by MoodyGit (Gary) » Sat Jul 04, 2015 5:36 pm
Thoughts;
Scenario 1 Everyone starts in the tavern situated outside Mordheim. Thinking roadside with good security, bars on windows, gate locked etc. There is a terrible storm outside with rain coming down in buckets. Everyone has two models to keep game quick and help with learning curve for new players, 1 major character and 1 minor, and they will have personal objectives. This is not a battle to the death type thing. Story is that two players have been invited, others innocent bystanders, and that there is a large piece of warpstone up for sale and that the two are in the midst of an auction. The skaven player is listening through the roof as he plans to steal from whoever wins and the real auctioneer is tied up in the basement. Just as the final bid is placed the auctioneer reveals himself as a fraudster grabs the wyrdstone and disappears in a blinding light. The storm suddenly stops and the race is on.
Layout is large bar area with most players in, second floor with rooms circling a walkway and roof above. The door to the basement is close, but not to close, to the stairs. Outside is a large courtyard with coach parked centrally over a drainage grill, and opposite tavern a stable block.
Planned eight players;
1. Mike β Undead (1)
2. Pass β Undead (1)
3. Sven β Skaven (2)
4. Simon β Sisterhood (2)
5. Ray β Marienburg (2)
6. Dave β Dwarf (1)
7. Oli β Witch Hunters (2)
8. Tom β Reiklander (2)
Objectives;
1. Undead β Both necromancers have been lured by the promise of wyrdstone to try and impress their vampire leaders and to try and stay alive longer.The necromancers are sisters and hate each other, always trying to out do each other in their evil ways. They must cause more misery than each other so they will earn 2VP if they cause more wounding hits, 1VP if they tie and +1VP if they manage to wound their sister.
2. Skaven β As the stone is no longer here they return to natural behaviour. Their aim is to leave the board through the grill under the coach as quickly as possible without being seen. The roof is now dangerous ground as, even though the storm is over, the tiles are very slippery. 3VP if you leave unseen, 2VP if you leave and 1VP for remaining unseen. The assistant will be in the hayloft armed with a blowpipe. Unseen will be decided at end as the spotter may be unconscious.
3. Dwarf β The dwarf is a smuggler who was resting out the storm. He has a hay wagon in the yard with dwarven weapons stowed away inside. Hearing the story of wyrdstone has piqued his treasure sense and needs to tell his comrades, not forgetting the stash of course. 3VP if leave with cart, 2VP if remove sack and leave, 1VP for just leaving.
4. Sisterhood β The sister is a rich girl on the way to the nunnery in Mordheim, totally unaware of what has happened to it. The news that wyrdstone is readily available on the streets is appalling and has to be reported to the Matriarch. They can either take the coach or the horses from the stables. Her assistant is playing cards in the stable block and when she hears the disturbance she will need to get the animals ready and the gate open. 3 VP for coach, 2 VP for horses and 1 VP for getting out of tavern on foot.
5. Marienburg β They are the owner of the public house but the rumour of untold riches has awoken that Marienburg spirit. You need to send your boy out to let your old boss know. 3VP if boy is first to leave with message, 2VP if he leaves with message, 1VP if both awake.
6. Witch Hunter β It was his wyrdstone and this was a ploy to get the evil magic users together under one roof away from their mysterious bosses. Howβs he to know a third vampire was aware and decided to set a similar trap. He has been knocked unconscious and tied up in the barrel store. You need to get to your equipment and your second on the first floor. 3VP for getting there unharmed, 2VP if the assistant comes to help, 1VP for wounding a magic user.
7. Reiklander β The Reiklanders are on the payroll. Normally he acts as a bouncer and his young brother a stable hand but he has thoughts of leaving due to the arrogance of the owner. Plan was for him to keep everyone inside as long as possible while his brother robs the posh coach for anything of worth, then to get out, and with this information maybe he will head for Mordheim as they hadnβt thought that far ahead yet. 3VP for two turns going through bags, 2VP for 1 turn and 1VP for causing a wounding hit.
'Jenkins, chap with wings there...five rounds rapid.' - The Brigadier.