Help support TMP


Iron Dream Tournament 4


Back to PROFILES


Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Link


Featured Ruleset

Ætherverse: Upheaval


Rating: gold star gold star gold star gold star 


Featured Showcase Article

Basing Final Faction: The A.C.R.M.

Prepping some inexpensive action figures for the tabletop.


Featured Workbench Article

Raising a Giant Succulent

Blocking line-of-sight and channeling movement through elevating a plant.


Current Poll


Featured Movie Review


Revision Log
22 August 2006page first published

5,854 hits since 22 Aug 2006
©1994-2024 Bill Armintrout
Comments or corrections?

Sylvain writes:

Day Three - "Just when they thought it was over…" – well, it wasn't.

Yesterday, as you remember, the Zookoos managed to make it to the train, seized it, and rode to freedom with a fortune on board.

That couldn't be so easy.

The Veh Deh Merd Express stopped suddenly a few minutes after it started, and after some investigation, it appeared its main power source was out. Unfortunately for the Zookoo survivors, their pursuers hadn't given up. After a chase worthy of the Benny Hill show, they all managed to catch them up as they were heading to the secondary power generator that would start the train again. The frame was set for an Ultimate Rumble – the final 6-player scenario that would decide the fate of an entire planet and the winner of the Iron Dream Tournament.

Ready for an ultimate rumble

The Redneck militia soon wiped the Wurstlanders out, while the Squats hit hard on Captain Negromundheim's Hippies. They were in turn slaughtered by the ferocious Zookoo totemic banana-warriors, who made it into the command centre.

As if circumstances weren't dire enough, a big stinking semi-godlike demon emerged from the command centre and began shooting his Vomit-spitter death-gun - a very nasty weapon, as you can imagine - at anyone he felt deserved it!

Oh the humanity!

BackNext