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 everyone’s 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 man’s 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. ‘Well wasn’t that fun ladies, but don’t worry you can find this in Mordheim’. 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 Sheik, ‘The Turks Head’, a waypoint on the ‘great’ road between Wurtbad and Mordheim, has been your home for many a good year, though times have been a bit hard of late. The large crowds heading North towards Mordheim have slowed down and you have had no news from that direction recently giving you reason to think something bad has happened. You also, for a reasonable fee, have a man tied up in your barrel store with the premise of a look away promise. On top of that you can see some serious money being battered over on your tables. Your money grabbing senses are screaming at you that its time for a change as you feel you are now in the wrong game and easier pickings appear to be in the North.
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 behind the bar; your servant is stood patiently in the corner behind the table.
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 a message to your serving lad and for him to escape.
Special rules; To pass the message you have to be adjacent for one turn.
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.
Sheik – 4 4 3 3 3 1 3 1 7 - 2 swords
Brann – 4 2 2 3 3 1 3 1 6 - Hammer