the Silver Wand (knows an additional Spell), the Gem of Courage (take one LD test on 3D6, discard the highest), and the Talisman of Perseverance (4+ Ward Save).

Lieutenant Rylanus Evaenarion - Warden of the Blessed Isle, Hand of the Shrine of Asuryan
The Hand of the Shrine, marches to battle with the Blade of Sea Gold (no Armour Saves allowed), Temakador’s Gauntlets (+1 to the Armour Save, and a 5+ Ward Save vs S4 or higher), The Other Tricksters Shard (reroll successful Ward Saves for models in BtB contact), A Luck Stone (reroll one Armour Save), Dragon Armour, and a Shield.


Last edited by b.kevinsen on Mon Jan 09, 2012 7:03 pm; edited 1 time in total

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Re: Campaign Thread

Post  Pud on Mon Jan 09, 2012 2:58 am

In times past these three tribes were once one, a great Tyrant named Hilagunt ruled over a great swath of land. The tribe was a great hunting tribe called the Longtooth Tribe; the clan became wealthy and great in number. In time the tribe grew so large that Ogres started to leave the tribe in search of adventure and returned as maneaters with strange marks painted all over there body. Painted with tattoo’s and members started to copy there brothers. The clan had a great mountain that they called the Old Lonely Mountain, were great beasts roamed and were hunted. And the valleys and plains were the lands where the Tribe slept, wrestled, and had great feasts. Hilagunt was well respected and very large Tyrant, but hated Gnoblars and had few in his tribe. Over time, he defeated all challenger’s and grew old and wealthy.
Around 2300, Hilagunt was killed by a drunk giant who fell on his hunt after a fourty foot fall. The two challenger’s the stood forward to replace Hilagunt were two mighty Ogres. Hilagor was the largest of Hilagunt descendant’s but did not have his grandfather’s skills, Lux the Grand was one of three brothers who were all battle tested and were all contenders, but only Lux stood forward. After a grand challenge Lux feasted on the bones of Hilagor, and shared the great feast with his brothers, Gul and Ryf. Lux knew that his brothers would challenge his rule, so he divided the tribes into three. Lux took to the mountain and left his brothers the plains. In time the three tribes grew weaker and weaker, but the three tribes stayed close in trade, games of skill, and battle. Now after many years the three tribes once more shall join ranks, in the name of honor, food, and bragging right. The Three Tyrants of today have lived in the shadows of each other and now may expand their lands and gain more wealth. The oldest Tyrant always leads the three tribes so Tolgus shall lead the alliance.

Tyrant Tolgus the Old and Slaughtermaster Iz the Wiz – the Boom tribe – Tolgus is descended from Hilagunt and has proven to be long lived as his ancestors. Tolgus loves black powder and with his agreement with the Chaos Dwarfs they have many guns and love the destruction. Meals are cooked and cut up, the tribe always enjoys a good bang, bad or good.

Tyrant Vigor the Vulgar and Slaughtermaster Nacor Biggut – Lonely Mountain tribe – The other tribes hate to deal with this tribe, they are bullies in all their efforts, eat the most in feasts, cheat at games, and use gnoblars to steal. Vigor has two weapons, and has named them big and bigger.

Tyrant Skugg Gutirons and Slaughtermaster Oragor Tumrum– Painted tribe – the newest of the Tyrants, has the largest tribe. This tribe moved the furthest of the three and take pride in their painted hides, in search of coal and other materials they share there domain with giants who help them in their search.


General - Tolgus - Ogre big name - Giantbreaker, Gut Maw Armour, Great Weapon, and Talisman of Endurance
leutenant - Vigor - Ogre big name - Mawseeker, Armour of Fortune, Luckstone, and a second hand weapon
leutenant - Skugg - Siegebreaker - magic weapon, heavy armour, and Talisman of Protection


Last edited by Pud on Thu Jan 26, 2012 5:27 pm; edited 5 times in total

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Re: Campaign Thread

Post  nathanr on Mon Jan 09, 2012 9:12 am

Darren, you're going to have to pick 3 of those characters as your general and leutenants. You have to post the equipment that you will be using for those characters, that equipment can't be re-used by any other characters in your armies.

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Re: Campaign Thread

Post  Pud on Mon Jan 09, 2012 11:34 am

done


Last edited by Pud on Mon Jan 09, 2012 7:09 pm; edited 1 time in total (Reason for editing : not needed)

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Re: Campaign Thread

Post  RickyDMMontoya on Sun Jan 15, 2012 10:34 pm

Waiting on Joe's General/Lieutenants.

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Re: Campaign Thread

Post  JoeMisfeldt on Sun Jan 15, 2012 11:28 pm

Long have the vampires of the Strigoi bloodline been hunted like dogs by the forces of the Empire and other vampire bloodlines alike. Those Strigoi that exist today have endured centuries of turmoil and animalistic survival leading to beings of immense strength, toughness, and a burning hatred for all. The little sanity that remains within their scattered minds yearns for a life once removed where respect and integrity were once thought of the Strigoi.

Seeing an opportunity in the badlands a powerful Strigoi Ghoul King has combined forces to attempt to regain respect and honor for the once mighty Strigoi. Maydrek the Deformed, a direct descendant from Ushoran the father of Strigoi, leads this unholy union. Maydrek rides to battle atop Fusrodah, the reanimated remains of a once mighty terrorgheist, now bound to his masters will. Such is the bond between the two that Maydrek has also mastered the terrifying death shriek. Maydrek’s first lieutenant is the savage Aelfrik the Black. Centuries of isolation has lead Aelfrik to borderline insanity that is only held on by his thirst for revenge. Though weaker in power, Aelfrik is truly fear incarnate in combat where the taste of blood sends him into fury of unimaginable death. Realizing their lack of necromantic ability Maydrek has bound Diedrich van Glikenstein to his will. This unholy union is marching towards the badlands in search of revenge for centuries of atrocities and to regain the lost respect of the once mighty Strigoi.

Maydrek the Deformed (General): Strigoi Ghoul King, Fusroduh (Terrorgheist), Skabscrath, Dragonbane Gem, Aura of Dark Majesty, Beguile, Dread Knight, Summon Creatures of the Night

Aelfrik the Black (1st Lieutenant): Strigoi Ghoul King, Sword of Strife, Potion of Strength, Forbidden Rod, Curse of the Revenant, Beguile, Summon Creatures of the Night

Diedrich van Glikenstein (2nd Lieutenant): Master Necromancer, lvl 4, Black Periapt, Seed of Rebirth

.edit. New book, too many interesting combos..


Last edited by JoeMisfeldt on Wed Jan 25, 2012 9:57 pm; edited 2 times in total

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Jan 21, 2012 12:35 am

Finally got the map done.

Sorry it took so long, I had to find a decent program to do the mapping.

It's nothing fancy, but should be serviceable.



Wizards' Towers: Red-hatted towers
Hanging Rock: The tall grey rock to the left of the upper right mountain range, under the 3 forests
Iron Rock: The pile of rocks above the volcano
Barak Varr: The pink mountain fortress at the end of the coast
Morgheim: The green evil tower in the bottom left
Marshes of Madness: the 7 hexes in the bottom middle
Mount Bloodhorn: the golden hill at the bottom left
Fozzrik's Gatehouse: The cave with horns

Let's get the map locations chosen this weekend if we can!

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Re: Campaign Thread

Post  nathanr on Sat Jan 21, 2012 9:56 am

DwArf players usually start with barak varr right? What happens when there are more than one dwarf player?

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Jan 21, 2012 11:09 am

We will randomly select one to start with it.

Nathan, since you replied here first, pick your starting point.

You choose where your capital is, and you get the surrounding 6 hexes.

The starting positions probably shouldn't include the following (because they have special rules for who controls them):
Morgheim;
the Marshes of Madness;
Barak Varr; and
Fozzrick's Gatehouse.

I suppose you could start with control over those locations, but you would run the risk or losing them completely based on the outcome of one scenario (or just starting without it , in the case of Barak Varr). So lets try and avoid them, if possible.

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Re: Campaign Thread

Post  nathanr on Sat Jan 21, 2012 11:49 am

I'll take the mountain directly south of the volcano.

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Re: Campaign Thread

Post  Kuyp on Sat Jan 21, 2012 12:27 pm

ill start on the wizards tower in the bottom left hand corner if that's a viable spot

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Re: Campaign Thread

Post  RickyDMMontoya on Sat Jan 21, 2012 12:35 pm

Looks good. That hex will be your capital, though I am going to move the tower 1 hex north so it isn't in your capital.

Next.

We'll do this first come, first served

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Re: Campaign Thread

Post  JoeMisfeldt on Sat Jan 21, 2012 1:10 pm

I'll take the mountain hex that is one above the wizard tower in the mountains.

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Re: Campaign Thread

Post  b.kevinsen on Sat Jan 21, 2012 1:43 pm

I will place my capital on the forested coastal tile below the middle mountain in the top left corner.

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Re: Campaign Thread

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