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Author Topic: Resurrection: DD#10 - The Silver Screen  (Read 3256 times)

Offline Eliazar

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Resurrection: DD#10 - The Silver Screen
« on: April 27, 2009, 09:26:36 PM »
Devil's Den Challenge #10: The Silver Screen
Topic author: Myntokk

Subject: Devil's Den Challenge #10: The Silver Screen
Posted on: 09/05/2008 18:13:06
Message:
Okee dokee, so this challenge is pretty straight-forward. Everyone has to write up a new scenario that is based on or inspired by a movie or TV show, or if you want you can include a specific scene or episode if it's well-known enough. However, don't port characters directly from their movie into Mordheim - be sure that your entry makes thematic sense in a fantasy setting (i.e. no Predator in Mordheim, but if you wanted you could make up a scenario where a powerful hunter-type creature is tracking the warbands down, or something to that effect)

Entries have to be in by midnight next Saturday (5/17), have at it!


Reply author: Master

Replied on: 11/05/2008 07:03:06
Message:
Based on any zombie movie (land of the dead, dawn of the dead etc. etc.), here is my scenario:
((This was my other idea for Styros contest, however as i liked the masquerade better this one fits nicely for this contest.))

Graveyard of the Damned
Your warband has discovered a small graveyard that holds huge amounts of wyrdstone and treasures, however, it seemed fairly safe, however, some rumours went that other warbands had also discovered this, therefore your leader sent the whole band.

Set-up: The scenario plays out in a graveyard, the entire battlefield should be covered in tombstones, I suggest at least 2d6 per player, apart from that only a few buildings should be placed, a ruined church in the center works wonders. The center should at least have a 1x1 foot square area with loads of rubble, or the like, to simulate the old church.

Special Rules:
In the church at the center, each player places d3 wyrdstone tokens.

The graveyard isn't just any old graveyard, in fact it is infested with the malicious zombie curse.
Once a warrior picks up one of these wyrdstones roll a dice for each gravestone, on a 5+ a zombie (same stats as the one from the undead warband) emerges. These zombies move as fast as possible toward the closest enemy, charging if possible.
From now on, the zombies are expected to have their turn last in any turn onward.
In the zombie turn, 2d6+3 zombies emerges from the edges of the table at random, in addition in the recovery phase, roll a dice for each tombstone on a 6 a zombie emerges. If a warrior is taken out of action by a zombie, the smell of brains will immediately make another zombie emerge from the place the warrior fell.

Ending the game: As there seems to be no escape there is no need to take rout tests.
To win this game a warband must wipe the board of zombies, while still being the only warband left standing. (this is almost impossible). However, any warband that takes all it's standing warriros to the edge of the board, and stands there for one complete turn, without being in combat, escape the board, with all their wyrdstones. This can only be done after the zombies have emerged.

Experience:
+1 For taking an enemy warrior out of action, this doesn't count the zombies.
+1 for taking three zombies out of action.
+1 For escaping.
+1 for each wyrdstone carried off the table.
+2 For winning, if a warband wins by wiping out all the zombies, and being the only band left, each warrior in the band gains 2 experience.


Reply author: StyrofoamKing

Replied on: 11/05/2008 12:15:39
Message:
The Snake Room

The torches flickered in the dark tomb, the stale three-thousand year old air hanging heavy in the air. The Arabyan diggers stared at their new employer, the pale ‘doctor’ from a far off land. Altdorf Schmidt couldn’t feel their nervous gazes burying themselves in his back… he oculdn’t take his eyes off of the solid gold sarcophagus of Amon-Kut, sitting before him, untouched and unopened. Before a wolfish smile could completely form across his stubbly face, he heard a distant sound... angry Araby voices, entering the tomb, hot on Altdorf’s tail.

“Time to go,” Altdorf said, grabbing his tool bag, and cuing the diggers to pickup the coffin. By the time they had it hefted into the air, the approaching voices seemed dangerously close. Their escape was already cut off. Altdorf raised his torch into the fork in the passageway, and noticed it flickering to the left. There was some sort of exit that way... although how big, only Sigmar knew.

“This way”, he whispered, motioning the team down the left hallway.

“That is not the way we came in,” said Ibn Assam, Altdorf’s Araby friend.

“It’s a... shortcut,” Altdorf said in what he hoped was a convincing voice.

The hallway widened into a massive chamber, grand enough to enclose a small village. Far at the end, Altdorf could see a small glimmer of light... A small number of rocks to clear, and they’d be homefree! He took a heavy step into the chamber-

-Only to have Assam catch him, and pull him back. Assam lowered his torch to the floor. The floor writhed and wriggled as a solid mass. The entire floor was covered by hundreds- no, THOUSANDS of snakes.

“Asps. Very deadly,” said Assam in a hushed voice. “You go first, Altdorf.”

TERRAIN
Each player takes a turn to set up a piece of terrain. Ideally Khemri themed, but ruins are preferred to buildings. Elevated surfaces are encouraged, so long as they don’t provide an elevated walkway across the entire board. The board should be roughly 4’ x 4’.

SET-UP
Both players roll a D6. The player that wins may choose to be the looters with the sarcophagus (Defender) or may be the rival warband, trying to steal the tomb for their own purposes (Attacker). The Defender sets up the very middle on the board, with a deployment area of 4” in any direction (4” radius). The Attacker then sets up on any table edge, within 8” of the side.

SPECIAL RULES
TOMB TORCHES: At the start of the game, each player may buy any number of Tomb Torches for 1gc each. They have the following rules. Tomb Torches can only be used in this game only, after which they are discarded.

Range: Close Combat Strength: Users/User’s -1 Special Rules: Occupying, Pass Off, Snake Ward, Burn Out, Flame Damage
Occupying: A model may hold as many torches as they have hands. However, a player can’t put them down at any time, thus a model with one or more torches cannot use any two-handed weapons, missile weapons (except for pistols, crossbow pistols, and slings), or shields. They may use spears and morning stars, but they go not gain an additional attack from the Tomb Torch.
Pass Off: A model holding a torch may choose to pass it off to any friendly model within base contact. This may only be done during the movement phase, and not when either of the models are stunned.
Snake Charm: Tomb Torches, until they burn out, are very effective at keeping snakes away from the wielder. See “Snake Floor” rules below.
Burn Out: Torches have a chance of burning out, as they are built to burn bright rather than long. At the start of a player’s turn, they must roll 1D6 on the following chart, based on the turn:

TURN TORCH BURNS OUT ON rROLL OF:
1 . . . . . . -
2 . . . . . . -
3 . . . . . . 1
4 . . . . . . 1
5+ . . . . . 1 or 2

While a torch is burning, the Wielder may use it as a weapon, that hits at the user’s strength. Once the torch has burned out, it may still be used as a weapon, but wounds at User’s Strength -1. If a model is taken out of action, any torches he is carrying are automatically extinguished. You may, at any time, automatically choose to extinguish any torches you are carrying.
Flame Damage: While lit, a Tomb Torch deals fire damage, dealing extra damage to Mummies and Treeman. Any wounds dealt cannot be regenerated.

Recommended amount: Buy at least 2 torches for every 3 men in your warband.

SNAKE FLOOR
The ground level of the huge room is covered completely with snakes. These do not count as models, and they cannot be attacked; there are just too many to conceive of! Elevated areas are immune to this rule (meaning that climbing might be a good tactic.)
Hindered Movement: The snakes make movement very difficult. Models may walk and run as normal, but they cannot use the skill Sprint. Nor may a model run and use Leap (though he may Walk and use Leap.)
Snake Ward: It’s essential for a warrior to stay within close range of a model with a Tomb Torch, if he doesn’t want to get bitten. At the end of each Movement phase, any model that isn’t holding a lit Tomb Torch or within 3” of a model holding a tomb torch immediately suffers 1D6 Snake Bites. Each of these bites hits automatically, and deals a S1 hit. The snakes are bred to contain a magical venom, however, and a roll of 6 to wound will cause a wound on all models, regardless of toughness or skills (thus, models with Resilient and with Toughness 5 or higher are still at risk.) This venom will even affect models immune to poison, Undead, and Demons.
And yes, you may end your turn within 3" of any enemy model's torch... however, given that he may not be within 3" of you at the end of their next movement phase, this is a risky tactic!

DARKNESS
The room is particularly dark, thus all models may not fire any missiles past short range.

SARCOPHAGUS
The Sarcophagus is particularly heavy, and cannot be moved by fewer than two people. Two people carrying it may at walking pace (no leaping!), but cannot hold torches, missiles, or shields while carrying it. If attacked in hand to hand, the bearers will put the sarcophagus down and will fight as normal.

Whoever wins the scenario (see below), may open the Sarcophagus to see what it contains:

ITEMS D6 ROLL REQUIRED TO FIND
4D6gc Automatic
1D3 Valuables 5+
Suit of Ithilmar Amror 4+
Sword 3+
1D3 Magic Scrolls 5+

Magic Scrolls: May be used by any Spellcaster (NOT Prayer), to add +2 to any Difficulty Roll for a spell they are casting. They may only use one Scroll per turn, and must use it BEFORE they roll for Difficulty. Alternatively, you may sell the scrolls for 10gc each.

STARTING THE GAME
The attacker always starts the game.

ENDING THE GAME
When one warband gets the sarcophagus off the board to safety, or a warband fails a Rout Test, the game ends. The victorious warband then gains the sarcophagus (see treasure above).

EXPERIENCE
+1 Survives: Any hero or henchmen group that survives gains +1 Exp.
+1 Winning Leader
+1 Per Enemy Out of Action
+1 Sarcophagus Bearer: Any Hero who carries the Sarcophagus successfully off the board gains +1 Exp. Not a completely thankless job.


Reply author: Chad
Replied on: 11/05/2008 14:16:58
Message:
The Wreckers
Based on Jamaica Inn by Alfred Hitch****

For: Mordheim, Sartosa or Empire in Flames setting.

Your warband’s ship is coming in, well not your ship but its owner has paid you a fair sum to make sure it does come in. Unfortunately some wreckers intend to guide it onto the waiting rocks and slaughter the crew to a man. You’ve got a fight on your hands, me hearties!

Board, set up a 4’ by 4’ board with a line 3’ in, this represents the sea, and another 3’6” in, the 6” strip represents the surf. The remaining 6’ represent dry land, and contains both deployment zones. Set up a lantern marker (either a small coin or similar, or you can model your own) in the middle of the Surf/Dry-land divider. Now place a ship directly opposite the lantern, on the sea edge of the board. Place a cluster of rocks in the surf on the defender’s side, and a jetty on the attacker’s side. The jetty and the rocks should protrude an equal amount into the surf (no more than 3”).

Deployment, the defender deploys within 4” of their corner (the corner opposite the rocks), the attacker deploys within 4” of their corner (opposite the jetty). Dice off to see who chooses whether their attacker or defender, if either warband is Marienburg or Tilean then they must be the defender, if either is pirates (any type) they must be the attacker.

The lantern, the model who controls the lantern may signal to the boat, if one model capable of earning experience is in base contact with the lantern and not in combat, knocked down or stunned they may expend an entire turn signalling and move the boat 4’ towards either the rocks or the jetty (rough sea!). The boat should be around 10' long.

Dark, all charge, spot-hidden-enemy and shooting ranges reduced to 6’, any model carrying a lantern or flaming torch or within 2’ of the lantern marker may be shot at/charged/spotted as usual.

Surf, the surf section of the board counts as very difficult terrain.

Rough sea, you may not enter or swim in the sea, in addition the any model in the surf must pass a strength test every turn or go OOA. You auto fail if wearing armour (not TLs or helmets).

Ending the game, if the boat successfully reaches the jetty then the defender wins, if it reaches the rocks then the attacker wins. Or: any warband that routs automatically loses.

The spoils, either the crew are so grateful to their saviours that they reward them handsomely, or their all slaughtered in the surf and robbed blind. The winner rolls separately for each object:
5D6 GCs - auto
D3 cutlasses – 4+
D3 pistols – 4+
D3 halberds – 4+
Suit of Gromril armour – 6+
Ithilmar weapon - 6+
(Choose any common weapon with a non-ithilmar price of 1-30 Gcs.)

Experience:
1 plus for surviving
1 plus for taking an enemy OOA
1 plus for winning leader
2 plus for guiding in, the model controlling the lantern when the ship reaches either the rocks or the jetty gains 2 plus experience. No experience is gained for a defender guiding the ship to the rocks, or for an attacker guiding the ship to the jetty.


Reply author: Ethlorien

Replied on: 12/05/2008 11:40:49
Message:
The Warband Strikes Back
A Scenario for 2 players in the dark streets of Mordheim

A rival warband has, with the help of a ruthless bounty hunter, captured one of your heroes. Now, as the bounty hunter takes his prize across the city, your warband is attempting a resuce of their own.

Meanwhile, in another part of the city, a warband leader awaits the coming of another of your heroes. For too long has this warband leader hunted, killed, and brutalized your allies. Recently, rumour has come to the yong hero's attention that this warband leader even killed his father. Now, this young hero, has vowed to defeat him in single combat. Yet, little does he know, this hero will be faced with more then just a powerful enemy. He will have to face the truth!

Set-up: This scenario is to be played on a 4'x4' table. There must be a central building on at least two-storeys (though more is preferable). The rest of the board is scattered with as much terrain as possible (ruins, buildings, etc).

Players must then choose who is the contrlling warband and who is the assaulting warband. The controlling warband begins clumped in one corner of their choice, except for their warband leader. This warband begins with a free Hired Sword, the bounty hired, for the duration of this scenario. Furthermore, the assaulting warband must nominate one of their own heroes to be the captive. This captive is guarded (placed between) two enemy warriors at all times. The controlling warband's leader must be placed upon the highest storey on the central building.

The assaulting warband begins the game at another corner, though this corner may not be the opposite corner from the controlling warband's starting position. Furthermore, one of the assaulting warband's heroes (not the warband leader) begins play at the opposing corner from the assaulting warband.

EDIT: Thanks goes to to Gobbo Freak for making this map for me.
.-------.
|A......B|
|..........|
|...C.....|
|.........|
|B......D|
.-------.

A = Controlling Warband
B = Assaulting Warband (choose 1 starting corner only
C = Controlling warband leader
D = Assaulting Hero

Objectives: The Controlling warband must escort their prisoner off the opposite table corner (marked with a D). The warband leader (marked by a C) must await the arrival of the hero and defeat them.
The Assaulting warband must rescue their captured comrade and then flee off either table edge (marked by a B). Also, the single hero (marked D), must confront the warband leader in the hopes of defeating them.

Special Rules:
The prisoner: Despite the fact that the Controlling warband gains a free Bounty Hunter, it requires at least two warriors to keep their prisoner in line (both warriors remain adjacent to the prisoner and all move as one unit - no running). If at any time the prisoner is escorted by only 1 warrior, he may attempt to break free. On an opposing Strength Check (Strength of captor vs strength of prisoner), if the prisoner wins, he can immediately make a run for it, away from the warband. If he is escorted by no warriors, treat this as an immediate success. The prisoner is bound and must spend a full turn with an allied warrior in order to free his hands. Until then, any contact with the enemy will force another Strength test. If contacted by two enemies, the prisoner is once again captured.

Meeting atop the Tower: The resuce is but a side-story for the true battle. The lone hero must confront and defeat the opposing warband leader. This battle is to be Close Combat only, as the history between the two warriors does not leave room for ranged attack, but rather both wish to see the other bloodied in brutal hand combat. The Controlling warband has been given specific orders not to harm the lone hero. The lone hero, being on a single-minded mission of defeating the warband leader, will not engage with the enemy warband.

The Truth: At any time during the final battle between Warband Leader and Hero, the Warband Leader, on his turn, may, as a free action, divulge the truth to the hero. "You killed my father!" screames the Hero. "No," replies the Warband Leader ominously. "I am your father!"

This truth was cause the hero to make an automatic leadership test. Failure results in a rout, while success results in the hero becoming frenzied.
EDIT: I don't think I was clear enough on this. In the event of a rout, the hero will flee immediately, which can result in him throwing himself off the side of the tower the two are fighting on (yes, I consider Luke Skywalker to have failed his leadership test).

The battle must continue until one of the warriors is put OOA.

Ending the Scenario:The scenario ends when A) the prisoner has been escorted off the table edge by either party and B) when one of the combatants atop the central building has been put OOA.

Rewards:
+1xp for surviving
+1xp for each enemy put OOA
+1xp for the winning leader
+1xp for rescuing/capturing the prisoner
+1xp if the hero slays the warband leader

Yes, I do love Star Wars this much. :)
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DD#10 - The Silver Screen
« Reply #1 on: April 27, 2009, 09:29:25 PM »
Reply author: Wild Untamed Thing
Replied on: 14/05/2008 08:27:21
Message:
The Rocky Horror Skirmish

Two warbands, belligerently scouring the city of Mordheim as usual in search of plunder and wyrdstone, were caught up in a tempest of exceptional ferocity. Their discipline collapsing, clinging whatever cover they could, they made for the imposing shelter a nearby riverside mansion, the old Schloss Enfurter, provided. It looked an unusually hospitable place for the City of the Damned; Baron Enfurter had never abandoned his native city, and the castle’s elegant windows showed a number of bright fires burning merrily within.

The rivals were unaware of two factors; each other’s presence, and, more importantly, that the Baron Franz Enfurter was something beyond a welcoming host. A man, in fact, of little morals and much persuasion…

This would be a night out the warbands would remember for a very long time.

TERRAIN

The whole scenario takes place within the Schloss Enfurter, a relatively beautiful castellated mansion. There is an entrance hall, a ballroom, a grand staircase leading up to bedrooms, a door down to a cellar, and a laboratory.

(rough map -

Ballroom Staircase to bedrooms Laboratory
Entrance hall.....cellar door.....Entrance hall)


SETUP

The warbands have arrived at opposite entrances. The chorus line start the game deployed in the middle of the entrance hall.

SPECIAL RULES


The Family

The Schloss is far from uninhabited – certainly not on tonight, of all nights! The Baron Franz Enfurter, his servants and guests must be represented as follows –

The Chorus Line

Half-a-dozen hedonistic groupies of Baron Enfurter, these evidently insane weirdoes are the first occupants to greet the warbands. Their nature is mysterious, but whether minor vampiric thralls, or Slaaneshi cultists – or just decadent scum – they are clearly devoted to pleasure.

M WS BS S T W I A LD
5 2 2 3 4 1 4 1 7

Equipment: nil.
Special rules: weird dancing – those seeking to strike the Chorus Line are at -1 whether in shooting or combat.

Riff-Raff, Magenta, and Kolumbya (The Enfurter Servants)

The sinister Enfurter butler has a more forbidding, disapproving expression than the other servants. He is supported in his duties by the luscious, but quite terrifying, Magenta, apparently his sister, and the shrieking, cackling maid Kolumbya. Their movements are as lithe as those of elves, but their voices are anything but melodic…

M WS BS S T W I A LD
5 4 4 4 3 1 5 1 8

Equipment: Riff-Raff carries a repeater crossbow. All three servants are otherwise armed with a pair of daggers.
Special rules: weird dancing – see chorus line.

Baron Franz Enfurter

The Enfurter mansion is one of the grandest remaining in Mordheim, and its owner is equally impressive. His countenance is, quite frankly, beautiful. Beneath his long black cape is…a dress? A corset? The rumours about the Baron are out of control. Is he a Slaaneshi magister? One of the very rare male Lahmian vampires? A loony? In any case, he genuinely seems to want his guests to enjoy themselves. To give themselves over to absolute pleasure, in fact.

M WS BS S T W I A LD
6 4 4 4 4 2 5 2 8

Equipment: The Baron bears a rapier, a dagger and a dueling pistol.
Special rules: weird dancing – see chorus line.
Much persuasion – anyone in base contact with Franz has -1 Ld.

Rocky Horror

The spark of existence – the secret of life itself – a beauty to behold! The Baron’s newest creation is something close to the perfect man, tall, blond, muscled, and, other than a golden loincloth, naked.

M WS BS S T W I A LD
5 4 4 5 5 1 5 1 8

Equipment: nil.
Special rules: weird dancing – see chorus line.
Beautiful creature – If Rocky is killed, Franz will become hostile and subject to frenzy, and vice versa.

Eddie

Franz’s former favourite has escaped from the vaults, and just wants to smash and rend, while singing and dancing, obviously.

M WS BS S T W I A LD
4 4 4 4 4 1 5 2 8
8 4 0 4 4 1 4 1 5

Equipment: Two axes, heavy armour and a Chaos Steed, taking the form of something metal and loud.
Special rules: weird dancing – see chorus line
Frenzy (not included in his profile – so he has four attacks in all)

The behaviour of the Family towards the warbands, and their deployment, is varied and governed in the special rule below.


One of the Master’s Affairs

The warbands have arrived by chance during Franz’s biggest and most intense revel yet. Events unfold as the turns progress; the game cannot last beyond 6 turns. Generally, with the exception of Eddie, the Family are aiming to enthrall, not to kill. They will engage warband members, who must pass a Leadership test to be able to attack them. If the warriors fail, they are beguiled and may not act for that turn. As this is not combat from the Family’s point of view, they are free to leave it after they have enthralled their guest and enjoyed a dance. Situations where they become hostile will transpire as follows:

TURN 1 – Science Fiction
Only the chorus-line are deployed, in the centre of the entrance hall. They are not hostile.

TURN 2 – The Time Warp
The Servants are now deployed in front of the ballroom, and may move and charge. As the dancing is especially frenetic, weird dancing confers -2 to hit this turn. The Family is not hostile.

TURN 3 – Sweet Transvestite
Franz is now deployed in front of the staircase, and may also move and charge. The Family is not hostile unless Franz is killed.

TURN 4 – The Sword of Damocles
Rocky is deployed in the laboratory, and may move and charge. The Family is not hostile unless Rocky or Franz are killed.

TURN 5 – Hot Patootie
Eddie bursts out of the cellar and will move as quickly as possible towards Franz, charging anything in the way. The whole Family becomes hostile. Eddie already is hostile.

TURN 6 – The Floorshow
The Family becomes hostile not only to warband members, but to each other.


Ve’ve got to escape zis decadence!

There is no wyrdstone to be had at the Schloss, and obviously the most sensible thing to do is to get out as quickly as possible and recommence exploring. The problem is, the warbands are having too good a time! No voluntary fleeing or routing is permitted; everyone is really more thrilled than frightened. The highest leadership must be used for rout tests as normal.

STARTING THE GAME

Roll a dice to see who goes first – there is no “defender” as such.

ENDING THE GAME

The game ends when one warband routs or after six turns.

The winner is the first warband to rout, thereby successfully escaping the curse of the Rocky Horror Skirmish.

If neither warband routs at the end of the sixth turn, the game is drawn; the Baron Franz Enfurter’s hedonistic plan has succeeded, and the survivors of the battle are all riotously seduced, to wake up later exhausted and ashamed.

EXPERIENCE

+1 for winning leader
+1 for putting enemy or Family member out of action (instead +2 in the cases of Franz and Eddie)
+1 for surviving

Reply author: Johan Willhelm
Replied on: 17/05/2008 12:10:38
Message:
Johan Willhelm's Official Entry

Crank It Up! Based on the film of the similar name . . .

Background

One of your heroes has been injected with a Cathayan synthetic - and a rival warband has come to finish the job off. They must escape and find the antidote . . . or die trying.

Set Up

The poisoned hero is set up in a building in the centre of the table - the rival warband must be set up at least 15" away.

Special Rules

This is a scenario for an attacker and a defender. The defender selects one hero from their roster - this is their warband for the scenario.

The hero has been injected witha Cathayan synthetic which will kill them unless they keep moving and find the antidote. The hero's objective is to exit the table via any table edge.

Their stats should adjusted accordingly:

M+1, WS+2, BS -, S+1, T+1, W+2, I+2 A+1, LD 10

In addition to this when the warrior loses their final wound roll on the following table:

1: Let me at 'em - no effect!
2-3: Knocked Down
4-5: Stunned
6: Taken Out Of Action

However in order to stay concious the poisoned hero must do at least one of the following actions in each of their turns:

Score a hit in close combat
Move at least 4"
Be hit in close combat

If they fail to do so roll on the following table:

1-3: Knocked Down
4-6: You struggle on - no effect

The synthetic's effects will last for this scenario only.


Ending the Game

The defender does not take rout tests - they're too darn angry! The attacker does take rout tests. The scenario ends when the defender reaches the table edge, is taken out of action or the attacking warband routs / volountarily routs.

*cough cough*

Experience

Surviving +1 Exp

Winning Leader (attacker) +1 Exp

Taking Opposing Model OOA +1 Exp

Defender Wins +2 Exp

Model that takes the Defender OOA +2 Exp



Reply author: Myntokk
Replied on: 20/05/2008 19:06:33
Message:
Okey Dokey here goes. All of them are really cool and inventive, so it's really tough to pick, but here are what I judged to be the top 3:

3rd place goes to:
Ethlorien with "The Warband Strikes Back"
I love Star Wars too, and this looks like a fun scenario. I think it was really well written and I'm excited to give it a shot sometime. I think the only things missing here are some well-defined winning conditions. Of course the game ends when the duel is over and the prisoner is successfully captured/rescued, but what happens if each player meets one of the objectives? For instance, suppose the attackers rescue their team mate, but the defending leader wins the duel? I think that otherwise it was very well written, but this is one thing that needs to be addressed.

2nd place goes to:
Styrofoamking with "The Snake Room"
I love Indiana Jones too (can't wait til Thursday), but this scenario is great on its own anyways. I think that the setting is cool and unusual, and I especially liked the special rules regarding the torches - it adds an interesting strategic element and some urgency to the scenario to get moving before they burn out. I can say this, it's going to be a colossal pain for anyone to get that sarcophagus anywhere, but for the loot they'll pull it's probably worth it. Well done.

and lastly, 1st place goes to:
Wild Untamed Thing with "The Rocky Horror Skirmish"

Wow - this scenario is downright hilarious. I think you did a great job of adapting the movie to the game. You also scored major points for being very unconventional. First off the setting - it's pretty rare that an entire battle takes place indoors, let alone inside a madman's mansion. Second the NPC's - incredibly obnoxious but not game-breaking and not impossible to deal with, just the way they should be. Lastly the winning conditions - the team that routs first is at an advantage! I love it, very cool and a neat alternative scenario. Well done.

So, now it's up to you to come up with something for Devil's Den #11.

And again good job to everyone else, I think they were all pretty cool and if I get a chance I'd like to give them all a try.

"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)