This Ol' House!
scenario by Dave "StyrofoamKing" Joria
People say that dwarves tend to pinch their pennies, but they don't hold a
candle to ol' Hezekiah Scudger, the most miserly Halfling in the moot. He had
preferred to let his vast estate fall into ruin rather than pay to repair it,
though he had enough money to fix it ten times over. When he died, Scudger's
money stayed with him, hidden in his many hiding places throughout his vast
house. For years, people stayed away from the place… but now that times are
desperate, surely no one will notice a few people creeping in, will they?
Most of the board is set up like a normal Moot village- ideal cottages,
haystacks, picket fences, etc. In the center of the board is one LARGE, ruined
building or tower. It must have at least two climbable floors. This Scudger's
house, and where all of his treasure is hidden.
Note: This is a great scenario for sneaking your ruined "city of Mordheim"
scenary on to the board. As a variant, what if Scudger's estate comprised of
not one, but three or four buildings? No reason why not. If so, all of the
buildings use the same rules as Scudger's house.
Each player rolls 1D6. The highest player may pick sides and set up first. Due
to the perilous nature of the ruined house, no model may be infiltrated or
hunched in it, or within 12" of it.
STARTING THE GAME
Each player rolls 1D6. The player with the highest score goes first.
Scudger's Fortune: The Old House is the large building place in the middle of
the board. Throughout the building, before set up, place 3-5 Fortune counters…
these represent the most likely places for Scudger to hide his money. There will
be no counters at ground level, and if the building has three or more floors,
the top floor will have +2 counters.
At the end of any movement phase, if you have at least one model next to a
Fortune counter, roll 2D6: on a roll of 10 or more, the counter is where the
treasure is found. Remove all counters, and place a Treasure Chest next to the
searcher. On a roll of 9 or less, the treasure is under another counter, and the
counter is removed. A player may not search more than one counter in any turn,
and each counter may only be searched once. If only one counter remains, it is
automatically replaced with a treasure chest upon a search. The treasure is
heavy, and the model carrying it may only walk unless another model is helping
him carry it. While carrying it, a model may not cast spells or shoot missiles,
and will drop it if engaged in hand to hand.
This Ol' House: Inside "this old house", all Ladders count as Difficult
terrain, and the any model attempting to climb anything inside or outside the
house temporarily loses 'Climb Shear Surfaces', based on the rickety nature of
the abode. Anytime a model walks about while in the house, roll 1D6; On a roll
of 1, roll on the OLD HOUSE CHART below. Large Models and models that are
running roll on the OLD HOUSE CHART on a roll of 1 or 2.
Likewise, each Combat Phase, roll 1D6 for each combat. If a 1 is rolled,
randomly determine which model it affects. Large Models count as two people when
determining which model is affected (i.e. twice as likely to be affected.)
THIS OLD HOUSE CHART
1 Collapse! The Floor the warrior is on collapses, and all models and warriors
fall (roll for normal damage as normal.) If the model is on the bottom floor,
the floor immediately above him collapses; he takes fall damage, equal to the
height of the floor above him. If playing there are any fortune counters or
treasure chests, they are replaced on the floor below, having fallen as well.
2 Shake! The whole building shakes, from the force of people moving. Anyone else
attempting to move in the building this turn or attempting to enter the building
must first pass a fear test. Any model attempting to shoot a weapon in the house
is at -1 to hit. Any model in combat must immediately pass a fear check or they
hit in 6s in combat.
2 Bonk! The warrior suffers a S3 hit, due to falling debris.
3 Snap! The floorboards beneath the model snap beneath him. He must pass an
Initiative test or fall to the floor immediately below him. Mark the spot as a
25mm hole from now on. If the model is on the ground floor, this opens up a hole
to the basement- any model that falls in is removed from the board, but may
return with a successful climbing test (and will return to the ground level).
4 Close shave! A few feet away from the warrior, the ground gives way. A 25mm
hole appears 1D3" away from the warrior in a random direction. Any model with
50% or model of his base over this hole must make an initiative test or fall in.
If they fall in, they fall to the floor below. If the model is on the ground
floor, this opens up a hole to the basement- any model that falls in is removed
from the board, but may return with a successful climbing test (and will return
to the ground level).
5 Whoops! The warrior trips on an old floor board and stumbles 1D3" forward. If
this brings him into the contact of an enemy, it counts as a charge (if the
enemy causes fear and the charger fails the test, he hits on 6s). If this brings
him into contact with a wall, he is automatically knocked down. If this takes
him off a ledge, he falls as normal. If the warrior is already in combat, he
loses one attack this turn (down to a minimum of 1 attack).
6 Ouchie! The warrior stubs his toe or gets a splinter. He suffers a Strength 1
hit, but is otherwise fine
ending the game
When one warband gets the treasure to safety, or a warband fails a Rout test,
the game ends. The victorious warband then gains the treasure chest.
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1
+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.
+2 For Finding the Chest. If a Hero finds the treasure chest he earns +2
In the post game, roll to see what was in the chest.
ITEMS - D6 ROLL REQUIRED TO FIND
3D6 gc Automatic
D3 Gold Medals 5+
Suit of light armour 4+
D3 gems worth 10 gc each 5+
If playing multiplayer, add on the following to the chest contents:
1D6 Gold - Automatic
Suit of heavy armour 5+
The miserly ol' Hezekiah Scudger was an odd Halfling… not only did he horde his
precious money, but he hid it in the strangest of places. You've found one of
his scarce few servants, who claims that one of Hezekiah's favorite hiding
places for his fortune was amongst the gravestones of his family plot… so you're
off to see if the rumors are true!
Of course, ol' Scudger himself died several years ago… but now that you're
noising around for his money only a few yards from his resting place, it's
doubtful he'll rest easy!
Each player takes it in turns to place a piece of terrain, either a ruined
building, tower or other similar item. We suggest that the terrain is set up
within an area roughly 4'x4' area. Also, for decoration, set up several
tombstones and other "graveyard" scenary. We also recommend plopping down
patches of uncut grass, which count as difficult terrain.
Once you have placed the terrain, place 3 Stash counters for each warband
involved in the game on the tabletop to represent where the money might be
hidden. Each player takes it in turn to place a Stash counter. Each player rolls
a D6 to determine who places first, second, third, etc. The counters must be
placed more than 10" away from the edge of the table
and at least 6" away from each other, if possible. Note that counters are placed
before deciding which edge the warbands will play from.
Searching the Stash- Each stash counter represents a hidden sack of gold, left
behind by ol' Scudger. A warrior may merely take out a modest handful, or
attempt to grab every last coin (at his own peril!)
A warrior that ends his movement next to a Stash counter may take money from it
at the end of his movement phase. When taking money, a warrior may choose to
roll between 1 and 6 six-sided dice (i.e. 1D6, 2D6, 3D6, 4D6, 5D6, or 6D6.)
After picking the number of dice, the warrior rolls that many dice. The total
is added up, and the warrior gains that much money- it is instantly added to the
warband treasury. However, if any of the dice come up with a roll of 1, the
gold has vanished mysteriously before it can be picked up- it was a spooky
vision, created by the late Hezekiah Scudger! In addition, the warrior who was
searching becomes "Possessed!" see below. Either way, remove the stash token after it has been successfully or unsuccessfully looted.
Possessed! – The warrior has become possessed by the ghost of Hezekiah Scudger!
A random opponent is now in control of your warrior. He may make an immediate
move, charging or moving as the temporary controller sees fit. While
controlled, the model may attack fellow warband members (who will not attack
back), shoot at them, and do anything else he is normally allowed to do. So
cruel is Hezekiah that he may cause models to walk off tall heights.
Each recovery phase, roll 1D6 for each model that is possessed:
1-2 Hezekiah still has full control of your model. The random opponent continues
to control the model.
3-4 The warrior grapples with Hezekiah for control. The warrior may not move,
shoot, or cast spells, but is otherwise in your control this for this round
only. Continue to test next turn on the possessed chart. If attacked in combat,
the possessed model may fight back, but will always go last, as if he just stood
5-6 The warrior's resolve has ejected Hezekiah permanently! He is back to
normal, and does not need to test for possession (until he next angers Hezekiah,
If one or models are possessed, and another warrior rolls a 1 when searching for
gold during a LATER movement, the new warriors become possessed and the old ones
automatically return to normal- Hezekiah is only strong enough to control so
many people at a time! Likewise, any possessed models within range of a
friendly healing prayer or spell (Priest's Hand of Sigmar, Witch's Cure)
automatically has Hezekiah exorcised from him.
Players use the normal warband set-up rules (see `Setting up the warbands').
starting the game
Players each roll a D6 to determine who goes first. Play proceeds clockwise
around the table from there (based on where players placed their warbands).
ending the game
The game ends when all warbands but one have failed their Rout test. The routers
automatically lose. If two or more warbands have allied, they may choose to
share the victory and end the game.
+1 Survives. If a Hero or Henchman group survives the battle they gain +1
+1 Winning Leader. The leader of the winning warband(s) gains +1 Experience.
+1 Per Enemy out of action. Any Hero earns +1 Experience for each enemy he puts
out of action.
+1 Per Successful Stash. If a Hero or Henchman is searches a stash without
having it disappear, he receives +1 Experience.
Any model that remains possessed at the end of the game will immediately be
returned to normal at the end of the game. You've beaten him this time, but I
doubt you'll underestimate Hezekiah Scudger again!