Saturday 15 December 2018

Scenarios for VSF

I just thought I'd put the first two scenarios for my VSF variant of Sellswords and Spellslingers on the blog, for anyone interested to try out.

Scenario 1


Player Briefing 
You are agents of Her Imperial Majesty, Queen of Great Britain, Empress of India etc., carrying out clandestine operations on behalf of HM Government.  Be aware that other government departments may have agents operating in your vicinity. This can be an inconvenience at times as these agents may get in the way of your operations. However, please note that it is not permitted to engage fellow Imperial agents in combat, no matter how annoying they may be. It is also frowned upon to allow fellow Englishmen (or even Colonials) to come to harm if you could reasonably prevent it.

 The renowned British archaeologist, Professor Mortimer-Whining, has successfully discovered the remains of a previously unknown, mysterious, stone-built settlement, deep in the jungle. Rumours say that the Professor had found an enormous stone structure, built on a scale previously unseen in this part of Africa. After 2 months of excavation he started his return journey to the coast with a train of porters carrying the artifacts that he had found during his dig.

The local tribes were much “put out” by the Professor’s unwanted interference with, what they considered to be, a holy site. Fearing for the safety of the Professor (and his mysterious artifacts), all agent of Her Imperial Majesty’s Government in the locality were been ordered to rush to intercept the Professor’s column. You all reached the Professor’s encampment at dusk, only to discover you were too late, the local tribes had attacked the column on the march and the porters had scattered in panic.
At first light you set off with the aim of rounding up as many of the porters as you can and salvage the artifacts.




Deployment: Deploy all PCs along the southern edge, then deploy foes randomly but not closer than 4” to any PC (if a foe appears closer than 4” from a PC, place it 4” away).

Foes:
3 Elite Warriors
3 hordes of 3 Warriors  (1 In 3 hordes are warrior women with short bows).
12 Markers,  

Markers: As you search the area, the markers represent evidence of movement or sound in the undergrowth. Markers are revealed in the following ways:
By being spotted by a Player Character within 12”. Spend an activation and make a DL12 Terrain roll.
If a Player Character moves to within 4” of a marker it is automatically spotted.
1-2 = 1 porter
3-4 = Dummy
5-6 = 1 porter guarded by a warrior.

Porters: The porters are all too terrified to move of their own accord. They will follow the instructions of any PC in contact with them. Each PC can control up to 2 porters at a time. If a figure with accompanying porter/s suffers casualties from ranged combat, make a DL8 dodge roll, on a fail one porter is killed and his loot is lost.

Complications: The first time the card is drawn a hungry lion enters the table from the northern edge – the lion may attack natives as well as PCs.

Wandering Monster: If a wandering monster card is drawn, roll a d6.
1 or 2: 1-3 Apes
3 or 4: 1-3 Giant Lizards
5 or 6: 1-3 Giant Frogs

Victory
The game ends if PCs outnumber the natives in play, or if all PCs are off table or dead. Each porter escorted off the table is worth 2 Victory Points. Any porter controlled by a PC, but still on the table at the end of the game has a VP of 1. Each dead PC left behind is -1 VP.




Scenario 2


Player Briefing 2
You are agents of Her Imperial Majesty, Queen of Great Britain, Empress of India etc., carrying out clandestine operations on behalf of HM Government.  Be aware that other government departments may have agents operating in your vicinity. This can be an inconvenience at times as these agents may get in the way of your operations. However, please note that it is not permitted to engage fellow Imperial agents in combat, no matter how annoying they may be. It is also frowned upon to allow fellow Englishmen (or even Colonials) to come to harm if you could reasonably prevent it.

On returning from a 2 month expedition, the renowned British archaeologist, Professor Mortimer-Whining, was attacked by the local tribes. Whilst you (helped/hindered by agents of other government departments) were attempting to retrieve his lost archaeological artifacts, a group of villainous Zanzabari slavers raided the Professor’s camp.  They kidnapped the Professor’s daughter and stole the few artifacts that the porters hadn’t already run off with.

You feel it is your duty to pursue the ruffians, you can’t leave the Professor’s daughter in the hands of slavers (plus you have a suspicion that the artifacts stolen may include the Professor’s map to his mysterious site). Unfortunately your rivals have had the same idea. You track the Zanzabaris to a small village some distance to the south by a dried up river bed.. The inhabitants quite sensibly left at the news of the approaching brigands, you have apprehended one of them who confirmed that they saw a white woman and several boxes and chests being carried by the raiders. At dawn you intend to raid the village and liberate the unfortunate young lady, from the hands of the slavers. The Professor will undoubtedly pay for the return of his daughter, and if you can grab some artifacts, and hopefully the map, as well, so much the better.


Deployment: Deploy all PCs along the southern edge, then deploy foes randomly but not closer than 4” to any PC (if a foe appears closer than 4” from a PC, place it 4” away).


Foes:
1 Slaver Chieftain
3 Slaver Thug, where X= number of players.
3 hordes of 3 Slavers, where X= number of players -1. 

Markers:
The Slaver Chieftain and each Thug have a loot marker. It takes 1 action to check the marker (after the slaver is dead).
1 or 2 indicate a box/chest worth that number of VPs
3 = The map (3 VPs)
4 = Miss Mortimer-Whining (4 VPs)

Complications: The first time the card is drawn an elephant enters the table from the northern edge.
If the Elephant is shot and wounded it will become enraged with the shooter and charge.

Wandering Monster: If a wandering monster card is drawn, roll a d6.
1 or 2: 1-3 Apes
3 or 4: 1-3 Giant Lizards
5 or 6: 3 Pygmies with Blowpipes (If possible Pygmies will attempt to kidnap Miss Mortimer-Whining and escape off table.

Victory
The game ends when all loot markers are off table, or if all PCs are off table or dead. Each dead PC left behind is -1 VP.




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