Tuesday, 29 May 2018

New Scenarios for Sellswords and Spellslingers

Here are the two scenarios we used in the previous post. The play as two linked games, taking place on consecutive days. The PCs will heal any wounds from the first game overnight, but cannot carry out any other campaign activities before the second game.

I have made a few changes after our initial games. There are no traps, the villagers were not expecting the orc attack and the orcs have not had sufficient time to set any of their own for the second game. I have given the orc chieftain bodyguards as it was a little too easy to kill him in the second scenario.

Save the Villagers
Basic Scenario: 4 XP per player plus individual XP rewards
Orcs are raiding nearby farms and villages. You have been hired to protect a rich village and when the orcs attack your first task is to get the villagers into safety.

Terrain: A village with animal pens a small fields. At one end is a fortified refuge.  Fences and houses block LOS. Houses do not count as spawning points for purposes of the Ambush! Card.
Randomly place 6 villagers within 10” of the centre of the table.
To move a villager a PC must move into contact with the villager. They will then activate and move with the PC.
If instructed when the PC activates, they will move towards the refuge, so long as it remains in their LOS. They will move each time the PC activate for this turn. If it is out of LOS the villager will run 4” in a random direction. This instruction does NOT count as an action when the PC activates.
If a PC is attacked any accompanying villager will panic and run 4” in a random direction.

Foes:
● 1 randomly deployed Orc Brute per player.
● 1 randomly deployed horde of 3 Orcs per player. A single horde is armed with short bows. If there is just 1 player, there is 1 horde armed with short bows.
● 1 randomly-deployed Orc warrior per player.
Foes must be at least 8” away from any villager. If an orc's deployment puts it within 8” of a villager, move it towards the closest table edge until it is at least 8” away from the nearest villager.

Traps: There are no traps.

PC Deployment: PCs are deployed on any point of the table edge opposite the refuge AFTER all foes have been deployed.

Wandering Monsters: Roll d6. The wandering monsters arrives on a random table edge, d6 x d6” away from a random corner:
1-4 d3 Orcs (deploy as horde if 2-3 Orcs appear)
5 1 Orc brute
6 1 Troll (if the Troll is already on the table, ignore further 6’s).

Victory Conditions: The mission is completed as soon all the villagers are safely in to refuge (or killed by the orcs). Every player with at least 1 surviving PC (including a resurrected PC) gains 4 XP, plus any individual XP rewards. Each villager that gains safety the responsible PC gains 1XP.

 Recovery: Players may rest overnight between scenarios and regain any lost HP.


Clear the Village
Basic Scenario: 4 XP per player plus individual XP rewards
Now you have got the villagers into safety you must eject the invaders.

Terrain: A village with animal pens a small fields. At one end is a fortified refuge.  Fences and houses block LOS. In this scenario houses do count as spawning points for purposes of the Ambush! Card.

Foes:
● 1 randomly deployed Orc Chieftain with a horde of 3 orc warriors (bodyguards).
● 1 randomly deployed Orc Brute per player.
● 1 randomly deployed horde of 3 Orcs per player. A single horde is armed with short bows. If there is just 1 player, there is 1 horde armed with short bows.
● 1 randomly-deployed Orc warrior per player.

Traps: There are no traps.

PC Deployment: PCs are deployed at the entrance of the refuge AFTER all foes have been deployed.

Morale: If the Orc Chieftain is killed, or if at any moment PCs outnumber the total number of Orcs on the table, all orcs instantly run away and quit the game.

Wandering Monsters: Roll d6. The wandering monsters arrives on a random table edge, d6 x d6” away from a random corner:
1-4 d3 Orcs (deploy as horde if 2-3 Orcs appear)
5 1 Orc brute
6 1 Troll (if the Troll is already on the table, ignore further 6’s).

Victory Conditions: The mission is completed as soon there are no foes left on the table. Every player with at least 1 surviving PC (including a resurrected PC) gains 4 XP, plus any individual XP rewards. A  PC that kills the Orc Chieftain or the Troll gains 1XP.
Rewards: In addition to their treasure, the weapons carried by the foes can be sold for ½ price, and the village pays a bounty of 10 SP per orc slain and 40 SP for the Orc Chieftain.



1 comment:

  1. Thanks for posting these! I’ll add them to my mix.

    ReplyDelete