As a special treat for my group with Halloween coming up, I'm writing a string of scenarios for my group that'll act as kind of a non sequitur in our current campaign. It'll feature big rewards, but will be pretty dangerous as well. Its going to start with everyone separately playing the same scenario against an NPC warband, then they'll start to intermingle as they all try to investigate who this aggressor was and why its after them. So to kick things off, heres the first scenario (which will of course require someone to step in and play the Horsemans force):
As the warband is leaving the Cursed City, flush with wyrdstone from the days expedition, they are set upon by a ghostly horseman, sans his head, and his constantly increasing Undead force. The warbands has only choices: They can retreat back further into the city and await whatever hell may find them in the swiftly approaching night, or break through their attacks. Really, its no choice at all…
Set up all the buildings into a single street, with no gaps along the sides. Behind the buildings are impassable ruins, although the buildings themselves are still accessible. The only way out is along the street. The street may be as winding as you like and should not be too narrow to fight in, but can have narrow bottlenecks at some points. We suggest that the terrain is set up within an area roughly 4' x 4'.
Both players roll a D6 to see who sets up first. Whoever rolls highest chooses whether to deploy first or second. The warbands are deployed within 6" of opposite ends of the street. The Horsemans force starts with the Horseman, and 9 Skeletons.
No Backtrack: Neither players can backtrack down the street to escape via their own edge.
Increasing Horde: Every turn after the first, D3 more skeletons will appear. After determining how many more skeletons appear, roll another D6. On a 1-2 they will appear within 6" of the escaping warbands deployment zone, on a 3-4 they will appear within 6" of the center of the street, and on a 5-6 they will appear within 6" of the Horsemans deployment zone.
Shambling Forward: The Horsmans force will always advance towards the opposing force, and will always charge if able.
Flush with Wyrdstone: Each hero that escapes (not via routing) is carrying D3+1 pieces of wyrdstone.
Already explored: There is no exploring for wyrdstone after the game (as the warband is leaving the city from having already explored). The rest of the post game sequence is carried out as normal.
Starting the Game:
Roll a D6 to see who goes first.
Ending the Game:
The game is over when the escaping warband gets over 50% of its not out of action models off the street via the opposing edge, or its routes.
+1 Survive: If a Hero or Henchmen survives the battle he gains +1 experience
+1 Winning Leader: If the warband escapes, the leader gains +1 experience
+1 Enemy Put Out of Action: If a Hero puts an enemy out of action, he gains +1 experience
+1 Escaping: The first Hero to escape gains +1 experience
The Headless Horseman (Non-corporeal)
M WS BS S T W I A Ld
4 6 3 4 4 3 5 3 10
Skills: Combat Master, Strike to Injure, Expert Swordsman, Mighty Blow, Resilient, Web of Steel, Unstoppable Charge
Equipment: Flaming Jack O'Lantern
Fear: The Horseman causes fear
Non-corporeal: The Horseman currently exists in a non-corporeal form, and can neither touch nor be touched by those within the material realm. This doesn't stop him from using his Flaming Jack O'Lanterns to attack his enemies. He can not be injured in any way, and can move through walls (though he can not see through them), and can move in any direction, including straight up (allowing him to reach higher levels while still on Daredevil). He can only attack with his flaming jack o'lanterns, and can't fight in close combat. He can however still charge an opponent, though the opponent he charged will be able to move right through him and continue on his path as normal come his turn.
Daredevil: The Headless Horseman rides a great black horse with baleful, glowing red eyes named Daredevil. Daredevil is a warhorse that exists in whichever state the Horseman is currently in. In this case, he is non-corporeal, following all the same rules for such listed above.
Flaming Jack O'Lanterns: Perhaps to serve as a stand in for his missing head, The Horseman carries a Jack O'Lantern with him, burning intensely with an unnatural green flame. Despite how many times he throws it and it breaks apart on his target, it always reappears in his hands.
Range: 8" Str: 4 Special Rules: Thrown weapon: The jack o'lantern suffers no to hit penalties for movement or for range. Flaming: Whenever you score a successful hit with the jack o'lantern roll a D6. If you roll a 5+ the victim is set on fire. If the warrior survives the attack they must score a 4+ in the Recovery phase or suffer a Strength 4 hit each turn they are on fire and will be unable to do anything other then move. Other warriors from the same warband may help to put the flames out if they wish. They must move into base-to-base contact and score a 4+in the Recovery phase.
Freshly Risen Skeleton:
M WS BS S T W I A Ld
4 2 2 3 3 1 2 1 5
Weapons: Variable, see below
Fear: Skeletons cause fear
Immune to Psychology: Skeletons are immune to psychology and never leave combat
May Not Run: Skeletons can not run, though they may charge as normal
Immune to Poison: Skeletons are immune to poison and disease
Fragile: The Horsemans magic is not of the same potency as that of a vampire or a necromancer, and his minions are just barely held together. If a skeleton is wounded, instead of rolling for injury, it is automatically taken out of action.
Armaments: When a Skeleton is generated roll a D6: On a 1-2 it is armed with an Axe, on a 3-4 it is armed with a bow and dagger, and on a 5-6 it is armed with a shield and spear.