Mordheim-A story of shadows

Mordheim-A story of shadows

Postby MoodyGit (Gary) » Sat Jul 04, 2015 4:59 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 Baskin. Welcome to the Turks Head, a waypoint on the ‘great’ road between Wurtbad and Mordheim. Finally the hanging around in this awful weather has paid off. The letter you had found in that rubbish meant something and that something is seerstone. The only problem is that it is no longer here and you’ll need it to get back in with the clan leaders. It doesn’t appear that anyone has noticed you, so to improve your chances of getting it; it appears that ensuring that it doesn’t change is imperative.
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 positioned on the roof above the three bargainers. A fellow clan member is hidden in the hay loft.
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 leave the board without being seen.
Special rules; The storm may have stopped but the roof is still very wet. On the roof you can move 2” without penalty, if you want to move faster you will need to pass an initiative test or risk falling. Unlike the others you leave the board through the drain under the coach.
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.
Baskin - 5 3 3 3 3 1 4 1 5 - Sword
Throsp - 5 3 3 3 3 1 4 1 5 - Blowpipe
'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 shadows

Postby Ronq » Sat Jul 04, 2015 5:23 pm

Baskin rubbed his many aching joints gingerly, what had happened? He'd heard of one of the man things in Estalia performing even higher jumps in to a hay stack and not hurting themselves, how could he, a proud verminkin of Clan Eshin suffer such damage?

Though it did seem there was something else in the cart besides hay, but he didn't have time to investigate, who knows where the idiot dwarf might've taken him when he started hitching up the cart!

Yes, all he could do was scurry down the drain, and that fool Throsp! Why did he even have a blowpipe? He would be reported back to the master for punishment for such a lack in basic skills, and then attacking the horse and being spotted by that wizard breeder? He deserved the beating she gave him...

Yes, being spotted was clearly all Throsp's fault. He, Baskin, had done everything to find the wyrd stone, he had found the letter, he had climbed to the roof to hear the conversation, he would be the one to tell the master. If Throsp argued he would soon be feeling the point of Baskin's dagger against his neck, failure would not be tolerated, if somebody was too dead to tell the tale even better...
Attack is the secret of defense; defense is the planning of an attack.
Sun Tzu, The Art of War
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Re: Mordheim-A story of shadows

Postby MoodyGit (Gary) » Sat Jul 11, 2015 8:42 pm

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