Showing posts with label Events. Show all posts
Showing posts with label Events. Show all posts

Monday, 2 June 2025

Ravaged Coast Blues: Flotsam and Jetsam (Warcry narrative at UKGE, 1st June 2025)


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Ravaged Coast Blues

On the eastern edge of the Great Parch, where the land meets the Ocean of Tears, lay a vast archipelago where the Great Parch is being consumed by the Gnaw. A battleground of violent seas, sand-blasted atolls and Skaven-tainted ruins. There was opportunity to find great riches along the Ravaged Coast, but much of it was hidden amongst the scattered debris of disaster and death.

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The Sunken Shores

One of a series of forested inlets along the coast, where smugglers and pirates used to hide ships and their cargo. The upheavals of the Gnaw and the Vermindoom made the brutal currents of the Ocean of Tears a hundredfold worse - they wash across the surrounding lowlands rapidly and unpredictably.

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The Mermaid’s Cage

This shabby port town took its name, and once hoped to make its fortune, from the rare magical being that was bound at its heart. That hope was soon dashed by the debilitating song of the imprisoned creature. It sapped the constitution of even the toughest if they became separated from their friends. Soon the townsfolk had none.

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Skull Reef

The bones of a thousand gigantic multilimbed, sword-toothed, deep-sea monsters were scattered along the sandbars and atolls of Skull Reef. But it took its name from the leering forms that the dark and jagged rocks seem to naturally take.

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Shipwreck Sands

Scattered with the smashed wrecks of sea-vessels that were sunk or abandoned following the Vermindoom. It might provide a place of safety - or danger.

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Siren's Tide

A ramshackle settlement built in the ruins of a failed Dawnbringer strongpoint. Timber salvaged from wrecks, in a patchwork of ships’ hulls piled atop half-finished stonework, and roofed with ragged scraps of sailcloth suspended on broken spars and frayed rigging. Where calls for parlay are just as common as screams for revenge.

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Morrda's Port

While the living might find treasure amidst the wreckage of this sprawling necropolis, the graves and mausoleums of the forgotten dead have been cracked and broken. The grasping spirits within pull and claw at unwary explorers, the disturbed souls seek to draw energy from the living in this place.

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Whisper Island

The shattered ruin of a once great stronghold looms over this island. It is a fitting reminder that in the Mortal Realms, there is no monument that cannot be torn down by violence. The ancient stonework is ornately carved and angular metaliths, that glow with an eerie green inner light, drift through the mysterious mists that envelope the island like a thick blanket.

The mists themselves have strange properties that wax and wane. For some they sear the lungs and the burn eyes, but for others they knit wounds shut and revitalise the spirit.

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Wrecker’s Rock

This patch of land bears the scars of the Vermindoom. There is no such thing as sanctuary in the wild realms, and enemies will also stumble upon this place. The only option is to scavenge what you can, then flee.

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Flotsam and Jetsam

Misthåvn Company (Order)

The Misthåvn Company presented itself as a force of order and progress, dispatched to tame the Ravaged Coast and defend the Great Parch from the advancing hordes of the Gnaw. But beneath their polished sigils and impressive-sounding ranks lay a murky truth. Comprised of mercenaries, exiles, privateers, and opportunists granted clemency in exchange for service, the Company walked a fine line between lawful enterprise and outright piracy. To their backers, they were a tool of stability; to the rival factions, they were just another invasive force carving out power through conquest. Whether driven by duty, profit, or survival, the Company would stop at nothing to establish a beachhead - and claim the treasures there in the name of Sigmar.

Skwidmuncha Squadron (Destruction)

A wild flotilla of orruks, grots, and gargantuan sea beasts, the Skwidmuncha Squadron were destruction incarnate. Storm-chasers and scavengers, they lived to pillage, smash, and revel in the thrill of battle. Drawn to the Ravaged Coast by tales of arcane wreckage and tides of violence, they believed the land itself was a beast begging to be broken. Led by bellowing bosses and demented shaman-pirates, their goal was simple: keep the Coast as a thunder-wracked scrapyard of endless war and carnage.

Brethren of Cotha (Chaos)

Blood-maddened zealots devoted to Cothaggrug the Blood Kraken, the Brethren of Cotha were a cult of Khorne-worshippers who believe that the storms and tides are manifestations of their god's wrath. Emerging from crimson surf and barnacle-crusted altars, they sought to awaken Cothaggrug from its slumber beneath the waves by offering torrents of blood and worthy skulls. Every battle was a sacred ritual, every slain foe a step closer to unleashing their god’s fury upon the Coast in a tidal wave of violence and slaughter.

The Gravetide (Death)

Beneath the Ravaged Coast lie sunken tombs and forgotten necropolises, buried under silt and storm. The Gravetide were a cabal of necromancers and undead who intended to reclaim these ruins and bind the fiery power of Emberstone to their deathly arts. They believed that by fusing Aqshy’s burning essence with ancient necromancy, they could raise a new kind of undead - wreathed in flame and fury - to drown the living in an endless tide of ash and bone. Every Emberstone shard they claimed brought them closer to turning the Coast into a kingdom of eternal twilight.

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The Battles




In the opening clashes the Skwidmunchaz fought the Brethren of Cotha to a stalemate on Shipwreck Sands.


The Brethren narrowly defeated the Misthåvn Company along the Sunken Shores.


While the Skwidmunchaz got the upper-hand against the brethren of Cotha at Mermaid's Cage.


They lost the advantage and got pushed out of Skull Reef by the Gravetide.

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Battle-lines drawn, the belligerent buccaneers settled-in for the long fight...


Whisper Island erupted into a very uncivil civil war, as rivals within the Brethren of Cotha fought.


Siren's Tide was looted so thoroughly by a seemingly unstoppable wave of Skwidmunchaz, that the Brethren of Cotha there were left empty-handed.


The Gravetide put pressure on the Skwidmunchaz in Mermaid's Cage, driving them back. But both factions abandoned the port town soon after...


So when the Brethren later had the port town in their grip, they once more found settling their internal rivalries too irresistible, and they fell once more to fighting among themselves.

While they did so, the Gravetide plundered the riches the Brethren left almost unguarded in Siren's Tide.


At the finale, Whisper Island once again saw internal animosity overflow into violence.

The Skwidmunchaz secured overall victory by proving conquest was never their goal. Fighting, for them, was not the means to an end, but the goal in itself - the fight over the loot was far more important than the loot.

But, somehow, it proved to be the way to get the most loot anyway.

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UK Games Expo, WarcryNarrative



What a wild day!

I was slightly late arriving (the drive took a lot longer than Google Maps had said the night before, or even when I set out - there were several accidents on the M6 I think). So setup was a little rushed and I wasn't at my best when I was briefing players on what was going on.

I had masses of help - Dimitris (Phylax), Ed (Maps_), Jess (...Jess!?) and Alex (Badger) all leapt into action and helped lay out the boards and scenery. Dimitris also set up the camera, mics and lights to stream one game on Twitch (that can be found on his LinkTree is here) each round! He also had a portable miniature photo-booth, and photographed the warbands entered into the "best warband" player-vote - they can be seen here.


I dealt out Plunder Cards, and explained how the first round would work, then dealt Animosity Tarot cards and told them to find another player with a matching card number: their first opponent. Once they'd found them they were to chose one of the eight locations to fight over.

Luckily they all seemed to have read the pack and they got straight down to fighting.

But then I had to run round each pairing to make sure the tables had Emberstone Tokens (and to make sure they knew they had to keep the ones they won after each game), and to give them the pages with the Deployment and Victory components of the first battleplan (the Twists were part of the table number cards).


After each round I noted the results and each player's Emberstone Token total in my notebook.

I didn't want to use an online tool to do this for several reasons - mainly the unknowns of running an event at UKGE for the first time; I didn't know if there would be a power supply I could use - the risk of a battery running out is too much for me - and I didn't know what the signal would be like, especially with huge crowds of people all armed with mobile devices.

But I chose to use physical cards for parings, and tokens and a notebook for scores, because I like those things. I like the atmosphere they create, and the feelings they evoke.


During the "quiet" moments, while the players were battling, I made sure the individual Emberstone Token totals were all correct and totted up the faction totals.

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Best Warband: Freddy's Iron Golems

When the time came to announce I was (again!? still?!) not at my best and I mumbled and stumbled through the awards for Best Warband (voted for by players); Champions of Destruction, Order, Death and Chaos (the highest scoring player in each faction who didn't win overall); and finally Ravaged Coast General (the overall winner).


Andy and Martin's winning Gloomspite Gits warband

They each received one of the VERY cool medals (the ones displayed in the glowy Emberstone-filled treasure chest, above) that Dimitris had designed and 3D Printed in resin, especially for the day.

But people were somehow satisfied with my very iffy public speaking and they said nice things about the day afterwards, so I'll take it as a success anyway. I'm sure my next award ceremony will be just as iffy anyway!

There's more photos from Phylax on the new Worldcry website.



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Footnote: I can officially declare UKGE as utterly bonkers.

It's easily the biggest event I've ever been to, the number and range of traders is overwhelming - I literally got lost when I went for a "quick look round" to see what was there. I had to use Google Maps to work out which direction I was walking so I could get back to our Warcry tables!

Hall 4, the tournament games area, was the size of the space where Warhammer Fest 2023 was held. But that was just one hall... out of five, or maybe six, in use at NEC!

Tuesday, 15 April 2025

Warcry narrative at UKGE - Ravaged Coast Blues: Flotsam and Jetsam


Ahoy, ye scurvy sea dogs!

Enlist now and press-gang your friends to take part in Ravaged Coast Blues: Flotsam and Jetsam, a one-day, narrative Warcry event! Come and celebrate the UK's vibrant Warcry community the best way possible: by showing off your warband and testing your skill and mettle against others!

You could be one of 16 players who will battle through 3 rounds of custom battle plans, where the most cunning and cutthroat of pirates will grow in power through unique artefacts and abilities, and reap the most precious booty of Emberstone Shards.

Will your warband swashbuckle through the flotsam to emerge rich and victorious, or will their remains join the endless jetsam of the Ravaged Coast?

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I'm running the narrative Warcry event at UKGE this summer, on Sunday 1st June 2025!

Tickets are available here:



It's under a joint banner of "Animosity Presents..." and "WorldCryUK Presents..." as I'm working with Dimitris (AKA Phylax) from WorldcryUK to put this event together.

He's running a matched-play tournament on the Friday, that also has a Ravaged Coast theme, and he invited me to host a narrative event in parallel.

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The Emberstone gathered will support your Grand Alliance towards their goals for the event:

Misthåvn Company (Order)

The Misthåvn Company presents itself as a force of order and progress, dispatched to tame the Ravaged Coast and defend the Great Parch from the advancing hordes of the Gnaw. But beneath their polished sigils and impressive-sounding ranks lies a murky truth. Comprised of mercenaries, exiles, privateers, and opportunists granted clemency in exchange for service, the Company walks a fine line between lawful enterprise and outright piracy. To their backers, they are a tool of stability; to the rival factions, they are just another invasive force carving out power through conquest. Whether driven by duty, profit, or survival, the Company will stop at nothing to establish its beachhead - claiming the treasures there in the name of Sigmar.

Skwidmuncha Squadron (Destruction)

A wild flotilla of orruks, grots, and gargantuan sea beasts, the Skwidmuncha Squadron is destruction incarnate. Storm-chasers and scavengers, they live to pillage, smash, and revel in the thrill of battle. Drawn to the Ravaged Coast by tales of arcane wreckage and tides of violence, they believe the land itself is a beast begging to be broken. Led by bellowing bosses and demented shaman-pirates, their goal is simple: keep the Coast as a thunder-wracked scrapyard of endless war and carnage.

Brethren of Cotha (Chaos)

Blood-maddened zealots devoted to Cothaggrug the Blood Kraken, the Brethren of Cotha are a cult of Khorne-worshippers who believe that the storms and tides are manifestations of their god's wrath. Emerging from crimson surf and barnacle-crusted altars, they seek to awaken Cothaggrug from its slumber beneath the waves by offering torrents of blood and worthy skulls. Every battle is a sacred ritual, every slain foe a step closer to unleashing their god’s fury upon the Coast in a tidal wave of violence and slaughter.

The Gravetide (Death)

Beneath the Ravaged Coast lie sunken tombs and forgotten necropolises, buried under silt and storm. The Gravetide is a cabal of necromancers and undead who seek to reclaim these ruins and bind the fiery power of Emberstone to their deathly arts. They believe that by fusing Aqshy’s burning essence with ancient necromancy, they can raise a new kind of undead - wreathed in flame and fury - to drown the living in an endless tide of ash and bone. Every Emberstone shard they claim brings them closer to turning the Coast into a kingdom of eternal twilight.








We won't using the standard Warcry core book narrative campaign system. It's too "admin heavy" for a one-day event with only 3 games. Progress is often slow, so it's very possible for nothing significant to change for some warbands.

It's also sometimes too easy for one warband to "snowball" and become far too powerful, and with only 3 games there isn't time for anyone to catch-up.

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Instead I'm using the same structure as my last narrative event at Warhammer World - Mutiny’s End: Cursed Plunder.

Everyone will be dealt a Plunder Card before each game. These cards each have an atmospheric name and a brief explanation of the rules the artefact or ability they represent. Plunder Cards must assigned to a fighter in your warband.

Amongst these boons there's a chance that each Plunder card dealt will be Cursed. Cursed Plunder cards are blood-splattered and will make the battle a little harder for the unfortunate fighter who must carry it into battle from then on!





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Edit (2025-05-31): 

Table Number / Twist cards!





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Tickets are available here:

Wednesday, 5 February 2025

Animosity Weekender 2025 - Mutiny's End; Cursed Plunder



Extract from Kapitan daLeeva's logbook.

The Rotmoon. At sea, 117 leagues east of Mutiny’s End, The Mists, Karkino Sea. 25th day of Tempayne.
While we are been in these boiling waters since three month now, we have find ourselves lost for the first time. There has not a breathing of wind for days, and we're unable to make readings of sun nor star, for thick fog. Listen me: I never seeing alike before.
But they say, so, if there’s no bread, cakes will do. The crew busy with make-and-mend aboard ship, and I set down to write in my log of this cruise.

To begin, I say back to after we set out of harbour in Mutiny's End, on the last day of the month of Huntyng, and we make our first land for near a week.

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5th day of Skwales
Skinflint's Hollow. Battled with a Flesh-Eater Court who believing themselves actors in a troupe of theatre (and so wore all manner of strange object as costume, set and prop), their speed and ferocity allowed they to escape with a larger portion of the loot than our. But we were not left with the empty hand.
We next to explore a cruise past Hullbreaker HarbourWe were unable to defeated the storm and high sea of the region; our sail and rigging being much mauled by them, so we set an easterly course, toward Skull Sands and Claw Point.

Ship's Manifest:
+3 Emberstone Treasures
Plundered Artefacts: 
The Crab's Claw (Kapitan daLeeva)








TREASURE HUNTERS 

This place is replete with treasures from ancient times, gathered by the spawn of Krabnos. Claim them before your rivals do the same.

Before the battle, 5 Emberstone Treasure tokens are placed on the battlefield. The first is placed by the defender on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield. Then, the players alternate placing 4 more Emberstone Treasure tokens one at a time, starting with the attacker. Each of these treasure tokens must be placed on the battlefield floor or a platform, within 5" horizontally of the centre of the battlefield and more than 3" horizontally from all other treasure tokens.

The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying Emberstone Treasure wins. Any other result is a draw.

Opponent: Matt / the_thinking_gnu
Warband: Flesh-Eater Courts
Deployment: The Trap
Victory: Treasure Hunt
Twist: Dawn
Location: Skinflint's Hollow

A great start to the day - I hadn't played Matt since Warhammer Fest in 2023, so we were long over-due for a rematch. But, by Gork, the Royal Hunt is a terrifying ability now!

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17th day of Skwales
Put into Blacktar Refuge briefly and had clash with a crew of Wildercorps Rangers there. After much mauling by dozen or more rabid dogs, I put down the Warden who lead them, and chase off the other dogs. But the rest of the Wildercorps has already made-off with more than half the Emberstone treasures here. Well, as they say; Raise crows, they will pick out your eyes.
Made-sail to look into the Hideout; found nought but sandbars and treacherous shallows blocking the roads.

Ship's Manifest:
+1 = 4 Emberstone Treasures
Plundered Artefacts: 
The Crab's Claw (Kapitan daLeeva) 
Stormclouds Ahead (Maximo)











EMBERS IN THE DARK
The skies darken but hints of treasure can still be spied here. Defeat your rivals and uncover it!

Before the battle, 1 objective is placed, by the defender, on the battlefield floor or a platform and within 3" horizontally of the centre of the battlefield. It must be placed on the battlefield floor or a platform and within 1" horizontally of the centre of the battlefield.

At the start of each combat phase, the player who does not have the initiative rolls a dice. On a roll of 3+ they place 1 objective on the battlefield) or D3 objectives if the score is 6). Place the objectives one at a time until there are 5 objectives in play, in total. After there are 5, any additional objectives are not placed.

Each objective must be placed on the battlefield floor or a platform, more than 6" horizontally from all other objectives, and more than 3” horizontally from the battlefield edge and from all fighters. 

If there is no space to place an objective, it is not placed.

The battle ends after 4 battle rounds. When the battle ends, the player who controls the most objectives wins. Any other result is a draw.

(Each objective is worth one Emberstone Treasure to the controlling warband when the battle ends.)

Opponent: Ross / ruskins
Warband: Wildercorps Hunters
Deployment: Hold Out
Victory: Embers In The Dark
Twist: Warning Cry
Location: Blacktar Refuge

Ross and I had never managed to play a game, even though he's been to two meet-ups before. That's fixed now! Only three out of the potential five Objectives appeared, and we each had one the other couldn't reach. So the Objective in the middle of the battlefield became like a black hole, with its own gravity that drew in almost every fighter in both our warbands to their inescapable death. Once I'd dealt with the big crossbow, I nearly managed to take down the fighters on it, or Smash them off it, but he was able to squeeze just enough back on to stop me from taking it from him.

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3rd day of Tempayne
The Rotmoon become grounded on a sandbar in the Razor Shallows. Took us near three day of backbreaker work in blistering heat, to haul the ship back to deep water. 
When we drop anchor at last in Groggy Head we find a great stash of Emberstone in the ruins. We load up and head back to the ship, but run into a band of rotten scoundrels. They make a shocking mess of poor Doktoro.
Took what small reward we could get away with, and so nearly got a sight more. Decided to head south instead, through the Mists.

Ship's Manifest:
+2 = 6 Emberstone Treasures
Plundered Artefacts: 
The Crab's Claw (Kapitan daLeeva) 
Stormclouds Ahead (Maximo) 
Shadow Compass (El Doktoro)










TAKING WHAT’S RIGHTFULLY OURS
 
Both warbands have gone through hell to 'retrieve' artefacts and treasure. As they make their way back to camp they meet a rival warband, who are also weighed down by loot. Both warbands immediately decide they need to take the other's loot and add it to their own stash.

Place an Emberstone Treasure token on the battlefield floor or a platform in the centre of the battlefield.

After deployment, the attacker picks 2 fighters from the defender's warband. The defender picks 2 fighters from the attacker's warband. Each of the fighters picked is now carrying an Emberstone Treasure.

The battle ends after 4 battle rounds. When the battle ends, the player who has the most fighters carrying Emberstone Treasure wins. Any other result is a draw.


Opponent: Rictus / recalcitrant_daze
Warband: Nurgle Rotbringers
Deployment: Refused Flanks
Victory: Taking What’s Rightfully Ours
Twist: Crushing Ambushers
Location: Groggy Head

Rictus came to an Animosity narrative event I ran last summer and he defeated me even more convincingly then. I nearly managed to snatch a victory with a very long shot, in the last couple of activations of the game, but the dice did not go my way. But it feels like I did better. So maybe next time?

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19th day of Tempayne
In the Mists and how does it look like? It look like ambushed by hundred of Skinks. Listen me: we have killing a dozens, I know El Doktoro blasted several to smoke for certain, but more and more kept appear and they slippery gitz escape with a portion of our loot! But in bad times, good face: we once more didn't left with empty hand. 
But now we have not get out of the Mists since many days. The sleeping crab is carried by the current. We may be too, I hope.

Ship's Manifest:
+2 = 8 Emberstone Treasures
Plundered Artefacts: 
The Crab's Claw (Kapitan daLeeva) 
Stormclouds Ahead (Maximo) 
Shadow Compass (El Doktoro) 
Tradewinds (Bortagno)









Opponent: Leila / mura
Warband: Hunters of Huanchi
Deployment: Mismatched Opponents
Victory: Taking What’s Rightfully Ours
Twist: Mysterious Vapours
Location: The Mists

My goodness Hunters of Huanchi are so fast! Even with the movement penalty for carrying treasure, there was almost nothing I could do to catch them. It was a fantastic game - but playing against Leila always is.

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Animosity Weekender 2025 


On Saturday I ran another narrative Warcry event at Warhammer World. With it done, the Animosity Campaigns 2025 Weekender has ended. This global campaign opened with the AoS Grand Narrative at the Las Vegas Open, which was run by Naro and Alex from the Animosity team. There was an online component on the Animosity Discord server and the campaign closed, two weeks later, with the UK Discord meet-up at WHW.

I took 7 sets of my scenery and boards, and Rictus brought his Nurgle temple board. Each board was labelled and themed as a location on the campaign map.


Whisper Cove

(Rictus's amazing Nurgle temple with a disgusting looking pool, made with multiple pours of tinted resin.)

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Blacktar Refuge

An ill-fated name, for there is no refuge here. The souls of the damned haunt the ruined port and the waters around it.

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Port St. Marian

A Strongpoint built at the final destination of the ill-fated Dawnbringer Crusade of Saint Marian the Luminant. Infected and undermined by the madness of the Flesh-Eater Courts the citizens still believe themselves to be successful Dawnbringers. To their eyes the city is a gleaming example of Sigmar’s Plan achieved: White stone houses with terracotta-tiled roofs, gilded with gold decoration and adorned with celebratory murals and statues, depicting their triumphs and victories. Holy smoke wafts from censors and choirs raise their clear voices in worship. In reality their blood-daubed and rotting ruins lean haphazardly as they sink into the vile, stinking swampland. Gibbering cannibals howl at one-another through the smoke of charred flesh.

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Groggy Head

A ramshackle outpost built into the craggy cliffs overlooking the foggy sea, accessed via paths made of damp wooden planks that creak perilously underfoot. The place is seldom visited and the few residents have strangely large eyes and cold, pallid complexions.

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Skull Sands

Hundreds of tiny rocky islets, each with a small fort or stronghold clinging to it like a limpet. Most of them are simply the hull of a wrecked ship, braced with salvaged timbers and lashed with rigging, and the odd rusted metal plate riveted over joints. Some have lasted for decades (although many have been washed away). Each stronghold was once home to a paranoid pirate captain and their crew who built a stronghold to defend their loot from their greedy neighbours. Now they’re each home to a paranoid Wight Captain and their Deathrattle crew! There is a strong chance that they share the same names as their “predecessors”.

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Skinflint's Hollow

A small twisted bay that offers a little shelter from the perpetual storm known as The Maelstrom. The calmer waters are a welcome relief, despite the incessant rain, but many ships have been lost as they tried to leave the Hollow; swept into Hullbreaker Harbour by treacherous tides and dashed on the razor-sharp rocks there. On the wet sands of the Hollow there is an inn and gambling den called the Rusted Anchor - built decades ago by Sebastiano Skinflint, a retired pirate of some renown… in his day.

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The Mists

A rolling semi-sentient fog bank that moves unpredictably and unexpectedly. Sometimes it remains stationary for weeks at a time. Sometimes it expands to shroud a vast area of the sea and land. Other times it all but evaporates, receding to a small area centred on the three islands at its heart. Within this fog dwell unspeakable eldritch horrors; tentacled, toothed and clawed.

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Anchorage

A jagged, windswept enclave bordered by half-submerged shipwrecks. Stone ruins serve as the foundation for rickety wooden structures, their salt-stained exteriors leaning precariously against the persistent sea breeze. The distant, mournful calls of seabirds echo through the fog that clings to the settlement like a shroud.

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(There's an LED candle under the Emberstone crystals.)

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Nine people played 3 or 4 games each, earning Emberstone Treasures and "Cursed Plunder" (upgrade cards).

Each round everyone played a Battleplan with the same predetermined Victory condition but drew a Deployment and Twist card themselves, so everyone played slightly different games with the same rewards available.

The Emberstone and Plunder cards were my custom replacement for the standard Warcry narrative campaign system (which I love, but I'm very conscious that it takes far too long to use between games in a one-day event like this, and doesn't provide many changes over 3 or 4 games. It's far better suited to regular weekly games).

The Emberstone Treasures were orange acyclic crystals that were used as Treasure Tokens (in the 2st and 3rd round games) or Objectives (in the 2nd round games). Each game had between 1 and 5 Emberstone Treasures on the board.

I told everyone to keep hold of the Emberstone their warband controlled at the end of each game, (and distributed new crystals at the start of every subsequent game), as they were also our campaign victory points for the day.

I think this system worked pretty well, as there was still something to be gained from fighting a losing battle to the bitter end. Trying to turn a 5:0 loss into a 4:1, or even a 3:2 was always worthwile: Even if the battle was still lost, there was something to be gained.

The cards were a mix of upgrades to stats or abilities, and artefacts. They formed a very simple experience / progression system that was atmospheric, quick and easy to manage, and impossible to intentionally "powergame".

Before each game players drew a hand-made Plunder card from the deck. They had to assign the card to one fighter for the rest of the day, the special rule on the card could only be used by that fighter (with a couple of exceptions) and they couldn't give a fighter two cards.

After the first card, which was always beneficial, there was about a one-in-three chance of getting a "blood-spattered" Cursed Plunder card that had a negative effect.

By the end of the day everyone had a small handful of Emberstone Treasures, and 3 or 4 Plunder cards.


At the end of the day Kyle (redangel97) won individually with his Splintered Fang warband. He'd amassed a very impressive 14 Emberstone Treasures, the next highest total was 11 Emberstone Treasures, so it was pretty clear-cut.

When that had been decided, the players gave their Emberstone to support one of 3 factions (by placing them in one of 3 boxes marked with the Coalition flags):


The final Coalition totals were:
  • 38 Emberstone Treasures for Stormdance Reavers
  • 22 Emberstone Treasures for Umbral Dominion
  • 9 Emberstone Treasures for Blackwing Corsairs

I hope everyone who came along had as much fun as I did. They all certainly seemed to be enjoying themselves. 

I'm pleased with how the battleplans, cards and tokens worked - they meant I could join in playing Warcry without needing to "manage" the campaign narrative, or oversee aftermath sequences, and without any risk of tipping the scales in my favour, or making choices based on information no one else had. Plus I got to make some atmospheric game components / accessories!