Sivu 3/8

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: To 12.06.2014 14:07
Kirjoittaja Sutenööri
Kewl, you can just go apeshit on the brute with the gear now, would have been cool if you would have gotten mark of nurgle+bloated foulness magister, T4 and 3Wounds would have been unkillable :p

About the next gaming session (23.6) that's the day after midsummer fest or whatever the finnish Juhannus is called, will we be playing normally? Or will we postpone to another date? I'm fine either way, my 2 week holiday starts from that day anyhow so don't mind a little bit of mordheim action!.

-Juha-

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: To 12.06.2014 14:21
Kirjoittaja Salsa
Where's Orcs when we need them the most!

Damned greenskins.

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: To 12.06.2014 20:59
Kirjoittaja HeresyBrush
Jarva kirjoitti:
sutenööri kirjoitti: Well, lets just "merge" the carnivals like those puny humans did in the last game!
Oh yes, let's just sit and watch as the immense Nurgling tide washes over them!
Come on! we have enough arrows for all of you :P
sutenööri kirjoitti:About the next gaming session (23.6) that's the day after midsummer fest or whatever the finnish Juhannus is called, will we be playing normally? Or will we postpone to another date? I'm fine either way, my 2 week holiday starts from that day anyhow so don't mind a little bit of mordheim action!.
It's also fine for me.
Jarva kirjoitti:An if I understood the rules correctly, the brute gains the same equipment options as the original leader.
I think so: "If the leader of the warband is slain, the Hero with the next highest Leadership value takes command. He then gains the Leader ability (although he must continue to use his original Skill list) and can use the Equipment list available to the leader."

Regards.

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: Su 15.06.2014 18:27
Kirjoittaja Jarva
HeresyBrush kirjoitti:
sutenööri kirjoitti:About the next gaming session (23.6) that's the day after midsummer fest or whatever the finnish Juhannus is called, will we be playing normally? Or will we postpone to another date? I'm fine either way, my 2 week holiday starts from that day anyhow so don't mind a little bit of mordheim action!.
It's also fine for me.
Monday's ok.

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: Su 15.06.2014 19:19
Kirjoittaja Salsa
Monday fits for me too. :D

Re: [Mordheim] Geheimnisnacht, the campaign: 9.6. Scenario 4

Lähetetty: Su 22.06.2014 17:27
Kirjoittaja Jarva
Scenario 5: In the Beasts' Lair

Just when you were having a small respite after the last clash and thought you had managed to elude the beasts wandering in the mists, you bump into wandering group of trolls! After the overwhelming and desperate battle, you manage to escape but soon notice that your group is missing few members.The trolls must have taken them to their nearby lair! If you are quick, witty and dexterous, you still might be able to rescue them from the hungry mouths.


Terrain
Trolls have their camp in the middle of the table. Leave a small clearing to represent it.

Special rules
Trolls have captured 1 /4 warriors of each warband and have taken the captured into their makeshift camp in the ruins. Find out which models are captured by rolling an Initiative test for each of your warband member, in any order you want. Ignore the warband leader. Repeat until 1/4 have failed their tests. After every player has selected their captured models, place them alone or in small groups into the camp (lying down). The captured models can't do anything until they are rescued. Model is rescued when friendly warband member comes into contact with him. The model stands up immediately. Any model put out of action by trolls are taken to their camp and counts as captured model (if the troll survives the combat).
  • Designer's note: to have more enjoyable game, the warriors won't kill captured members of rival warbands because they fear that the threatened captives might try to awake the nearby trolls. They are also in a hurry to leave the place so they don't have time to start unnecessary fights.

Slumbering Brutes
Trolls are initially sleeping (perhaps they had some nice and filling appetizer). At any time, when warband member ends his movement or starts his turn within 4” of a sleeping troll, roll a D6. On a roll of 6 the troll awakes (add +1 to the roll for each model within 4" of the troll). The troll also instantly awakens if attacked. The troll's turn is always before the player’s who woke it. It will always move towards the nearest model, charging if possible. If there aren't any models in troll's line of sight (90* front arc) the troll just wanders around randomly (scatter dice, D6 inches).

Deployment
Place the captured models in the troll camp at first. Then place D3 + 4 trolls in and near their camp, laying them down, (they are sleeping). Finally players deploy their warbands, using normal warband set-up rules.

Ending the game
The game ends when one warband manages to get all his members off the table. That warband (and any allied warband) is the winner. The game's max duration is 6 game turns: if any warband haven't left the table then the winner is selected by the highest amount of escaped models (percentage of warband's initial size).

Finders, Keepers
While their hasty escape, the winning warband stumbles onto a abandoned troll treasure hoard. Seems like they were the first to find it! The winning warband (and any allied warband) gains treasures worth of two Troll loot rolls.

Experience

+1 Survives. If a Hero or Henchman group survives the
battle they gain +1 Experience.

+1 Winning Leader. The leader of the winning
warband gains +1 Experience.

+1 Per Enemy Out of Action. Any Hero earns +1
Experience for each enemy he puts out of action.

+1 For Putting a Troll out of action. The Hero that
puts a troll out of action gets a bonus +1 experience.


Troll

Profile M 6 - WS 3 - BS 1 - S 5 - T 4 - W 3 - I 1 - A 3 - Ld 4


Weapons/Armour: Trolls do not require weapons to fight but
often carry a big club (and have stunningly bad halitosis!). No modifiers.

Stupidity: Original Stupidty effect is replaced with the following rules:
  • Roll D6 when troll fails its Stupidity test

    1-3 - Troll acts as normally

    4 - Troll stands still

    5 - Troll walks 3 inches forward

    6 - Troll walks D6 inches towards the nearest other troll.
    If the troll reaches the other it makes single attack on it

Attacks: Troll attacks normally or makes vomit attack. Roll a D6 at start of each combat round:
  • 1-2 Vomit attack
    3-6 Normal attack
Vomit Attack: This is a single attack that automatically hits with a Strength of 5 and ignores
armour saves.

Fear

Regeneration

Troll loot

Trolls are sometimes carrying items that once belonged to their victims. Roll 2D6 after a warrior kills troll. The player immediately receives one of the following treasures:


2 - Drool-covered fish!... and hairy soap(?)

3 - D3 pieces of wyrdstone

4 - Gromril axe

5 - Suit of heavy armour

6 - Suit of light armour

7 - 5D6 gold coins

8 - Shield

9 - Helmet

10 - D3 swords

11 - D3 gems worth 10 gc each

12 - Imbued troll tooth (charm, 5+ regeneration)

Re: [Mordheim] Geheimnisnacht, the campaign: 23.6. Scenario

Lähetetty: Ma 23.06.2014 13:28
Kirjoittaja Jarva
Double post! I noticed some minor flaws in the scenario so I made few last moment changes:

-Stupidy rules
-captured models
-even more motivating reason to escape

Re: [Mordheim] Geheimnisnacht, the campaign: 23.6. Scenario

Lähetetty: Ma 23.06.2014 21:22
Kirjoittaja Salsa
Kuva

It was crazy game! Trolls being shot awake and warbands trying desperately rescue their warband members.
If I recall correctly, trolls ate somebody at least?

Re: [Mordheim] Geheimnisnacht, the campaign: 23.6. Scenario

Lähetetty: Ti 24.06.2014 12:18
Kirjoittaja Jarva
Oh yes. The foul creatures mistook my nurgling for a tasty meatball! Or a battered steak as the biggest combat was going on top of him while he was just laying below.

Re: [Mordheim] Geheimnisnacht, the campaign: 23.6. Scenario

Lähetetty: Su 06.07.2014 20:20
Kirjoittaja Jarva
Scenario 6: Skull of Katam

”I feel you.
Your feeble thoughts.
Drowning in the terror that lies in your heart.
Feeling yourself uncapable.
Feeling yourself weak.
Groveling in the darkness.
But come closer.
Your feeble cries are answered...”



Objective
Warbands try to obtain Skull of Katam and take it to the designated drop-off point.

Special rules
Once you have placed the terrain, place Skull of Katam counter in the middle of the table and nominate the drop-off point. Warriors can pick up Skull of Katam simply by moving into contact with it. If the warrior who is carrying Skull of Katam is taken out of action, place the counter on the table where he fell.

Deployment
All players roll a D6 to see who deploys first. Whoever rolls highest sets up first, within 8" of the table edge of his choice. The player with the next highest roll sets ups next and so on.

Ending the game
The game ends when one warband manages to get Skull of Katam to the drop-off point or one warband fails its Rout test.

Skull of Katam

Even after the death of daemonologist Katam, his skull continues to whisper dark words of power, baffling and luring the minds of strong and weak. Those who listen may learn many arcane secrets - but however, there is a chance it will reveal one of the true mysteries of the Realm of Chaos, imparting knowledge that blasts the mind with its scope and impossibility. In time, the skull's whisperings drive its owner insane, reducing him to a drooling madman whose gibbering are joined only by the eerie sound of Katam's laughter.

Skull of Katam is an item that bestows some of its arcane abilities to its carrier. The carrier gains special +6 save that can't be modified by Strength. If the save roll is 1, the skull infuriates its carrier with foul accusations and reasonings: for the remainder of battle, the carrier hates the attacking model and the carrier will also have Frenzy special rule.

If the carrier is able to cast spells, the casting rolls are increased by 1. If the casting roll result is 2 the carrier suffers of temporary Stupidity for remainder of the battle.

After any game, you may give the skull away (perhaps selling it to rogue wizard, black market or just tossing it to the river – sometimes it's wiser to get rid of it before it's too late!). Your warband receives D2 + 1 experience which you can allocate any way you want.


Experience

+1 Survives. If a Hero or a Henchman
group survives the battle they gain +1
Experience.

+1 Gets Skull of Katam to Drop-off Point.
If a Hero or Henchman gets Skull of Katam
to the drop-off point he gains +1 experience.

+1 Holding Skull of Katam at the End of the Battle.
If a Hero or Henchman is holding Skull of Katam when
the battle ends he gains +1 experience.

+1 Per Enemy Out of Action. Any Hero
earns +1 Experience for each enemy he puts
out of action

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Su 06.07.2014 20:30
Kirjoittaja Jarva
Hur hur, I remembered this video when I was finishing the scenario description and was too tempted (and boringly lazy) to ape the monologue because it was so fitting for this scenario.

https://www.youtube.com/watch?v=EkQvPQJ1_Dk

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Su 06.07.2014 21:32
Kirjoittaja Rune
Woudln't it be cool to have characters attempt to find a suitable buyer or new host for the skull, but have to resist the urge to keep it to themselves, maddened by the skull's whispers?

To sell it you have to find a Rare buyer for it. Instead of searching for rare equipment a hero can attempt a Rare find roll of 9. If unsuccessful other heroes may try this. If a buyer is found the skull can be sold for 5d6 gold, and the seller gains 1 experience. However, he has to test for leadership - if failed, he runs off from the warband with the skull to plot his new schemes, whispered to him by Katam's soul!

You can try to toss it into a river as well, which nets your character 1 experience point, but the character has to test for leadership in this case as well.

"The skull is MINE!" :D

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ma 07.07.2014 12:50
Kirjoittaja Salsa
I think no one haven't designed rules for selling "dangerous" artifacts. Sounds cool idea though what could be pushed forward!

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Pe 11.07.2014 06:29
Kirjoittaja Sutenööri
Found some "experimental" rules for chaos dwarfs, what do you guys think too overpowered or ok to go?

http://www.chaos-dwarfs.com/forum/showt ... ?tid=11409

-Juha-

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ma 14.07.2014 12:51
Kirjoittaja Sutenööri
sutenööri kirjoitti:Found some "experimental" rules for chaos dwarfs, what do you guys think too overpowered or ok to go?

http://www.chaos-dwarfs.com/forum/showt ... ?tid=11409

-Juha-
Bumb, can anyone comment so I know if I will continue with my decimated carnival or take on with a new warband?

-Juha-

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ma 14.07.2014 18:03
Kirjoittaja HeresyBrush
Hi,

As far as I'm concerned, go ahead with the Chaos Dwarf band. I love the models and I want to see them on the battlefield.

About your decimated warband, I've thought that perhaps we should use some kind of compensation when we lose a hero with more than X experience points. I mean, when we lost several of them. I think it's annoying to lose in only one hour the "work" of several months. And obviously, you cannot afford the restructuring of the warband because you have less heroes and therefore less money. And when this happen, you easily lose the motivation. What do you think?

Regards

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ma 14.07.2014 20:02
Kirjoittaja Jarva
Sorry for the late answer, I was attending Animecon for the last three days.

But definitely, I agree with HeresyBrush; dwarfs with top hats are ok. I always fancy any experimental and optional stuff and such. The spell list looked rather harsh though.
HeresyBrush kirjoitti:About your decimated warband, I've thought that perhaps we should use some kind of compensation when we lose a hero with more than X experience points. I mean, when we lost several of them. I think it's annoying to lose in only one hour the "work" of several months. And obviously, you cannot afford the restructuring of the warband because you have less heroes and therefore less money. And when this happen, you easily lose the motivation. What do you think?
It might be slightly problematic to explain why the dead guys's fellows suddenly get a experience boost - but well, it's a game. I was also thinking that it would be interesting to add some sort of after-combat healing skill that one member of the warband can learn (for a high price! 100gc? 200gc?). For example, if model gets "dead" result of the serious injury table, the player could use his healer's skill and replace the initial dead result with two serious injury rolls. Although, the model might die again if the rolls are bad. The victim also has to miss D3 games while he's recovering. But this sort of changes might turn the game too careless.
Rune kirjoitti:Woudln't it be cool to have characters attempt to find a suitable buyer or new host for the skull, but have to resist the urge to keep it to themselves, maddened by the skull's whispers?

To sell it you have to find a Rare buyer for it. Instead of searching for rare equipment a hero can attempt a Rare find roll of 9. If unsuccessful other heroes may try this. If a buyer is found the skull can be sold for 5d6 gold, and the seller gains 1 experience. However, he has to test for leadership - if failed, he runs off from the warband with the skull to plot his new schemes, whispered to him by Katam's soul!

You can try to toss it into a river as well, which nets your character 1 experience point, but the character has to test for leadership in this case as well.

"The skull is MINE!" :D
Oh yes, Old World has too many lore-tastic opportunities to use in the game!

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ti 15.07.2014 08:16
Kirjoittaja Sutenööri
Jarva kirjoitti:Sorry for the late answer, I was attending Animecon for the last three days.

But definitely, I agree with HeresyBrush; dwarfs with top hats are ok. I always fancy any experimental and optional stuff and such. The spell list looked rather harsh though.
I looked the spell list and I thought that there were only really 2 viable spells in there :E the 18" beam and the 12" move. 8" beam means you are withing charge range, and rest are kinda hard to use.

-Juha-

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ti 15.07.2014 08:25
Kirjoittaja Sutenööri
I also found other viable list for chaos dwarfs, this looks like a more toned down list? Or I could just use those dwarf treasure hunters :/

http://bordertownburning.ciantygames.co ... Dwarfs.pdf

-Juha-

Re: [Mordheim] Campaign: 7.7. Scenario 6 "Skull of Katam"

Lähetetty: Ti 15.07.2014 11:27
Kirjoittaja Salsa
I vote for second list, I was about to comment from first list due some items and content were absolutely absurd by their strength without actual drawbacks. Although second list should have size limited 12. Informers themselves are good as beardlings, lol.