The mercenary warband was contracted to reinforce the town's guard after a report that the undead had overwhelmed the nearby town of Vierstein. They were already around the border between Stirland and Sylvania following a larged armed rabble roused to action by the Witch Hunter’s guild. However it appeared the sellswords had marched alone into Siegfriedhof half a day too late. Dead bodies of the towns people littered the eerily silent streets. The men scanned the scene with weapons drawn. Despite his disgust, the mercenary captain kept his face expressionless. He nodded to his sergeant. "Troops. Fan out and look for survivors" barked the sergeant.
The Lahmian looked
upon the smoldering town. The size and ferocity of the Ghoul attack
was unexpected. She had a feeling her spy within the Stirland bordertown was still
alive, and whatever information gathered would be valuable in their
game against the von Carsteins. She looked to her necromancer who in
turn waved their warband forward to shamble into the ruins.
Overview
Find and escort the lone human survivor off the board after investigating six markers which are placed around the board. Five of the markers turn out to be ghouls or loot instead.
Setup and deployment
Setup a board representing a ruined town. Alternate placing six investigation markers around the board more than 8” apart and 12” from any board edge. Then the winner of a roll off chooses a board edge and deploys within 2” of that edge. His opponent deploys within 2” of the opposite board edge.
Investigation markers
Any model that moves onto a marker removes it from play and rolls a d6. If that was the last marker then the result is automatically a 6.
1-2: You find a corpse with a purse of gold. Add d6 gold to your stash.
3-5: You disturb a ghoul while its feeding and it leaps at you. Place a ghoul in base contact with this model. The ghoul counts as charging into combat.
6: You stumble across the lone human survivor. Place human survivor within 2” of the model. Remove all investigation markers from play.
Ghouls
Ghouls fight in the combat phase of the player whose model they are engaged in combat with. Ghouls recover in the recovery phase of the player that discovered them. If a ghoul is unengaged, it scurries away to safety. Remove the ghoul from the board.
Weapons/armour: Blood encrusted claws
Cause Fear
Human survivor
The human survivor attempts to move and stay within 2” of the model that discovered him. If the ‘escort’ is killed or is outside of 2" at the end of the movement phase (because of higher move speed or falling etc.), the survivor will attach himself to the next nearest model within 2”, otherwise he will stand still. Roll off in case of any disagreements.
If he is attacked by
a warband, he will then be controlled by the opposing warband.
Activate and move the survivor as if he was a member of your warband.
Weapons/armour: Dagger
Ending the game
The warband that escorts the human survivor off the board or moves it off the board under their control wins and the game ends immediately. Alternatively the warband that routs first loses and the game ends immediately.
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy or ghoul he puts out of action.
+2 Escorting the Human Survivor to Safety. If a Hero or Henchman escorts the Human Survivor off the board he receives +2 Experience.
+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.
Rewards
The winning warband gets 7 wyrdstone and gains or changes a territory.
The losing warband gets 6 wyrdstone.
(Remember you skip
the wyrdstone found step but roll for multiples on the exploration
chart. Fortnight 2 scenario rewards will be based on total number
territories gained by your faction).



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