Devil's Den Challenge #8: Scenaritto!
Topic author: StyrofoamKing
Subject: Devil's Den Challenge #8: Scenaritto!
Posted on: 16/04/2008 12:31:34
Message:
Here's my challenge, Devil's Denizens... Create a fun two person or multiplayer scenario. Here's the HITCH: The Scenario can only have between 1-4 warriors per player. You (the scenario writer) may choose what exact number of warriors, hero/henchmen ratio, etc. Remember, though, entries are judged on balance, too!
Reply author: Chad
Replied on: 16/04/2008 13:27:41
Message:
Chad's oficial entry:
The Shaved Pie (based on "Sweeney Todd")
One of your heroes has gone for a shave, but after he leaves you discover that the barber is planning to rob him! You immediately set of to rescue him alerting the authorities along the way; not knowing that the barber plans more than robbery…
Terrain:
This scenario should be played on a 3’ by 3’ board. Start setting up by placing a 3+ story building in the center of the board, one of the ground floor rooms must be designated as the Bake House. Then take it in turns to place either a ruined building, tents, shanty etc.
Special rules:
Before deployment one of the attackers heroes (attackers choice) is placed on the top floor of the building, he may not move or shoot, but will act normally as soon as the alarms raised (see below), or he’s attacked.
Judge Jaeger and Beadle Bellow are placed on the second floor, and may not move until the alarm’s raised when they will come under the attacker’s control.
Screaming Tread and Mrs Baker are placed in the Bake House and may not move until the alarm’s raised when they will come under the defender’s control.
The alarm is raised as soon as one attacking model moves into the Bake House, or Screaming Tread charges someone.
Objective
The attacker’s objective is to warn their comrade, to do this they must move a model that has either been in the Bake House, fought with Screaming Tread or Mrs Baker or been fired upon by Screaming Tread into base contact with him.
The defender’s objective is to put the hero awaiting a shave OOA, to do this the Judge and his Beadle must be OOA first.
Judge Jaeger
M-4 WS-3 BS-2 S-3 T-3 W-1 I-3 A-1 LD-8
Equipment: Club, dagger, pistol, superior powder.
Beadle Bellow
M-4 WS-4 BS-2 S-3 T-3 W-1 I-3 A-1 LD-8
Equipment: Extending cane (club, strikes first in first round of combat), Pistol, Dagger.
Screaming Tread
M-4 WS-5 BS-3 S-3 T-3 W-1 I-4 A-2 LD-10
Equipment, Razors.
Razors: Strike first in first round of combat, may be used as throwing knives, or in close combat (one in each hand) granting a 1+ to injury rolls and causing criticals on a 5-6.
Mrs Baker
M-4 WS-2 BS-2 S-3 W-1 I-3 A-1 LD-10
Equipment, Rolling pin (club), Pairing Knife (dagger), Poison Pie: may spend a full turn setting up a poisoned pie, any model affected by psychology (not any of the scenario specific characters) moving within 1†of a poison pie must pass a LD test on 2D6 or take S3 hit..
Warbands
Each warband may only use up to 4 warriors in this scenario, all must be heroes. Dice off to see who gets to choose table edges, the choosing player deploys first. The Attacker takes first turn.
Reply author: Ethlorien
Replied on: 16/04/2008 15:02:36
Message:
Ethlorien's Official Entry:
Calling a Truce . . . (snicker, snicker, backstab)
A scenario for 2 or (preferably) more players.
That's it! I've had just about enough o' this stabbin' and killin' each other. Let's all of us mates meet and discuss somthin' of a truce, see. Capn's only, hear me? No dirty tricks, no nothing! We're all of us scrapping by 'ere in beautiful ol' Mordheim, but joined t'gether we's could be a force t'be reckoned with, yes? So's here how it's gonna go down, see: We all of us meet at a designated time and place, shake hands like the good blokes our mothers taught us t'be, and then join forces and raid across the whole o' Mordheim like bandits and princes!
"How's that fer a letter, eh?" inquired the grizzled captain to his second in command.
The second in command scanned over the letter, then looked up into his captain's eyes. In a matter of fact tone, he asked, "and when we get 'em all t'gether, where do you want the lads waiting to gut these fools?"
The captain chuckled and leaned in to divulge his plan...
Terrain:
This scenario is to be played on a 4'x4' table, smaller if there are only 2 players. The centre of the table, roughly 8"x8", should be left clear of debris and terrain, making for a central courtyard or town square. The rest of the table, players should take turns placing buildings and ruins. The more the better.
As the buildings will play a pivotal role in deployment, special attention must be given to their indentification or numbering; see the Set-up rules below.
Set-up:
Each player places his warband's captain in the centre of the board. All captain's should be in a circle, facing each other, roughly an inch apart.
Aside from their captains, players may choose up to three more of their warriors. Of these warriors, no more then 1 of them can be a Hero. player's then take turns rolling dice to randomly determine which structure their warriors begin the scenario hiding in. All warriors must be placed in the same structure, but may be set-up on different floors. No two players may share the same structure.
Special Rules:
If we can't trust each other, then we might as well kick an stab ya t' death:
As everyone went into this meeting with the intention of stabbing each other in the back, there are no surprise here. Yet, as crocked as these scoundrels are, none of them want to be the first to get a pig sticker in his belly. As such, the warband captain's at this meeting may not charge, attack, shoot, or cast spells, against any other warband captain for the first turn.
Note: this restriction does not apply to the Hero/Henchmen brought into this battle, nor does it prevent captain's from attacking the Hero/Henchmen brought by other captains.
Objective:
Now that the meeting has disolved into bloodshed (every player acts surprised here), it is time for the captain to get the hell out of here! Players may take this opportunity to kill their rivals, yet no warband may choose to rout until A) their captain has fled from this disastrous meeting off any table edge, or B) their captain is put out of action.
Rewards:
+1 Survives: If a Hero or Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader: Any warband leader left standing at the end of the scenario (who did not flee), gains +1 Experience. This can be the last man standing, or if, gasp, an actual truce has been declared.
+1 Per Enemy Out Of Action: Any Hero earns +1 Experience for each enemy he puts out of action.
This is a scenario where I would encourage players to secretly forge alliances before hand. Of course, I would also encourage said alliances to be torn apart later on in the scenario. I mean, who ever heard of the pharse 'The Last Two Men Standing'?
Reply author: Ram Rock Ed First
Replied on: 16/04/2008 21:44:07
Message:
Okay, this is made up right now nothing fancy and formal like, we'll see how it turns out...
The Tower Top.
Terrain:
1 Bloody tall tower, preferrably a minimum of 3-4 feet in height. The tower should be about 1 foot by 1 foot and be set up so as it is divided into adhock levels roughly 3-4 inches in height for normal levels and as high and sporadic as you want in between. Ladders, stairways and other means to climb to the top are essential. Be sure to have lots of scattered edges and platforms as the tower goes up.
NB: A tower is easier to make then one would imagine. The key is boxes. LOTS of boxes, and planks of wood et al. If this is not in your interest, then building multiple separate levels and spacing them along beside each other so as an ease of height maintenance is achieved and an easy move from this level to this level feel can be achieved also...you figure it out, it's your tower after all.
Counters:
Each player takes it in turn to place D3-1 Gargoyle Counters at differing points on the Tower. In additon, a further D3+2 Gargoyle Counters are placed on the Top 3 Levels (or closest to the top levels).
Objective:
The Mad Wizard at the top of the Tower, is performing a ritual to sacrfice the virgin daughter of a local trade merchant in order to achieve ultimate power. He is carrying "The Count of Ventimiglia's Misericordia" (The Magic item from the Mordheim Core Rulebook) and intends to kill the daughter in a dark ritual to ascend to powers most awesome. Your aim as a player is to scale to the top of the tower, slay the Wizard, claim the Magical dagger for yourself, rescue the Merchants daughter, fight off the opposing warbands (because who wants to honestly share the rewards and fame of such a heroic feat as to rescue a richmans daughter from an evil wizard afterall!) and claim the reward for the rescue of a rich merchants daughter!
Warbands:
Each player takes it in turn to Roll a D6, and minus 2 from the Number rolled to a minimum of 1. This is how many warriors have managed to get this far, to the Tower itself and survive. The Warriors chosen are randomly determined off of your warband roster sheet, with at least 1 hero of the players choice making it through. All other warband members must roll on the injury table after the game exactly as if they had taken part in the scenario and had been knocked out of action.
The Wizard:
The Wizard will need to be played by an independant player, who is also in charge of the gargoyles when/if they emerge from their stone forms.
The Wizard:
M 4
WS 3
BS 3
S 4
T 5
W 3
I 4
A 2
Ld 10
Sv Special.
The Wizard is an ageing master of sorcery, having spent the majority of his life researching ways to further improve his survivability so as he could achieve eternal life, whether this ritual will enable him to achieve this ultimate goal or is still just another step in the road towards it, is unknown. What is known is that he has a whole heap of protection spells and personal ability boosting enchantments cast upon himself, they cannot be dispelled and are considered permanent as reflected in his enhanced profile above.
Equipment: The Count of Ventimiglia's Misericordia and a Wizards Staff (counts as a single-handed club that can parry). Both weapons are coated in Black Lotus. Skills: Lightning Reflexes, Strike to Injure, Step Aside, Dodge.
Special Rules: Radial Shield of Force. Unless you are on the Top Level of the Tower with the Wizard himself, you cannot shoot at the wizard with a missile weapon or spell if you are able to see him as a valid target. Furthermore, when on the Top Floor of the Tower, take a strength test each turn. If you fail, you are kocked back D3 inches towards the nearest tower edge directly away from the wizard.
On killing the wizard, the warrior who performed the deed automatically retrieves the wizards equipment and the Stone Gargoyles turn back to stone and are considered knocked out of action for the rest of the scenario. If the Merchants daughter is alive, the only way to cut her bonds is to spend a turn in base to base contact with her (on an alter likely) and cut her free with the Count of ventimiglia's Misericrodia. NO OTHER WEAPON or SPELL is able to free the captured daughter.
Gargoyles:
The Stone Gargoyle Counters placed on the tower at the beginning of the game represent Gargoyle Statues that are enchanted to come alive and protect the Wizard even at the cost of their own magical life. When a warrior moves onto the same level as a Gargoyle, roll a D6. On a 4+, the Gargoyle transmutes into flesh and becomes active. The Warrior may finish his turn as normal, but from the time of activity of the gargoyle, the Wizard Player is now in control of the Gargoyle.
Gargoyles:
M 12
WS 4
BS 2
S 4
T 4
W 2
I 7
A 2
Ld 10
Sv 3+
The Gargoyles Have wings and may move up to twice their move distance when flying ignoring all terrain including thin air (yes, amazingly theyy can fly!). However, they must end their movement on the tower somewhere. Whilst flying a gargoyle may not run, but can charge, but only to the maximum 24 inches allowed by the flight move. The 12 inch movement represents the paranormal speed at which the gargoyle can move on the ground and all normal movement rules apply with ground movement. The Gargoyles Fists count as Bludgeoning weapons for the purpose of Critical Hit Tables.
Special Equipment:
All warbands may take one item of special equipment from their inventories and give it to one of the warriors available for the scenario. This represents the warband having some plan on how to approach the tower and preparing for the worst.
Optional Rule: Henchmen may be equipped with Rope's and Hook's but if this option is taken ALL henchmen in the warband must be equipped before the game begins paying for the item as normal. This represents the warband preparing itself for the task of scaling a crumbling and blasted Wizards Tower in the heart of Mordheim or wherever.
The Merchnats Daughter: The Merchants Daughter is represented by the profile:
M 4
WS 2
BS 2
S 3
T 3
W 1
I 3
A 0
Ld 7
She has no equipment and may not attack at anytime. Leading her to safety requires having either all other warbands annihilated and knocked out of action (or an allied victory where the remaining warbands agree to end mutually and share the rewards of the attack) or leading the daughter to the base of the tower and off the table edge there. To do this, the rescuing player must keep at least one member of the surviving party in base to base contact with her at all time, they may only move each turn. Note, this could be quite treacherous removing the daughter from the tower as there could be many instances where she is required to jump down gaps and holes that have no other means to move down.
Ending the Game:
Once the merchants daughter is rescued or lead off the table edge the Game ends immediately. There are NO rout tests in this game. You either achieve the victory or die trying, after all, it's not every day you have the chance to save a renown merchants daughter AND claim a mystical and legendary magicl artifact for yourself...
If the Wizards Forces eliminate all opposition, or there are no more surviving warbands on the board, then the game ends immediately.
Special Rules - Jumping Down/Falling/Dive Charging:
A character may jump down and Dive Charge as normal, taking an initiative test per full 2 inches they drop doown in height. However, due to the immense height of the Tower in question, this is not always a good idea. When Jumping down or falling, a Warrior takes D3 hits equal to the distance fallen. In addition, for each additional 2 inches a warrior falls beyond 10 inches, he takes an additional strength 10 hit. Critical Hits ARE taken into account in this game when falling. When Jumping Down and Dive Charging, if successful in the attempt, a Warrior will take a single strength 5 hit if the distance is greater then 10 inches, with an additional point of strength added to a maximum of strength 10 no matter how far he drops, IF he is successful.
Reward:
For resucing the Merchant's daughter:
5D6*D3 gc's automatic
D6 Jewelled Swords 4+
D3 Suits of Heavy Armour 5+
D3 Suits of Light Armour 4+
D3 Crossbows 4+
D3 Wrydstone Shards 4+
1 Dose of Crimson Shade 6+
1 Dose of mandrake Root 6+
1 Dose of Black Lotus 6+
1 Batch of Superior Black Powder 5+
Remember the winner also has a wizards staff that is a single handed club that can parry, as well as The Count of ventimiglia's Misericordia.
Experience Gained:
+1 Winning Warband Leader (At the beginning of the game if no Leader is present, nominate a 'leader who acts in the warband's actual leader's place, and he recieves this experience if the band wins).
+2 For surviving the game.
+2 for killing the evil wizard.
+D3 randomly distributed experience to the surviving members of the warband that took part in this game that rescued the merchants daughter to represent the fame they claim.
+1 per enemy knocked out of action (including gargoyles).
+1 experience if you survive a fall or a diving charge of greater then 24 inches (just because it's an awesome concept!).
Best of Luck,
Ram.
Note: This is one brutal scenario, it requires incredible skill to actually get to the top and the randomness of the warrior selection as well as the rest of the warband being knocked out of action is a very harsh beginning. You can't rout, it is a fight to the death, but glory, riches and power await those who triumph...do you have what it takes to defeat the evil wizard and become infamous?
Reply author: Johan Willhelm
Replied on: 17/04/2008 05:03:02
Message:
Johan Willhelm's Offical Entry:
The Blooding
Number of Players
2+ players
Background
Mordheim is a perilous place even the slightest mistake may result in your demise. In order to give their newer recruits a fighting chance against the horrors of the City of the Damned many warbands iniate a ritual known as "The Blooding". This rite of passage involves those selected to venture into Mordheim to experience combat under the watchful eye of an old hand.
There is an unwritten law that certain areas of the city are reserved for the training of the young - and if they wish to prove their mettle they may venture there to do battle.
Warband Restrictions
Each player uses the hero with the highest exp (Known as the "Old Hand") and the hero with the lowest exp (the "Juve") in their warband.
Set Up
Terrain is set up as normal - in addition place 3 counters near the centre of the table - these are the bodies of those that have fell before. Number the counters 1-3
1 - 2 wyrdstone
2 - 1 Wyrdstone and Throwing Daggers
3 - 1 Wyrdstone and Morning star
You may only carry one counter per person. If any counters are unclaimed at the end of the battle, the winning player gains them. You may rout with a counter. If you are taken out of action you drop the counter where you stood. Any weapons on the counters may not be used until after the battle, they all need cleaning and minor repair work (plus there'd be a headache sorting it out mid battle )
Victory Conditions
The winner is the warband which is left on the table when all others are routed or taken Out of Action. Rout tests occur when one of your pair are taken out of action - you may not volountarily rout before this.
Experience
+1 exp for winning "Old Hand"
+1 exp surviving
+1 exp for each enemy model taken Out of Action
+1 exp for each "Old Hand" a "Juve" takes Out of Action