Scenario One - A deal is struck.
Outside the Gods were making themselves felt. It was a storm of epic proportions as the wind and rain was trying its hardest to enter through the walls and roof. The pitch black night was cruelly lit by eye aching flashes of brilliant white.
Inside the smoky bar room everyoneâs eyes were on the three cloaked travellers sat at the boards. The onlookers held their collective breaths as the bidding was reaching fever pitch, it was as if losing the bid was more important than the item itself.
Sat on the table between the hooded manâs arms was a large piece of jet black stone flecked with glowing green lines which intensified with the lightning from outside. This was what they were after, this was why they travelled to this desolate place, and this was why they answered their personal invites, this and the promise of more to come.
Owning the piece was a start but the knowledge of where it came from was much more important and finally as one shook her head in defeat everyone leaned forward in expectation. The owner of the stone sat straighter, slowly lifted his hood and started laughing quietly. âWell wasnât that fun ladies, but donât worry you can find this in Mordheimâ. With that he grabbed the stone and leapt up, followed by the brightest light imaginable.
The silence was shocking; the storm had disappeared as suddenly as their so called host.
Greetings Marius, welcome to the Turks Head, a waypoint on the âgreatâ road between Wurtbad and Mordheim. Well it would be welcome if you werenât tied up in the dark anyway. Your grand plan to lure the two witches out to this god forsaken place was sound until a third party decided to stick its nose in and ambush you first. He has your bait and is out there instead of you. If you could get upstairs to your weapons you can let him, and the witches, feel your wrath. Make them Burn.
Terrain; The scenario is based in a Roadside Tavern consisting of a yard, a stable block, a tap room, a barrel store and two guest rooms. The yard gate is the only exit as all doors and windows are locked and barred due to the taverns location.
Warbands; You are positioned in the barrel room: your assistant is in the guest room directly above you.
Starting the game; Each player rolls a D6. The highest has the first turn and order of play proceeds clockwise around the table from there.
Ending the game; The game ends when the GM has witnessed half of the objectives being fulfilled.
Your objective is to get your weapons and dish out some witch hunter justice.
Special rules; As you are tied up in the dark your movement is 2â as you shuffle along the ground. You cannot leave the room until you have untied yourself which will be a 4+ on turn one, 3+ on turn two, 2+ on turn three and auto on turn four as the ropes loosen.
Experience; You will earn between zero and three victory points based on success in completing your objective.
Name M WS BS S T W I A Ld Sv Spec.
Marius - 4 3 3 3 3 1 3 1 7 - Burn the witch
Daviel â 4 3 3 3 3 1 3 1 7 - Burn the witch Double handed weapon, Mariusâ sword