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Scenario: The Great Library



 

The North-East Quarter of Mordheim was renowned for trade and learning. When Mordheim was a living city, the crowded labyrinth of streets and market plazas were called the Merchant's Quarter, more commonly known as the District of the Flying Horse. Mordheim became known as the finest market of the city in the Empire, rivalling even the busiest ports as Marienburg. There were many traders who would claim that for the right price they could locate any object for you so desired in a day.

Another notable aspect of the North-Eastern Quarter was the Great Library. During the rule of the extravagant Count Ignatius Steinhardt, the library grew extensively to become the largest building in the entire city. The Count was particularly fond of collecting mystical and religious tomes. Of course, unwittingly, The Great Library managed to collect on of the largest deposits of Daemonic and Necromantic lore in the Empire.

Now after the disaster struck Mordheim Library was engulfed by flames from the comet. Only the bravest ever consider going anywhere near the ruins but the lure of ancient tomes is enough to persuade mages from across the Empire to hire warbands to retrieve any books that they can find. For enough gold, fools can find enough bravery to risk even this dark place.

(Credit given to TC 25 Space McQuirk and Nick Jakos.)

Terrain

Each player will take it in turn to place a piece of terrain, either a small building, or other piece of terrain. If you have one piece of terrain or several that could “act” as the Library should be placed in the middle. Many of the tomes have been spewed across the many blocks close to the Library. The battle is fought in an area roughly 4' x 4'. You may want to make the table larger if this is to be a multiplayer game.

Special Rules & Set Up

Players should then place D3 +1 Tomes for each warband involved in the game on the tabletop to represent where the Tomes are. Each player takes it in turn to place a Tome counter. The counters must be placed more than 10” away from the edge of the table and at least 6” away from each other. Note that counters are placed before deciding which edge the warbands will play from. A warrior can carry any amount of Tomes without any penalty. Warriors cannot transfer their Tomes to another warrior. If a warrior is put OOA then the Tome is placed next to where the model was taken OOA. The Tomes cause FEAR. You must take a FEAR test to pick one up, unless you are immune to FEAR. This is to represent the great unknown on whether or not the Tomes are Evil. To represent the chaotic nature of the disaster and the many magic tomes that are scattered in the area warbands will roll on the Random Happenings.

Warbands will begin rolling on the Random Happenings chart when the first model touches a tome and will continue then at the beginning of each warbands turn. Yes, the first warband that touches a Tome will roll on the Random Happenings chart even though it will already be in the middle of their turn. Please exempt rolls of 11, 45, 54, and 65 from the D66, just roll again.

Warbands

Players use the normal warband set-up rules (see ‘Setting up the warbands’).

Starting the game

Each player rolls a D6 to determine who goes first. Play proceeds clockwise around the table.

Ending the game

The game ends when all the warbands but one have failed their Rout Test. Warbands that Rout, automatically lose. If two or more warbands have allied they may choose to share the victory and end the game, or they may continue the game until one warband is victorious.

Experience

+1 Survives. If a Hero or Henchmen group survives the battle they gain +1 Experience.

+1 Winning Leader(s). The leader of the winning warband(s) gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

+1 Per each Tome Picked Up. If a Hero or Henchmen is carrying a Tome counter at the end of the game he receives +1 Experience.

+1 For the Warband with the Most Tomes. The leader of the warband with the most tomes at the end of the game gains +1 Experience.

Ill Gotten Gains…

You can sell the Tomes for 25 +1D6 or choose to keep the scroll. If you keep a scroll then roll on the chart below (1D6). Rolling on the chart below will represent that the Hero has decided to open the scroll and is trying to decipher its abilities. Please nominate which Hero will be opening the scroll.

D6 Events

1. The Hero who keeps the scroll will set out the next game. You may come up with some creative on why he cannot play the next game from opening the scroll.

2. The Hero who keeps the scroll will gain +1 Initiative. This can take you above our racial Maximum.

3-5. The Hero who keeps the scroll will gain an Academic Skill. Those who normally cannot gain a Academic Skill can gain one (1) Academic Skill. Please note that this is for only one time and does not grant the user to gain Academic Skills through normal experience.

6. The Hero who opens the scroll will gain D3 experience.

 

 

Желтая  зона: В этой зоне можно будет три раза искать магические предметы (и артефакт) играйте сценарии:

 

1-3 Spawn Hunting

 

4-6 Scenario: Executioner’s Square

 

Scenario: Spawn Hunting

"Over there men! After it! 50 Crowns to the man who brings that chaos beast down!" shouted Captain Alkazar to his men, as they chased the twisted Chaos Spawn through the ruined streets of what was once a productive farming village. In the time after the comet fell, the streets of Mordheim were tainted by the touch of the foul gods, and the effects visible in many areas. Men and women bore twisted visages of their former selves, and much, much worse was to be found. The touch of Chaos was laid heavily on the land. Many priests of the righteous gods were trying to do what they could, but some of the more physical threats required a less spiritual touch, and more of a physical beating.

In this case, a Chaos Spawn has been tracked down, and is terrorizing its way through the remains of the city, and your warband is chasing it, and trying to bring it down. Or maybe you're trying to subdue it and bring it under your control, and then use it to make it your loyal servant. Such a creature would be very, very powerful to have under your control. However, you've run into a snag.

Another warband has spotted you, and is closing in to intercept you and stop the spawn themselves. What is their motive? Why are they here? Such questions are not to be answered here.

Set Up

The setup is for two or more warbands. The warband with a highest rating should be set up within 10" of one corner of the board, as they are the warband hunting the spawn. Place the spawn 16" from them, directly between them and the centre of the board (always place it on ground level.) Place opposing bands on the table edges opposing that player, and within 6" of the edge. The player may pick which of the two sides he starts on.

Note: If the warbands taking part in this campaign are highly rated, you may be better off using multiple spawns instead of one. So once you hit around 250, try 2, or at 375-400 try 3. Etc. Alternatively, for multiple warbands, you could also do it as “Number of Warbands -1” to determine how many spawn you need.

Terrain

This scenario can take place in any locale. This could easily be happening in the country side for Empire in Flames, or in the ruined streets of Mordheim.

Starting the Game

The Spawn gets the first turn, and immediately make a move, away from the band pursuing them. Then the hunting band goes second, and roll a D6 for all other warbands taking place in this scenario, with the highest going first.

This means the Spawn have their own turn, in addition to the players, so here's the rundown of turn order:

Turn 1: Spawn

Turn 2: Pursuing Band (Highest Rated)

Turn 3-?: The remaining warbands, dice off for turn order.

Special Rules

Wyrdstone Necklace: Make note of which warrior(s) deliver the killing blow to each of the spawn on the table. After the fight, roll a D6 for each warrior who took a spawn OOA. Whichever rolls the highest, he found a mysterious Wyrdstone pendant around the neck of the spawn. He can either wear it or sell the pendant to a wandering wizard for 10D6 GC. Should the warrior choose to put it on, consult the following table for the result. (If the warrior in question is a henchman, remove him from his existing group and place him in his own group, which may never be added to again.).

Roll D6 after the game

1 The green stone drains the warrior of his vitality. Roll on the henchman advance table, for rolls of 1-9 reduce the stat indicated by 1 and for rolls of 10-12 the warrior mutates. All bands except chaos bands kill a mutating warrior as they start to change, chaos bands (possessed, carnival of chaos, beastmen and skaven) may roll a random mutation.

2 No effect beyond dark and troubled dreams.

3-6 Roll on the henchman advance table, for rolls of 1-9 increase the stat indicated by 1 and for rolls of 10-12 the player may choose any stat to increase by 1. The stone is not powerful enough to increase a stat above a racial maximum, if this is indicated roll again.

Ending the Game

The game ends only after the Spawn have been taken OOA and only a single band is remaining on the table. Warbands may voluntarily rout, following the normal instructions for such in the Mordheim rulebook.

Experience

+1 Survival: Any Hero or Henchman group which survives the battle gains +1 experience.

+1 Winning Leader: The Leader (or acting leader) of the band gains +1 experience for winning the scenario.

+1 per Enemy out of action: A hero earns an additional +1 experience for each enemy they put out of action.

+1 Spawn Wound: A Hero or Henchmen group earns an additional +1 experience for each wound they do to one of the Spawn. (A henchman group may not gain more than +1 experience in this way.)

 

 


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