14 April 2010

'nother battle! (by Pippin)

Three dirty goblins crossed the line...

What started out as a nice and sunny evening for the thieves guild, turned into a frightful night. Just as the sun sets on the ruins of Mordheim, the last sunbeams reflect on armored warriors. Two warbands advance at the old house. A house that only this afternoon has been stuffed to the ceiling with loot from all over town. But then, as the canoneers piss their trousers at the sight of the giant Orc warriors, the Skaven suddenly charge the rearguard of the Orcs. The sight of the thieves's cannons must have changed their minds. One by one the swarms of Skaven take out the Orcs, until at last the Orc wardrums cease their frightening rhythm. The skaven can be heard scavenging the houses and streets until deep in the night. And then silence returns to the quarter. In the morning the only trace of the battle are the bodies of three dirty goblins.

07 April 2010

Battle! Pictures!

The Orcs mashed the Witch Hunters into a fine paste (with the help of a possessed wizard) last night! Here are some pictures.


An Orc Boy surveys the carnage in the narrow streets below

Led by a man wielding a sheep and directed by a halfling cook, the Witch Hunters search the ruins for a madman bent on ritual sacrifice.


Peace once again returns to this part of the City of the Damned after the victorious orcs move on.

23 March 2010

Witch hunters roster

Witch Hunters The Brothers Grimm
Unit Name ## M WS BS S T W I A Ld Save Exp
Lucas Grimm (Captn) 1 4" 4 4 3 3 1 4 1/2 8 - 27

Leader: Any model within 6" of the Witch Hunter Captain may use his leadership instead of their own. Burn The Witch: The Witch Hunter Captain Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Axe (x2)
  Missing Games
The model is missing some games due to improbable injuries.; Games (x1)
[0]
  Quick Shot
The model may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).
[0]
Matthew Grimm (Huntr) 1 4" 3 3 3 3 1 4 1/2 7 6+ 15

Burn The Witch: The Witch Hunter Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Crossbow; Mace (x1); Sword (x1); Light Armour; Helmet
  Smashed Leg
The warrior cannot run, but can still charge.
[0]
  Leap
The warrior can leap D6" every turn. He can jump over enemy models and things less than 1" high without penalty, and over gaps.
[0]
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Jon 'the Bear' Mormont (Huntr) 1 4" 3 3 3 4 2: OO 3 1/2 7 5+ 15

Burn The Witch: The Witch Hunter Hates all models who can cast spells.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Mace (x1); Sword (x1); Heavy Armour; Helmet
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Farther Arnold (WarrP) 1 3" 3 3 3 3 2: OO 3 1/2 8 6+ 16

The Warrior Priest can wear armour and use his Prayers of Sigmar.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Axe (x1); Mace (x1); Light Armour; Helmet
  3. Soulfire
All enemy models within 4" take an S3 hit, no armour save. Undead and Possessed take S5 hits instead.; Difficulty (x9)
[0]
  Broken Leg
-1 Movement.
[0]
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Waldorf (Flagl) 1 4" 3 3 4+2f 4/5 1 3 2 10 - 5

Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail (x1); Promotion!
  Resilient
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers.
[0]
Stadler (Flagl) 1 4" 3 3 4+2f 4/5 1 3 1 10 - 4

Fanatical: Flagellants automatically pass all Ld tests they are required to take. Their Ld may not be used for Rout tests.; Flail (x1); Promotion!
  Resilient
Anything that hits the warrior in HtH has -1S (shown as +1T on profile). This does not affect save modifiers.
[0]
  Strike to Injure
+1 Injury rolls in hand-to-hand combat.
[0]
Zealots 1 4" 2 2 3 3 1 3 1 7 5+

Spear; Light Armour; Helmet; Shield
Warhounds 3 6" 4 - 4 3 1 4 1 5 -

Warhounds are animals, and gain no experience.
Halfling Scout 1 4" 2 4 2 2 1 4 1 8 - 3

5GC upkeep; Cook: A warband with a Halfling Cook may include 1 extra warrior, but not an extra hero.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Helmet
  Quick Shot
The model may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).
[0]
Stash 1 - - - - - - - - - -
  Hand to hand 1 - - - - - - - - - -

Mace (x2)
Total Warband Cost: 585 GC.

Notes:
Warband Rating: 140
Number of models: 11



Orcs & Goblins roster

Orc Warband Irontoof's Ladz
Unit Name##MWSBSSTWIALdSaveExp
Irontoof (Boss)14"4444132/385+26

Leader: Any model within 6" of the Boss may use his leadership instead of their own.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Sword (x1); Light Armour; Helmet; Shield
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Bog (Shamn)14"3334131/27-16

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow; Club (x2)
  4. Fooled Ya!
No enemy may charge the Shaman during their next turn. If the shaman is in hand-to-hand combat, he may be moved away.; Difficulty (x6)
[0]
  6. Fire of Gork
Fires two bolts: 12" range, causes D3 S3 hits each. The bolts can either be fired both at the closest enemy, or one at each of the two nearest enemies.; Difficulty (x8)
[0]
  3. Zzap!
12" range. Causes D3 S4 hits on the closest enemy, with no armour saves allowed.; Difficulty (x9)
[0]
  Lucky Charm
The model may ignore the first hit he takes in every battle on a 4+.
[10]
Dagol (BigUn)14"43342: OO31/28-20

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
  Old Battle Wound
1 in 6 chance of missing a battle due to the wound.
[0]
Grok (BigUn)14"434+2412176+19

Free Dagger; +1 armour save, or save of 6+ if the model has none.; 2-Handed Weapon (x1); Light Armour
  Nervous Condition
-1 Initiative.
[0]
Eye of Gork (Boyz)14"3334121/27-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Crossbow; Club (x2); Promotion!
  Quick Shot
The model may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).
[0]
  Trick Shooter
The warrior never gets a -1 to hit penalty for cover.
[0]
Arrer Boyz (Boyz)14"33341317-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Bow
Dakka (Boyz)14"3334131/27-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
Gakka (Boyz)14"3334131/27-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
Bakka (Boyz)14"3334122/37-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
Dorf and Squee (Boyz)14"3334122/37-4

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
Biteyz (Squig)22D64-431415-

Squigs move 2D6" per turn - if they move into contact with an enemy, they count as charging; Squigs may never otherwise run or charge; When working out whether Rout tests need to be made, Squigs only count as 1/2 a model each if they've been taken out; Animals: Never gain experience; Minders: If no Goblins are within 6" of a Squig at the start of its movement phase, it goes wild - it moves in random directions, and attacks anything it contacts. It reverts to the Orc players control at the end of the game.
Shootaz (Gobln)24"24331315-4

When working out whether Rout tests need to be made, Goblins only count as 1/2 a model each if they've been taken out; Runts: If a goblin ever gains "Lads got Talent" it is immediately killed and removed from the warband.; Free Dagger; +1 armour save, or save of 6+ if the model has none.; Short Bow
Gobstain (Boyz)14"3334121/27-

Free Dagger; +1 armour save, or save of 6+ if the model has none.; Club (x2)
Stash1----------

Gold (x7)
Total Warband Cost: 701 GC.

Notes:

Warband Rating: 188
Number of models: 15

21 March 2010

March of the Orcs!

From his vantage point in the ruined hovel, Irontoof peered down the street with his one good eye. It was a hard battle, but his ladz had seen off the preachy With Hunters and claimed the street as theirs! Already, Bog the Shaman was examining one of the green shards they had heard so much about. Worth a coin of two, according to the spellcaster, who occassionally rubbed his head where a With Hunter's sword had nearly cleaved it. The goblins, meanwhile, were fighting over who would get the dead squig's hide. Growling at his two hulking lieutenants to get a move on, Irontoof looked down the winding street again, scowling as he saw a number of stunted figures picking their way through the rubble. No time to rest, time for Waaagh!

The dwarves had proven tough, but not tough enough for the weighted clubs of the ladz. Bartering with the foul-smelling human for coin had been annoying, but rewarding nonetheless. Irontoof bashed the Arrer boy on the shoulder, grinning. They'd dubbed him "Eye of Gork" for his uncanny ability to find the shards they sought. Feeling well pleased with himself, he allowed his band to roam around, looking for scraps of anything in the rubble. It was the Eye that pointed out the purple-clad Sisters, whose fierce reputation preceded them like a cloud. Grinning, Irontoof ordered his ladz to make ready for battle. These squishy humies would be no match for them.

Tired of running, the Orcs huddled in what used to be some merchant's house. A small fire warmed them, but the bitter disappointment at being seen off by a bunch of holier-than-thou women could be read on their faces. "Boss," said Bog the Shaman, "I's 'eard of this pool which is s'posed ta be all holy. I's sure da Sistas'd hate fer us ta go and piss in it, don't ya think?" Irontoof grinned; "C'mon ladz, we's got ourselves some payback ta deliver!"

As the Orcs cheered their leader, a small figure sneaked off the roof where it'd been spying on the green horde. It's tail caught the moonlight as it turned and sought out its fellows, eager to tell the news of a magical pool ripe for the taking. Mayhap the orcs could be reasoned with, too. And if not, poison works as well on them as on anyone.





01 March 2010

Mordheim '08; some pictures

So the last time we played (December 2008), we didn't take too many pictures. Turns out that a few did find their way onto my harddrive where they've been hiding all this time. I've uploaded them to Flickr, enjoy!

23 February 2010

Another scenery WiP





So here's what I've got so far. In the first few pictures you could see the following structures;

- Round temple / ruined watchtower (not weathertop, honest guv)
- Round fieldstone tower (bought it ages ago)
- Small guardhouse with tower
- Large fieldstone/timber house with tower
- Ruined bell tower
- Huge multi-story building

I've since finished up the large fieldstone house (still need to add rubble though) and worked on the huge building some, but also started another small house, probably some merchant's shop with storage cellar above-ground.

So, for some pictures (sorry for the poor quality);

Here we have the astronomer's, so named because of the impromtu skylight in the tower.










Either this was the mayor's house, or the local brothel. In practice, they are much the same.

I'm debating on whether to cover the roof with (some) shingles or leave it as-is.















The merchant's house, small but servicable, including the above-ground cellar for dry goods.














Not entirely sure what this is going to be yet. Sure is fancy though!














And, of course, my cousin's cat helping me achieve the extra-ruined look (yes, she is actually chewing on a plaster block. She's special).







17 February 2010

More Mordheim structures!

To continue the trend of posting in English, here are some more updates!

Based on the floorplan of Hirst Arts' Dragon Inn, so plaster blocks on the ground floor, the upper stories made with foamcore and wood from my local lumberyard. I still have to add a great many supports, wood details on the windows and doors, the balcony on the side, attic and roof, maybe some stairs and/or ladders... And then paint, naturally.












13 February 2010

Pictures: Scenery work in progress


Na lange tijd van stilte hebben de Mordheimers besloten om de warbands weer uit de kast te halen voor een nieuwe 'Mordheimdag'. Aanleiding is het enthousiaste bouwen van nieuwe ruïnes door een van de spelers. Het 'work in progress' resultaat van zijn inspanningen is te zien op de bijgevoegde foto's.

Mordheim dag vindt plaats op 20 maart 2010. Meer foto's te verwachten na die datum!





13 December 2008

Rules for the second Mordheim Mayhem tournament (to be held on 20th of December):

Algemeen
• Iedereen heeft het recht om 1x per spelletje een fout te maken en dit te corrigeren. Deze fout moet in de persoon zijn laatste beurt gemaakt zijn.
• Alles wat op de speeltafel komt moet (naar behoren) geschilderd zijn.
• Rassen moeten kloppen (geen goblin-mini voor een orc gebruiken).
• Uiterlijke kenmerken moeten zo goed mogelijk benaderd worden.
• Uiterlijke kenmerken (wapens, armour, andere voorwerpen, cause fear, etc) mogen te allen tijde opgevraagd worden. Alle andere zaken mogen verborgen gehouden worden voor andere spelers.
• Warband rosters worden bij aanvang van de dag gecontroleerd door een andere speler. Het bijwerken van de rosters na een battle gebeurt door de twee spelers die samen net gebattled hebben.
• Zaken waarbij een dobbelsteen (of andere manier van willekeur) gebruikt wordt ter afhandeling, dienen onder het toezicht van een andere speler te gebeuren (bv.: rare items zoeken, injuries verwerken).
• Als er een afronding plaats moet vinden, dan is het altijd ten nadele van de speler (Mordheim is a damned city!)

Aanpassingen
• De "free dagger" mag alleen gebruikt worden indien geen andere H2H wapens beschikbaar zijn.
• Het verminderen van de Armour Save d.m.v. hoge Strength begint bij 5 i.p.v. 4.
• Indien de leider van een warband out of action raakt, dienen alle friendly models (wiens leider neergaat) binnen 6" een All Alone test uit te voeren.
• Charges worden uitgevoerd in de volgorde van aankondiging.
• Als je tijdens je movement minimaal 2" hebt geklommen, kan je niet meer schieten.
• Als een warrior met parry geraakt wordt met een H2H wapen, wordt de worp van de aanvaller bij de WS opgeteld. Dan mag de verdediger een D6 gooien en zijn WS erbij optellen. Als dit resultaat het resultaat van de aanvaller overstijgt, dan is de aanval parried.
• Het staat niet duidelijk in de regels, maar spreuken hebben line of sight nodig om gedaan te worden, tenzij expliciet in de beschrijving staat dat dit niet hoeft.
• Wat ook niet duidelijk in regels staat: de 16" lijn van blunderbussen wordt gestopt door obstakels (muren, bomen, etc.)
• Lucky Charms gaan stuk als er een 6 wordt gegooid op het moment van gebruik.
• Cathayan Silk Clothes kunnen alleen door Mercs gebruiktworden.
• Light Armour kost 15 gc en Heavy Armour 40 gc.

Aanvullingen
• Zware objecten kunnen door 1 persoon gedragen worden, maar deze persoon heeft dan half movement. Er kan dan niet gevochten worden. 2 personen: ieder 1 hand nodig, maar kan normale movement gelopen worden (en gecharged). De personen dienen aan het begin van hun movement tegen het voorwerp aan te staan. Ladders en ramps kunnen geplaatst worden aan het einde van de movement fase en kunnen niet in dezelfde movement fase gebruikt worden, waarin ze geplaatst zijn.
• Indien het niet door daadwerkelijke scenery wordt weergegeven, hebben bomen in een bos de hoogte van 5" (denk aan dicht bos waar we alleen een soort van omgehakte bomen tonen, zodat je mini er wel doorheen kan lopen). Je zicht is dan beperkt tot je Initiative in
inches.
• Indien iemand onder zijn beginkapitaal terecht komt, wordt het verschil aangevuld tot het startkapitaal. Hierbij wordt alles meegerekend (heroes, xp & equipment). Er kan niemand spullen weggooien of personen vrijwillig met retirement sturen om zo extra geld binnen te krijgen. Dit om te voorkomen dat er mensen hopeloos achterop geraken.

Verduidelijkingen:
• Wapens mogen niet verwisseld worden tijdens een H2H gevecht. Uitzonderingen hierop zijn de diverse "pistols" en de "lance". Je kunt dus niet je bijl wegstoppen om dan met je zwaard verder te vechten.
• Trolls, Ogres, Rat-ogres en Minotaurs zijn allen Large.
• De "first strike" regel van speren blijft zoals het in de Living Rulebook staat aangegeven.
• Je kunt "re-rolls" niet nogmaals re-rollen.
• LOS wordt bepaald vanaf het (gehele) hoofd van de mini.
• Blessed & Holy: de definitie van "undead" betreft wezens die gereanimeerd zijn door duistere magie, oftewel: vampires, zombies, dire wolves, skeletons, mummies, ghosts, wights, banshees, liches en skeleton steeds. De definitie van een "daemon" is een wezen dat
daemonische krachten bezit (maar niet spreuken), oftewel: possessed, wezens met de mutatie Daemon Soul, elk wezen met een "daemonic save", bloodletters, bloodthirsters, nurglings, great unclean ones, flamer of tzeentch, lords of change, daemonettes, keepers of secrets, etc.
• Bugman's Ale gaat 1 gevecht mee.
• Er mag op iemand geschoten worden als er een deel van het lichaam te zien is. Dus niet als je alleen een wapen, een paardestaart of een ander voorwerp ziet. Op een helm kan natuurlijk wel geschoten worden, aangezien daar een lichaamsdeel onderzit (use common sense).

29 December 2007

Pictures: Mordheim tournament Utrecht

It's been quite a while since the last post on this blog, because the Blood & Gore campaign is currently on hold. But 7 of the players in the campaign came together on Saturday the 22nd to play a day-long Mordheim tournament with new warbands. There were Orcs, Skaven, Reiklander mercenaries, Witch hunters, Undead, Sisters of Sigmar and Dwarves. Fun was had by all.


The vampire warband scores its first major victory against the Witch hunters, who performed rather badly during this tournament.

Click this link for more pictures made during the tournament


One of the tables was a woodland valley instead of a ruined city. Wide open spaces for the Reiklander guns to take out the orc warband?

Click this link for more pictures made during the tournament


The players prepare for the final battle of the day: a 4-way fight between Orcs, Skaven, Dwarves and Sisters of Sigmar. In the end the Dwarves and Skaven took each other out of the fight, and the Sisters managed to scare off the Orcs, claiming victory.

Click this link for more pictures made during the tournament


Moving tiny painted figures over a table filled with cardboard buildings... it takes a strange kind of nerd... eh... man to get excited about that. The girlfriend can only look on with amazement...

Click this link for more pictures made during the tournament

02 August 2007

Campaign Update (after turn 11)

Undead have disappeared from Mordheim.
After yet another defeat, this time from some folk of Ostland, a vampire with his entourage have disappeared near the Temple of Morr.
Maybe they went into hiding, fled the city or were all destroyed by a remaining ward from the priests of Morr. Whatever happened, the citizens of Mordheim have one less threat to account for.
Let the GM know where you will be going or what you will be doing, the deadline for Action 12 is Wednesday 8 August.

23 July 2007

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  • Boffin Bunruffin, Halfling Scout, 10 gc/5 gc, Sigmarhaven
  • Manic Maddigan, Muleskinner (dogs), 35 gc/15 gc, anywhere
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For Sale (incl. tax)

  • Backpack, 3 gc, everywhere (you can carry much more weapons, armor & equipment)
  • Cookbook, 40 gc, Sigmarhaven
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  • Exotic Goods, variable prices, Cutthroat Haven
  • Tournament Tickets, 1 gc, many places

Special

  • Pit Fights, Black Pit Settlement
  • Surgeon, Sigmarhaven

The Map of Mordheim (after turn 10)


Undead pay heavy price in Executioner's Square!
Although a bit late, here is the weekly update. Actions have been stalled by an delayed battle between the Undead and the Ostlanders. There are rumours that the Undead will flee the city. The battles have clearly taken their toll on the representatives of Sylvania...
Let the GM know where you will be going or what you will be doing, the deadline for Action 11 is Friday 27 July.

12 July 2007

Trade Law


Hear ye, hear ye,

Let it be known that the dwarves known as the Fortune Seekers want to impose a law to improve trade. If enough support is being found, this is how it will work:
- Pay 1 gc or 5% (whichever is higher) of the items/services for sale to the Merchant's Guild
- Write an advertisement to be placed in the Town Cryer
- If an interested buyer actually buys the goods/services, he must pay 1gc or 5% to receive the goods.

The transportation and safekeeping will be handled by the guild for no extra charge.
If the goods get lost, stolen or destroyed, half its worth will be returned to its owner.

OC
Om deze wet aan te nemen moet er eerst gestemd worden of het genoeg draagvlak heeft. Iedereen heeft een bepaalt aantal Influence punten. Met deze punten kan je (in zijn geheel) voor, tegen of niet stemmen.
Als je wilt stemmen, iets aanbieden of kopen, stuur dit dan naar het bekende mailadres.

11 July 2007

Campaign update (after turn 9)

The Victory point and campaign point ratings thus far (supplied by our Game master on July 11, 2007). Warbands are shown starting with highest total of Campaign points, then highest total Victory points and finally highest influence as a tie breaker:

Code

Warband

#
of
fights

Wins
Losses

CP

VP
won = +2
lost = -1
Infl

BG

Brothers Grimm*

5

3
2
5
4
3

SoR

Sisters of Redemption

5

2
3
5
1
1

IL

Irontusk Ladz

4

2
2
3
2
1

FS

Fortune Seekers

2

2
0
2
4
7

R&T

Rough 'n' Tumble

4

2
2
2
2
0

Ka

Kaledorians

2

1
1
1
1
1

SK

Shizz Kebabb

2

1
1
1
1
0

GG

Gunther's Gravediggers

3

1
2
0
0
0

MEG

Malal’s Elite Guard

1

0
1
0
-1
8
* AKA the Grimm Martyrs

The map of Mordheim (after turn 9)

After a short leave, the cartographers of Mordheim have taken up their job again and produced this stunning image of our not-so-fair city. The battle between Gunther's Gravediggers and Rough'n'Tumble remains to be decided, but otherwise all moves and actions have been executed.

Let the GM know where you will be going or what you will be doing, the deadline for Action 10 is Friday 13 July.

07 July 2007

Pictures: Witch Hunters vs. Undead

Yesterday, the cemetery of Executioner's Square was attacked by evil undead led by a vicious vampire. Luckily for the attendant priest of Morr he received aid from the Grimm Martyrs Witch Hunters, who successfully drove the necromantic legion out of the neighbourhood. Pictures are shown below:

Executioner's Square:

Click this link for more pictures from the battle

Witch Hunters are ready to counter attack, using their mighty blunderbuss:
Click this link for more pictures from the battle

A minion of the vampire discovers some barrels:
Click this link for more pictures from the battle

11 June 2007

The map of Mordheim (after turn 8)

Another detailed view of Mordheim. The Sisters of Redemption have finally reached their goal of The Rock! The battle between the Witch Hunters and Undead in Executioner's Square is still undecided until the vampire comes back from vacation... but don't let that stop you from plotting your own actions.

Let the GM know where you will be going or what you will be doing. NOTE: Because of real world obligations of the GM, the deadline for Action 9 is Friday 6 July.

08 June 2007

Town Cryer: Bruisin' Sistahs


High Society - by Londen van der Valk -
Hi, I'm London van der Valk and I will bring you what is hot and what not here in buzzin' Nordling. I'm quite new to the busines, but after being asked at the Tramp Ball Maskee I couldn't resist this oppurtunity (thanks daddy!).

Now, for my first subject I heared many people talkin' about a group of fanatics called the Sisters of Exemption. They seem to help poor people whereever they can (can't imagine why) and fight evil where they encounter it. In that last part they are not very good, because they lose all the time. But every time they fight, they seemed to have hit their foes so hard that they need quite some time to recover. In many taverns they are now nicknamed "The Bruisin' Sistahs" after an orc and an ogre found eachother in drunken stupor. They bickered over who had the most bruises after a fight with the girls. Some other juicy detail is that the leader of this girlband is so fat, that she can't dodge blows and therefore loses all the time. She seems to have a beautiful sparkly necklace though.

Well, this was my first subject for the Crier. I am sure you will find my report to be satisfying. If not, please visit the pub: "In the Net" where I perform regurlarly in my selfly written play: "I Suck to be Famous".

Time Out
The Sisters of Redemption have earned the first title: Bruiser. They gain 3 CP and the ability to get a +1 to wound on 1 warrior for 1 blow per battle. This also unlocks a new title: Bone Breaker. The first warband to have put 100 warriors or more out of actionwill gain 5 CP. The Orcs will gain 8 CP.