This is the first scenario I created for my Red Brothers campaign, and I had a blast creating and playing it. Since playing it I have made a few tweaks, and I'm sure you will have some creative tweaks as well! I love playing with randomized mechanics, especially when I am trying to create a narratively driven game.
Setup: Ableheim is a town that houses corruption and cult activity, the warband has been sent to investigate and destroy any corruption they find. A mob gathers to watch the warband, getting increasingly agitated.
Victory:
- Find and destroy the corruption;
- Exit the table through the starting path
Mechanics:
Houses
- When a character investigates a house, roll a D6; If a 6 is rolled, that house contains the corruption.
- If no 6 is rolled, the corruption is in the last house.
- If a D6 roll fails, add +1 to the mob counter.
- When the corruption is found place 1 cultist, 1 cultist archer, and 1 demon in the house (or near it).
Mob
- The mob consists of 3 villagers/militia models.
- Each turn add +1 to the mob counter, then;
- Roll a D10, if you roll lower than the counter total, the mob attacks.
- When the mob spawns, move in a second mob from the 'start' point (3 more models).
Treasure
- If the warband destroys all corruption and mobs, keep all treasure on the table.
Runes
- Skill check to read demonic runes found graffiti'd on houses DC 15 (Read Runes/Ancient Lore).
- Success gives all party members +2 fight against demons (does not stack).
Legend
H - House
T - Treasure
R - Runes
Note: Houses can be placed wherever you want them, but I would suggest placing them on the far side of the map, to create a more fun and challenging table.
Stats
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