Mordheim-A story of family

Mordheim-A story of family

Postby MoodyGit (Gary) » Sat Jul 04, 2015 4:54 pm

Scenario One - A deal is struck.

Outside the Gods were making themselves felt. It was a storm of epic proportions as the wind and rain was trying its hardest to enter through the walls and roof. The pitch black night was cruelly lit by eye aching flashes of brilliant white.

Inside the smoky bar room everyone’s eyes were on the three cloaked travellers sat at the boards. The onlookers held their collective breaths as the bidding was reaching fever pitch, it was as if losing the bid was more important than the item itself.

Sat on the table between the hooded man’s arms was a large piece of jet black stone flecked with glowing green lines which intensified with the lightning from outside. This was what they were after, this was why they travelled to this desolate place, and this was why they answered their personal invites, this and the promise of more to come.
Owning the piece was a start but the knowledge of where it came from was much more important and finally as one shook her head in defeat everyone leaned forward in expectation. The owner of the stone sat straighter, slowly lifted his hood and started laughing quietly. ‘Well wasn’t that fun ladies, but don’t worry you can find this in Mordheim’. With that he grabbed the stone and leapt up, followed by the brightest light imaginable.

The silence was shocking; the storm had disappeared as suddenly as their so called host.
Greetings Mal, and welcome to the Turks Head, a waypoint on the ‘great’ road between Wurtbad and Mordheim. The personal invite to your undead master was obviously a trap, well a good chance anyway, so she decided to send you instead to find out if there really was wyrdstone on offer. The plan was to bring it back; but that didn’t allow for the fact that your main rival and older sister was also invited.
And to top it off it appears the antagonist is someone who feels he is more powerful than you both and he will need to be dealt with, though not before you give your sister what for. And you will have to explain why you have nothing to show, though a certain amount of elaboration of how you escaped an ambush may work.
Terrain; The scenario is based in a Roadside Tavern consisting of a yard, a stable block, a tap room, a barrel store and two guest rooms. The yard gate is the only exit as all doors and windows are locked and barred due to the taverns location.
Warbands; You are sat at the table, furthest end from the bar, facing the wall.
Starting the game; Each player rolls a D6. The highest has the first turn and order of play proceeds clockwise around the table from there.
Ending the game; The game ends when the GM has witnessed half of the objectives being fulfilled.
Your objective is to cause more misery than your sister.
Special rules; More misery means first to do something, or more times.
Experience; You will earn between zero and three victory points based on success in completing your objective.
Name M WS BS S T W I A Ld Sv Spec.
Mal – 4 3 3 3 3 1 3 1 7 - Wizard – Lifestealer(10)
Sword, mace, black lotus, lucky charm
Black Lotus – weapon coated will auto wound if you roll a six. Still roll to see if critical.
Lucky charm – First hit is discarded on a 4+.
'Jenkins, chap with wings there...five rounds rapid.' - The Brigadier.
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MoodyGit (Gary)
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Re: Mordheim-A story of family

Postby Mike » Sat Jul 04, 2015 11:28 pm

I think my sister went completely off the wall after meeting her sister at the inn.

psyched out completely, her mental rage knocking out a staff member, then proceeded to rampage around the inn bashing and cutting anything in sight.

Berserker necromancer :twisted:
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Re: Mordheim-A story of family

Postby MoodyGit (Gary) » Sat Jul 11, 2015 8:53 pm

The successful casting of the spell in turn one made me regret giving them such a powerful weapon but initial rewards soon deteriorated as neither could cast again. Showing the older sister what's what and managing to cause lots of mayhem meant a very pleasant trip to the local.

2 victory points.
'Jenkins, chap with wings there...five rounds rapid.' - The Brigadier.
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