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 Nightmare in the sewers! a custom scenario.

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Jacko' lantern
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PostSubject: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 12:02

this is a scenario i have made up.
this is my first ever one so... enjoy!

i had to edit it because i had written like the rule book bu it didnt fit Rolling Eyes

____________________________________________________________________________________________________________________________________


Nightmare in the sewers
underneath the streets of mordheim, there are sewers and catacombs. were there are all manner of mutated and twisted creatures, and wrydstone, lots of it. many brave but foolish men have ventured down into the tunnels never to be seen again.

Terrain.
In this scenario you venture into the sewers and underground labyrinths of mordheim. fighting across wooden platforms. the board should be made of lots of tunnels backtracking on themselves, wooden scaffolding, crates, barrels and fallen in parts of the tunnel. the table should range from 2' x 2' to 4' x 4'


set up
1. Each player rolls a d6. the player with the higher score can choose to go first or second.


2. The first player to deploy sets his/her entire warband in on corner of the sewers.

3. the second warband deploys in the opposite corner. no models may be 14" from the enemy warband.


Special Rules.
poisonous water: the water has been tainted by wrydstone and is dangerous. any model that falls in is out of action for the rest of the game on a roll of 4+. the test is every turn until the model dies or gets out of the water. roll on the injury chart as normal but ignore robbed, captured and sold to the pits results.

rickety platforms: the platforms have rotted over the years and have become fragile. if the number of models exceeds five on the platform. then the platform collapses and all models on the platform must pass a initiative test or be plunged into the murky depths. if they pass the test they go to the nearest platform if there arnt any then they fall into the water.

wrydstone: place d3 +2 wrydstone counters randomly around the sewers. no counter may be within 6" of each other.

the thing in the faeces: in the sewer there is a twisted and warped creature dripping with excrement. it counts as a possessed with tentacles and claws its attacks are poisoned and it can drag one model into the sewage per turn, to attempt this it will need a 5+ if it manages this then the model is dragged into the stuff. it wanders around looking for stuff to kill/digest.



ending the game.
if one of the warbands fails a rout test, the game ends immediately and the routing player loses.

xp

+1 survive.

+1 winning leader.

+1 per enemy out of action.

+1 for each wound caused to the sewage monster.

____________________________________________________________________________________________________________________________________


so what do you think? any
any ways to inprove?


Last edited by Jacko' lantern on Sun 10 Jan 2010 - 14:06; edited 2 times in total (Reason for editing : changing the rules.)
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Andy
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 12:22

It looks like a fun jaunt. The poo monster is an especially funny inclusion.

It terms of feedback, maybe I'd take the wyrdstone counters down to d3+2. D6+2 seems a little high for this.

Everything else seems great and nicely balanced, although some things may need clarifying. If a rickety platform collapses and somebody passes their initiative test, where do they end up? If they fail, what are the 'murky depths'? And the poisoned water 4+ roll, is that just when they first hit the water or every turn that they are in the water?

It looks like it may take some extra effort for players to get the game board right for this, having more walkways than usual, but it should be awesome fun to play once they do.

Bravo and good work, Jack.
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 12:38

nice one, this is a straight deposit to the personal scenario bank!
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 13:03

@Andy, good point i will edit the wrydstone, when the people pass the initiative test they go to the nearest platform, if there is no platform nearby then they fall into the water. the test is once per turn. Smile
thanks for the criticism Smile

@MonkeyShaman, thanks! Smile

i will edit the scenario
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 13:12

Good show.

Although, how far is 'nearby' in inches? Sorry to keep nitpicking.
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 14:17

three, as far as they can jump
Smile
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Fri 8 Jan 2010 - 14:53

Jolly good.
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Sun 10 Jan 2010 - 4:52

Could you perhaps clear things out about how you should play with the thing in the feaces? does it lumber around randomly, or is it lurking in a certain area?
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Sun 10 Jan 2010 - 5:23

Nice - I like the idea of dropping this into a campaign and having GM controlled beasties wandering the sewers...
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PostSubject: Re: Nightmare in the sewers! a custom scenario.   Sun 10 Jan 2010 - 14:04

sorry for the confusion Smile
the creature lurks around the sewers, attacking people.
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