Mordheim-A story of workers

Mordheim-A story of workers

Postby MoodyGit (Gary) » Sat Jul 04, 2015 5:01 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 Valentine, to The Turks Head, a waypoint on the ‘great’ road between Wurtbad and Mordheim, has been your workplace for the last few years. The owner fought alongside you in many skirmishes and with respect to your skills offered you, and your young brother, jobs as a bit of muscle and stable hand respectively. This was fine at first but the relationship is beginning to crumble due to his arrogance and you are looking for a way out, and when the rich looking coach pulled up outside an idea formed in your mind. Your brother will grab anything of value while you cover inside. When he gives the signal you will scarper and head north to try and sell it on.
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 in the tap room near the door; your young brother is in the stables playing cards.
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 stop people leaving the tap room as long as you can while the youngblood goes through the bags of the coach.
Special rules; To search a chest both a Strength test and an Initiative test need to be completed followed by a turn doing nothing.
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.
Valentine – 4 4 3 3 3 1 3 1 7 - Double handed weapon
Finn – 4 2 2 3 3 1 3 1 6 - Bow
'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 workers

Postby MoodyGit (Gary) » Sat Jul 11, 2015 8:41 pm

A question of teamwork. Successfully holding the door and then fighting back the masses while the younger brother managed to use the confusion in the courtyard to eventually break into the chest. Due to so much going on the opportunity was brief before the escape was made.

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