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 Baskin. Welcome to the Turks Head, a waypoint on the âgreatâ road between Wurtbad and Mordheim. Finally the hanging around in this awful weather has paid off. The letter you had found in that rubbish meant something and that something is seerstone. The only problem is that it is no longer here and youâll need it to get back in with the clan leaders. It doesnât appear that anyone has noticed you, so to improve your chances of getting it; it appears that ensuring that it doesnât change is imperative.
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 on the roof above the three bargainers. A fellow clan member is hidden in the hay loft.
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 leave the board without being seen.
Special rules; The storm may have stopped but the roof is still very wet. On the roof you can move 2â without penalty, if you want to move faster you will need to pass an initiative test or risk falling. Unlike the others you leave the board through the drain under the coach.
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.
Baskin - 5 3 3 3 3 1 4 1 5 - Sword
Throsp - 5 3 3 3 3 1 4 1 5 - Blowpipe