Save the Refugees
Hallas is leading a patrol directing locals to a
fortified signal tower, which will be strong enough to resist any orcs in the
short term. But a large party of orcs have been spotted, heading towards the
tower. Can Hallas and his men hold the orcs back long enough to get the
refugees into safety?
Terrain: A river runs east/west across the centre of the
table with two crossing points. A road running parallel to the river along the
southern table edge leads to the tower. Otherwise it is a flat area with rock
outcrops bushes and clumps of trees.
A group of refugees is placed on the road at the western
edge. There are two more groups of refugees who will enter on the Scenario
Event card (I’m putting 2 of these in the deck).
Refugees activate at the end of the turn, after all the
characters have had their go. They automatically move 8” each turn. If a PC is
within 4” they will move as the PC directs them.
Unaccompanied refugees will either move eastwards along the
road or, if there are any orcs within LOS and 8”, directly away from the orcs.
Foes:
● 1 randomly deployed Orc Chieftain with 3 Orc soldiers
(bodyguards).
● 3 randomly deployed Orc Brutes.
● 2 randomly deployed horde of 3 Orc soldiers. A single
horde is armed with short bows
● 3 randomly-deployed Orc soldiers.
Foes must be on the northern side of the river and at least 8”
away from either crossing point.
(These are the foes I used for my solo game. If you are playing this scenario as a cooperative game use the following:
● 1 randomly deployed Orc Chieftain with 3 Orc soldiers (bodyguards).
● 2 randomly deployed Orc Brutes per player.
● 1 randomly deployed horde of 3 Orc soldiers per player. A single horde is armed with short bows
● 2 randomly-deployed Orc soldiers per player.)
Traps: There are no traps.
PC Deployment: PCs are deployed on any point to the south of
the river 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:
1-5 d3 Orcs (deploy as horde if 2-3 Orcs appear)
6 1 Troll (if the Troll is already on the table, ignore
further 6’s).
NB: any orcs entering the table (except for ambush) can only
arrive to the north of the river.
Victory Conditions: The mission is completed as soon all the
villagers are safely in to refuge (or killed by the orcs), or if the orcs flee.
If the orc chieftain is killed no more orcs will enter the table except on an
ambush card. If the chieftain and all 3 brutes are killed, any surviving orcs
will flee.
Experience rewards: The party gains 2 XP for each group of
refugees that reaches the tower, or is on the table when the orcs flee.
Renown rewards: Killing the chieftain or a brute earns 1 RP each.
The problem with this scenario is that a viable tactic would be to hold the river crossings, but that could lead to a rather boring game as monsters need failed activations in order to move. To remedy this, after all the PCs have completed their turn there will be an additional Monster Frenzy phase. This will be the same as if a Monster frenzy card had been played, except this will only apply to monsters who have not moved or engaged in combat previously in the turn.
The problem with this scenario is that a viable tactic would be to hold the river crossings, but that could lead to a rather boring game as monsters need failed activations in order to move. To remedy this, after all the PCs have completed their turn there will be an additional Monster Frenzy phase. This will be the same as if a Monster frenzy card had been played, except this will only apply to monsters who have not moved or engaged in combat previously in the turn.
I'm hoping to play this scenario through over the weekend.
Sounds a lot of fun
ReplyDelete