I like how the buildings have interiors! 
Need to make a chapel like that soon. 
Thanks GP. Having playable interiors is pretty essential to gaming street fights in 'populated' towns. Jim L likes to do furnished interiors, which look cool, but drive me crazy when I'm trying to place models. Still I have been collecting furniture for the day that I decide to 'furnish' my own bare rooms.
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Dead Man's Hand--In the Jungle, the Mighty JungleBeware the Tall GrassI forget who wrote it, but there's a Jurassic Park style scenario of cold ones attacking warbands in the tall grass called
The Prey. Its a pretty bloody scenario, but I've been tweaking it over the years. I may have gone too far...
The idea is that two warbands (the Old Estalians and the Bay Watch in this case) are fleeing from an unspecified previously encountered threat. They find themselves in a sea of grass. Ahead they can see a ruin jutting up out of the grass. Using the ruin as a landmark the warbands start toward it. But they hear growls from the grass around them. Then the screams begin...
Usually when we play this scenario, the Bay Watch would draw the most attention from the dread Cold Ones (since certain players are renowned for their ability to roll a 1), but on this day the raptors preferred Estalian flesh. (At least Arabian flesh, as Ali bin Ali the Merchant was attacked first. Well he was attacked three times, but the warband's heroes saved him each time.)



The pests came in waves (the Cold Ones appear at the beginning of each player turn. You roll for each warband member who is one ground level. On a roll of a 1 a Cold One attacks!)

The Bay Watch encountered fewer of the Cold Ones (perhaps because I put a piece of climbable terrain on the board..)


The few raptors encountered are overwhelmed by pyrates

Al Bobo killed a couple of them

The Old Estalians battled on


The end is near. One of the Bay Watch has reached the ruin in only 4 turns (which is how you win the game).


The Old Guard have killed many Cold Ones, but could not reach the ruin in time

Al Bobo saves the Merchant for the third time...

The Bay Watch win a game! (This has happened several times this campaign, but is always a new experience to be savored.) They lost their new Warlock (Marvin?), who was killed by a Cold One.
The Bay Watch skin two of the beasts (80 gcs!) and pocket various other treasures. Then they sail back to Torktuga to hire a new Warlock.
The Old Guard lost no one. Hadji the gunner becomes a hero! And the Guard sail to Torktuga to trade. Sadly losing the race to the ruin meant that they could not skin any of the cold ones they had killed. However, the Estalians manage to collect enough treasure to pay all of the Hired Swords (55 gc!) and acquire new supplies.
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The Haunted WreckThe New Estalians tried to claim an old wreck that the Mary Anns had found. This did not end well for anyone...
One of the dread Lustrian crocodiles takes a mercenary

The pyrate rafts have been shot up

The New Estalians fled with lots of warriors ooa.
2 died of their wounds. (including a gunner with a blunderbuss)
The Mary Anns made the mistake of boarding the wreck without reading the scenario... The Undead pyrates rise to repel boarders and do a pretty good job of it. (Chris had been rolling poorly as his warband, but became a killer as an undead pirate.)
The Mary Anns' Captain suffers madness and becomes stupid. It is possible that
Flagguy dies again.
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The Trail of DeathThe New Estalians encounter the Bay Watch on a narrow jungle trail... At night, in the dark, because the Bay Watch have 7 crossbows.
The Bay Watch advance

Mrs Wolfgang is attacked by cold ones! But the crew save her

The Estalians struggle through the darkness

Chris chose to fight at night. Both warbands could see 14".
I was about to shoot 7 crossbow shots into one hero and beat another hero up with Little Billie III and Mrs. Wolfgang.
Then I got a call and had to go. I think he was lucky I had to leave.
Chris killed Gunner Finn (blunderbuss guy)
But one of Chris' gunners died and I looted his handgun. 
I opened a crate and rolled 61: found a Medicine Chest! Saving it for a hero injury re-roll.
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X Marks the SpotA Hidden Treasure variant with a deadly ending
There are many lost treasures in the Karribean. The Mary Anns happened to have a map leading to one...
The Mad Captain charges Jaun de Plama II (big sword, top of photo)

The assembled firing squad awaits the outcome

The Mary Anns have the treasure. Can they escape in time?

Bad things are happening to the Mary Anns

The photographer had left the building, but a brawl broke out around the fight between Juan and the Mad Captain. Captain de Guzman personally rushed to Jaun's defense, while the Mad Captain was joined by a henchman.
The Old Guard had the numbers to add more warriors to the fight, eventually the Mary Anns rushed off the field with the treasure. But both the Mad Captain and his henchman were out of action. Both died of their wounds.
Despite managing to 'find' every possible reward in the treasure chest (and roll the maximum amount for each) AND collect a +2 underdog bonus, the Mary Anns vow to return to Altdorf to use the treasure to build a tomb for the Mad Captain. (Having not rolled a lads got talent hero for the entire campaign and failing to get one again after the death of the Mad Captian may have had a bit to do with this decision.)
The Old Guard lost no one. They captured one Marienburger, but the fool refused to join the crew and was sold to the galleys of the Doge (of Trianto, I think). The Old Guard capture some goblin raiders, pressgang one and put the rest to the sword. Eventually all the loot was sold at Torktuga.
Coming soon--The Lost Temple of the Slann