The initial setup |
I have based the following scenario somewhat on the rescue.pdf file by John Acar, found on the Song of Blades and Heroes Facebook page, but it is not the same scenario, as I have added a lot of stuff.
I hope that it will prove useful for other SS&SS players, and I may upload it to the SoBaH FB page when I have made the final adjustments based on yesterday's game.
Sellswords &
Spellslingers
Leave No Man Behind
Scenario
One or more Characters are held captive
by the Foes from the scenario in which they were left behind.
The terrain and Foes should be similar
to the terrain in which the PCs were left behind.
Basic Scenario
Setup
In the middle of the board place a camp
or village made of 3+ structures (tents, cabins, huts, ruins,
whatever, or a combination).
Deployment
For each player ther will be one horde
of d6 minions patrolling the area. Place those randomly.
The players then choose which corner(s) they start in (the PCs have scouted the area in advance). Place the Party or Parties within 2” from the chosen corner(s).
The players then choose which corner(s) they start in (the PCs have scouted the area in advance). Place the Party or Parties within 2” from the chosen corner(s).
Complications:
None
Wandering Monsters:
D6: 1-4: d6
Minions, 5-6: 3HP Foe
3 HP Foes are
worth 1 individual XP for removing last HP
Scenario Special Rules:
Foes
Foes should be of the main type(s)/race(s) encountered in the scenario during which the characters were captured,
The patrols are 'Not Alerted' and move randomly before each Player activates his first Character, and whenever an Event Card activates them.
The patrols are 'Not Alerted' and move randomly before each Player activates his first Character, and whenever an Event Card activates them.
If at any point a
Character is within 4” (Detected if Hidden), or when the Monster
Frenzy Event Card is drawn, all Foes are immediately 'Alerted'.
When Alerted, d3 Minions appear from each structure not yet searched, and make a move towards the closest visible PC.
When Alerted, d3 Minions appear from each structure not yet searched, and make a move towards the closest visible PC.
Alerted Foes act
as per the normal game rules.
Searching
When a PC is inside (or if not possible to enter, in base contact with) a structure, it can be searched in 1 Action.
Roll a d6:
When a PC is inside (or if not possible to enter, in base contact with) a structure, it can be searched in 1 Action.
Roll a d6:
1st
Structure searched: A random prisoner is found on 4+
2nd
Structure searched: A random prisoner is found on 3+
3rd
and subsequent Structures searched: A random prisoner is found on 2+
Note:
If the PCs do
not find all the characters they are looking for, they must capture
and interrogate
a Foe about the
missing Characters' whereabouts
To capture a
Foe in base contact with a PC, declare that the active PC is going to
attempt to do so, then roll against Foe's DL. If the roll beats the
Foe's DL by 3 or more, the Foe is captured. If you beat the DL by
0-2, nothing happens (the PC deals no Damage). If the PC loses the
roll, he takes damage as usual. Add 1 to the roll for each Friend
also in base contact, and vice versa.
For interrogation, spend 3 actions, use appropriate Traits (Charisma for persuasion (can only be attempted once per PC per Foe), Strong for torturing, etc. Each attempt at torture removes 1 HP from Foe whether it is successful or not.
For interrogation, spend 3 actions, use appropriate Traits (Charisma for persuasion (can only be attempted once per PC per Foe), Strong for torturing, etc. Each attempt at torture removes 1 HP from Foe whether it is successful or not.
Prisoner Health:
When a prisoner is found, roll on the Out of Action Table (+1 for each Level of Healer of the searcher)
When a prisoner is found, roll on the Out of Action Table (+1 for each Level of Healer of the searcher)
XP Awards
If at least one
prisoner has been found and taken off the board, 3XP per party.
For each not found
prisoner the PCs have found out the whereabouts for, 1XP per party.
For each extra
prisoner found and taken off the board, 1XP per party.
Each 2HP Foe
slain, 1 individual XP.
THE GAME
Already while Ulolkish was on his first turn (he won the Initiative Roll), the Orcs were Alerted.
THE GAME
Already while Ulolkish was on his first turn (he won the Initiative Roll), the Orcs were Alerted.
Seven Orcs emerged from the village, and promptly charged in the direction of the approaching party which had already been spread a bit thin.
Even though the Orcs had been drawn away from the village, my party advanced cautiously-
Saimon the Sorceror blasted the Orcs, while Argesïl and Rhagador went for the village.
While the other party was doint the fighting, Rhagador and Argesïl found Finghal and Leonides. Both were only able to move 1", so it was decided to carry them off the board.
Ulolkish's party also arrived at the village, while Shaggram seemed to have lost his way...
I shall post the second half of this AAR one of the next days - I am a bit busy this week, as I have to prepare our living room for entertaining friends at a julefrokost (a traditional meal with open blackbread sandwiches and lots of beer and akvavit, celebrating Christmas, and probably a reminiscence of the winter solstice blót), so all my hobby projects and gaming stuff have to be put away.
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