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 Cemetery scenario v.2.0

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Aureus
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PostSubject: Cemetery scenario v.2.0   Sat 31 Mar 2012 - 0:23

TheEnemyWithin has inspired me to make my own zombie scenario attempt. I am one of those weirdos who consider zombie apocalypse to be a huge improvement in comparison to current global state of affairs. Anyway, I accidentally the whole scenario!

I have made some changes in order to balance things out and include suggestions. I aimed to create a scenario with some real character . Result is nice, in my opinion, albeit quite lengthy. May appear complex at first, but in my opinion the scenario rules are very intuitive. I am still unsure whether to make some random events to take place when looting/cleansing graves. Some traps, or a wraith suddenly emerging would be cool, but the scenario already consists of six filled with text A4 pages. Damn scratch

Notable changes
  • Now it is up to player whether to loot or cleanse the cemetery, each with different reward chart.

  • Remade zombie placement system

  • General clear up and debugging


NOW, RISE MY MINIONS AND PUNISH MORTALS INSOLENT ENOUGH TO PLAY MORDHEIM!
It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive! It is aliiiive!

just kidding Very Happy

Opinions are welcome as always!

Warning! Large amounts of text ahead! Lazy people may feel discouraged Laughing

Haunted Cemetery.
Times have grown lean, the Captain said and the case was settled.
An hour before first light, you and your nine companions arrive at your destination. Who would have thought that THE Gustoff’s bloody dozen would fall so low. Some drinking, a bit of gambling and couple overpriced wenches could drain any mercenary pocket, what do?. You stop your musings to take a closer look at the gateway before you. Ancient oaken doors reinforced with iron studs, chains and massive, rusty padlock are enough to make anyone feel unwelcome but there is more – old table inscribed with familiar symbols. Scythe, hourglass, those Morr creeps have no imagination. Heinrich, Captains old friend from army, quickly takes care of the lock, and you’re in. So far so easy, you mutter to yourself as you walk into khemrian darkness that lies beyond the portal. Cautiously, you inspect the surroundings – slightly desolated, quiet, peaceful. Someone behind you japed about “buried treasures”, couple of nervous chuckles and the dozen is off. There is work to be done. You feel determined, but there is something… amiss. Night chill appeared to be… different… here, as if, more piercing. Trying to shrug off feeling of uneasiness you follow your companions further in.

And so the Gustoff’s bloody dozen transformed into Gustoff’s bloody three.


Terrain:
The cemetery is located in the center of the table. Cemetery size should be roughly 30x30 inches, the shape of cemetery itself square (other shapes are acceptable as long as cemetery terrain retains its desirable size). Borders of the cemetery should be obvious for all players. Most preferably necropolis should be fenced from all sides, with at least one entrance at each side - however, simple change in terrain type may suffice to indicate (un)holy ground (cobblestone to grass /mud). Any part of the cemetery (or the whole thing) may be placed on a elevated terrain as long as there is direct access from one part to other (via stairs/path etc.). Players take turns placing buildings and pieces of terrain.

Outside of cemetery:
Place buildings on each side of cemetery . Exact type and amount of those buildings are or the players to decide - they play no part objective-wise, but can be used as a sniper nests overlooking the graveyard.

Within cemetery's boundaries:
Place a D3 of buildings in the cemetery. Those buildings should reflect typical graveyard view - a temple, caretakers home, gravestone mason workshop etc. first one must be placed in the center of the graveyard (most preferably a temple or similar building/ruins) , exact location of the other remaining buildings is for the players to decide. The rest of cemetery terrain is to be filled with smaller pieces of terrain: trees, graves, tombs, rocks, fountains, sculptures, ponds, piled up dead etc. Some of those terrain pieces should be used as grave markers.

Grave markers
Looting graves is the main goal in this scenario, in order to win the game player should rob or seal as many graves as he can.

Place D6+(1 x “number” of players) grave markers on the table. Each grave marker should preferably be represented by an adequate piece of terrain – a grave, coffin, mausoleum entrance etc. Players should agree between themselves how can a model interact witch each grave marker (example: having base contact with tomb entrance)

Warbands:
Each player rolls a dice. Whoever rolls highest chooses who sets up first. The first player then
chooses which table edge to set up on, placing all his warriors within 8" of that edge. His opponent then
sets up within 8" of the opposite edge.



Starting the game:
Both players roll a D6. The higher scoring player takes the first turn.

Ending the game:
Game ends when all graves have been robbed by one of the players. Player with higher score wins, if scores are aqual, it’s a draw.
And/or:
When one of the warbands fails its Rout test, the game ends. The routing warband loses and their opponents win.
experience
+1 For best scavenger. The leader of warband who loots more graves earns +1 Experience. If all players possess the same amount of robbed graves in their tally, this bonus point is lost.
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 extra Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy model(with exception of tattered zombies) he puts out of action.

Special rules:

Between good and evil:
Evil aligned warbands (undead, orcs, skaven, possessed, beastmen, carnival of chaos etc.)will eagerly loot cemetery, while good aligned warbands (witch hunters, sisters of sigmar, shadow elves) will strive to cleanse it. Neutral warbands (mercenaries, dwarf treasure hunters, pirates, etc) will have to choose for themselves. Choose wisely, your soul might be at stake!

Choosing a role:
Before battle, each player must declare whether will he loot graves, or seal them. Both players roll a D6. The higher scoring player first decides what it will be.

There can be only one! It doesn’t matter if both players decide to loot or seal graves. The warbands are hostile to each other anyway (as previous matches have proven), and each warband wants to claim as much profit as they can. Show no mercy!

Optional rules:
Shadowy middleman: A certain person contacts you in a tavern. He claims to be a representative of “people of wealth and influence”, and he has a business proposition for you. He mentions a certain cemetery, not far away, which was a traditional burial site of several local noble houses for many generations. Recently, the cemetery is source of many disturbing rumors – presence of undead is suspected. This cannot be allowed to continue, he explains, and should someone take action, his efforts would certainly not go unnoticed. Then he shares with you all the information and resources needed to undertake cleansing of the cemetery and leaves. Now is the time to make a choice. Honor the contract, or succumb to the temptation of fast and easy profit. It doesn’t matter what warband you play - the good, the bad or the ugly –choose the option that suits you up best!


Grave markers:


Looting test: To loot a grave one warrior must start his turn in direct base to base contact with the marker. If he does, warrior may take a single strength test (roll equal or under his S characteristic), if passed and the warrior successfully loots the grave. The warrior may do nothing else on that turn with the exception of defending himself in combat. The grave token is claimed at the beginning of the looting players next turn.

Purifying test: To seal a grave one warrior must start his turn in direct base to base contact with the marker. If he does, warrior may take a single, modified, leadership test (take a normal Ld test, but instead of throwing two dice, throw three and pick two highest results), if passed and the warrior successfully seals the grave. The warrior may do nothing else on that turn with the exception of defending himself in combat. The grave token is claimed at the beginning of the sealing players next turn. It is a matter of faith! Model with access to “prayers” (warrior priest, priest of taal, matriarch) need only to throw two dice while performing purifying test – they are experts!

Additional notes:
• Animals, and other “unthinking” creatures(trolls, zombies, dire wolves, rat ogres etc.) may not search or purify the graves. Additionally, warriors stunned and knocked out may not interact with the grave.
  • Undead and possessed models may not perform purification. Vampires and their ilk must rely on their living companions - necromancer, dregs, ghouls (even ghouls are intelligent enough to splash some holy water around, if their master wills it)

• Should model looting or cleansing the grave be interrupted (in the turn of performing purify/loot test): engaged in combat or wounded, attempt to open a grave is failed. Warrior may try again to open the grave during his next turn, if he meets the conditions.
• Several warriors may attempt to open the same grave at the same time.
• Each grave may be looted or sealed only once. Grave which was already looted may not be sealed, and vice versa.
• For each grave looted or sealed, player earns right to roll for the spoils (Buried treasures or Temple generosity charts respectably) after battle!

Order of battle:
1. First player turn
2. Second player turn
3. Zombie turn – zombies behave as if they were an additional player and maintain a regular turn sequence with one exception. Zombies have extra turn phase – zombie placement – it is the last phase in their turn sequence (after movement, combat, etc.), during this phase players place tattered zombie on the table.

Placing zombies:
• Spawn (D6 + “number” of players) of zombies. There may be no more than 12 + (4 x “number” of warbands) of zombies on the table simultaneously. Example: 20 zombie cap for 2 players, 24 zombie cap for 3 players etc.
• Placing zombies: Zombies are being placed at the end of "zombie" turn, after all t.zombie models present on the table have made their moves/charges/attacks. Zombies may be placed only within boundaries of cemetery, outside of any buildings. Players take turns in placing zombies, player with the first turn starts. T.zombies may not be placed within 2” of any other model present on table. Freshly "emerged" zombie may not do anything in the turn he was placed (but will defend himself if charged). If there is no suitable place for a t.zombie to emerge, then the zombie is discarded and no more t.zombies are placed in that turn.


Bestiary:

Tattered zombie profile:
M4 WS2 S3 T3 I1 A1 Ld 5
• Cause fear, no pain, Undead, Immune to psychology and poison
• Tattered corpse putting tattered zombie OOA yields no experience gain –tattered zombies are no match even for the most unworthy of warriors!
• Shambling forth! T. zombie movement is compulsory, they move through shortest available path (reasonable path – no zombies jumping out of windows!) towards nearest enemy, may not run (but they charge as normal)

Ghost:
• Incorporeal undead: may not attack or be attacked (or harmed in any way), may move through solid objects and models.
• Ghost touch: any living model that comes into contact with ghost (by passing through him) will suffer a single S4 hit (no armor saves allowed, no critical hits).
• Aura of terror: all living warriors within 4” (at the moment of taking test) of ghost have their leadership value reduced by 1 (non cumulative with other ghosts auras).
• Movement: ghost wanders in a randomly determined direction, their movement value is 4”, may not run, as with zombies. Ghosts begin their movement in the “zombie” turn, before t.zombies begin their moves&charges.
• Bound to his place of rest: Ghost may not leave cemetery grounds under any circumstances. If ghost movement turn ends outside of cemetery borders, he will disperse. Ghost will reappear at the beginning of the next zombie phase. Place ghost on the “ground” level, in cemetery’s center. If that location is already occupied by other model or solid piece of terrain place ghost as closely to the center as possible. Reappeared ghost mates his movement immediately after reappearing as normal.

Battle conditions:
roll 2D6 three times before battle, each result may be drawn only once:
2. Chilling whispers – half heard words and faint muttering follow you everywhere in this dark abysmal place, filling your mind with a distinct sense of uneasiness. Leadership value of every living warrior/creature is reduced by one for purposes of taking Leadership tests (including routs). Leadership value is reduced by a total of 2 for purposes of "all alone" tests.
3. Restless dead – The dead don’t appreciate visitors…Amount of t.zombies spawned in each round is increased by +2
4. Cadaverous hunger – I don’t like the way they look at us… all t.zombies receive +1A bonus
5. Miasmatic vapors – how do you expect to hold a sword in your hand if you are hardly able to hold in your lunch? penalty -1 Ws/Bs for all living creatures
6. Astrological phenomenon – Stars are moving into alignment, and winds of magic blow strong. All spells (not prayers)are cast with a +1 to cast bonus.
7. Dense Fog – I can’t see shit… Stealth detection range reduced by half, Before each turn, players roll 2D6 +2" to determine visibility range.
8. Ghosts – Auntie Dorothy? Is… is that you? A D3 +1 of ghosts roam the cemetery. Place them at the beginning of the game (before first player takes his turn) like you would place tattered zombies.
9. Cold grasp - vengeful dead try to grab the living through thin earth. roll a D6 before moving or charging through open terrain (outside of buildings, on ground level): 1- 2 warrior movement is reduced by half 3-6 nothing happens. Does not affect native inhabitants of the cemetery.
10. Corpse venom – That monsters claws are covered in something nasty. All T.zombies attacks are poisoned as with black lotus
11. Festering wounds – We’ve patched him up, but I don’t like that fever one bit. all living heroes taken OOA during battle will take an additional toughness test after battle, if failed, hero will miss next battle (not cumulative with serious injuries results).
12. Cemetery caretaker – Yes… of course… I’ll lead you to the… ah… promising ones. After the battle victorious warband leader takes a Ld test, if passed he manages to persuade a cemetery caretaker into cooperation. When rolling 2D6 for reward after claiming a grave marker victorious player may modify result by +1/-1. This also applies for players who has decided to seal the graves rather than looting them, as caretaker sends letter full of praise to the Temple authorities.

Buried treasures:
Roll 2D6 for each grave looted won during the game :
• 2 – Nothing. Tough luck.
• 3 – You found some golden teeth… worth D6 gc.
• 4 – As you bury through the earth you notice something shiny… you find 1 shard of wyrdstone.
• 5 - Commoners grave… Roll D6: 1-4) D6 gc. 5-6) lucky charm.
• 6 – Merchants grave… Bits of jewelry worth 2D6 gc.
• 7 – Dwarven sepulcher... Roll D6: 1-2) Axe 3-4) helmet 5-6) ancient dwarven heirloom. Can be sold for 2D6+3 gc. If there are any dwarven warriors in the warband (as with dwarf treasure hunters warband), heirloom must be preserved and the profit is lost. The same applies with dwarf mercenaries – If warband is accompanied by such, leader must give a dwarf mercenary the heirloom, or dwarf will immediately leave. Such items are symbols of proud dwarven history and hold much greater value for dwarves than gold!
• 8 – You find a vial of suspiciously looking liquid in the coffin… Roll D6: 1-2) one vial of black Lotus 3-4)one vial of dark venom 5-6) one crimson shade
• 9 – Unknown warrior’s final resting place… Roll D6: 1-2) axe and a mace 3-4) Sword and shield 5-6) two handed weapon.
• 10 – Looks like we’ve scared somebody away…Roll D6: 1-3) rope&hook and Lantern 4-6) mordheim map .
• 11 – Guardsman’s final post… Roll D6: 1-3) helmet and spear 4-5) suit of light armor and halberd 6) suit of heavy armor
• 12 – Ancient tomb… Roll D6: 1) gromril sword 2-3) war horn 4-5) Ithilmar Morning star 6) You find some scrolls containing occult and forbidden knowledge, worth 3D6 gc. If your warband leader passes Initiative test, you will also discover a hidden entrance to warlocks laboratory, containing wyrdstone pendulum.

Temple generosity:
Roll 2D6 for each grave sealed during the game :
• 2 – Good job sport! A pat on the back and a good word. You feel cheated.
• 3 – Small token of our gratitude…You are given a small purse containing D6 gc.
• 4 – A particularly pious merchant has heard of your recent exploits*… Player may deduct 2D6 gc (to a minimum of 1) from price of one bought item during post battle sequence (as with haggle skill)
• 5 – I hope this will be enough to express my thanks… A purse pleasantly filled with coins (2D6 gc.) finds its way into your hands
• 6 – I can share some supplies… Roll D6: 1-2) bottle of blessed water 3-4) vial of shallaya’s tears 5-6) bag of healing herbs
• 7 – Be our guest*! Wealthy merchant welcomes your warband into his humble mansion, taking care of all your needs. When selling wyrdstone during post battle sequence, treat warband as one category less numerous than it really is( example: if a warband has 15 members, sell wyrdstone as with 10-12 warriors). In addition, your host has many connections in the world of local commerce. During this post battle sequence warband receives + 1 bonus to all rarity rolls. Rolling multiple results of 7 on temple generosity chart will stack, as this reflects considerably greater wealth and influence of your host.
• 8 – With the sign of the hammer, I bless thee… Warband leader receives D3 dice re-rolls for duration of his next battle. This bonus applies only during next battle leader takes part in, but not during post battle sequence. Any dice roll made by the leader may be re-rolled, including: routs, statistic rolls, armor saves, to hit/wound/injure etc. – players choosing. Re-roll not used is lost, and no re-rolling re-rolls of any kind.
• 9 – A gift of healing*… Temple sends a skilled healer to aid your wounded. One hero may re-roll his serious injuries result. Second result applies, even if it is a worse one. When re-rolling: any result above or equal to 36 is treated as full recovery.
• 10 –Luck or Good karma? Who cares*? Roll D6: 1-2) you may re-roll one dice in the following exploration phase 3-4) when rolling on exploration chart, you may modify one dice result by +1/-1 5-6) Increase the number of shards found in the exploration phase by +1
• 11 – A fine weapon from Temple armory… Roll D6: 1) a hammer 2) a halberd 3) a spear 4) sword 5) a two handed weapon 6) a suit of light armor
• 12 – Something from the Temple vaults, to compensate your efforts… Roll D6: 1) blessed weapon. Pick one of melee weapons in warband possession, to become blessed. The weapon gains a permanent +1 bonus to wound against any possessed or undead model 2-3) gromril hammer of dwarven craftsmanship 4-5)suit of heavy armor 6) A fat purse (filled with 3D6 gc.), if players warband has emerged victorious from the cemetery he will additionally receive a finely crafted sigmarite warhammer in recognition of his success.

*All post battle sequence bonuses in the Temple generosity chart (with the exception of “With the sign of the hammer, I bless thee…”) must be used immediately in the post battle sequence following haunted cemetery scenario, or will be lost.


Last edited by Aureus on Mon 2 Apr 2012 - 18:41; edited 9 times in total
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PostSubject: Re: Cemetery scenario v.2.0   Sat 31 Mar 2012 - 19:28

Nice effort. I have mainly suggestions about how the scenario is written.
Quote :
Place D6+(1 x “number” of players) grave markers on the table.

'D6+“number” of players' is all that's needed. There is no reason to include '1 x'.

Quote :
terrain
Each player takes it in turn to place a piece of terrain,
either a ruined building, tower, or other similar item.

I realize that this is a standard terrain description for Mordheim, but since the object of the scenario is to loot a graveyard, I think some hints about the size of the graveyard and location of the graveyard would be appropriate.

Quote :
Placing zombies: Players take turns in placing zombies, player with the first turn starts. Zombies may not be placed within 8” of a players warband model.

Given the number of zombies possible, it might be difficult to place zombies that are not within 8" of a warband model. Are such zombies automatically destroyed?

Quote :
Tattered zombie profile:
M4 WS2 S3 T2 I2 A1 Ld 5

I realize you have altered the zombie profile, but you have increased the initiative of a zombie from 1 to 2. This seems unnecessary. (Although it would make zombies diving out of windows more likely to succeed.)
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PostSubject: Re: Cemetery scenario v.2.0   Sun 1 Apr 2012 - 1:02

The things Von Kurst wrote about the description of the cementery are right. I also have difficulties how the battlefield will look like.
This scenaro needs also an round end, because a limit should motivate warbands to really search for treasures in the coffins instead of cornering in an building or corner of the cementery to collect some zombies and to wait until the other warband has to root due to their losses. But maybe this is a playtesting issue.

One further questio is, what is one experience point worth? I think the possible rewards for looting the graves are higher than getting one exp. I would say the woth of one exp is defined as 2 gc in the rulebook, so this scenariois not good for Witchhunters and sisters of sigmar. Maybe instead of receiving one exp they get the same rewardsastje others from their order to seal the graves?
The reward table is missing the that it is needed to roll two d6 but this is really a minor.

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PostSubject: Re: Cemetery scenario v.2.0   Sun 1 Apr 2012 - 13:31

I have playtested the scenario yesterday my orcs vs. dwarves. Got my ass handed to me (and not by the dwarfs but zombies )
It wasn't bad though, had some fun Very Happy

Von Kurst wrote:

I realize that this is a standard terrain description for Mordheim, but since the object of the scenario is to loot a graveyard, I think some hints about the size of the graveyard and location of the graveyard would be appropriate.


Alrightie,

Terrain:
The cemetery is located in the center of the table. Cemetery size should be roughly 30x30 inches, the shape of cemetery itself square (other shapes are acceptable as long as cemetery terrain retains its desirable size). Borders of the cemetery should be obvious for all players. Most preferably necropolis should be fenced from all sides, with at least one entrance at each side - however, simple change in terrain type may suffice to indicate (un)holy ground (cobblestone to grass /mud). Any part of the cemetery (or the whole thing) may be placed on a elevated terrain as long as there is direct access from one part to other (via stairs/path etc.). Players take turns placing buildings and pieces of terrain.

Outside of cemetery:
Place buildings on each side of cemetery . Exact type and amount of those buildings are or the players to decide - they play no part objective-wise, but can be used as a sniper nests overlooking the graveyard.

Within cemetery's boundaries:
Place a D3 of buildings in the cemetery. Those buildings should reflect typical graveyard view - a temple, caretakers home, gravestone mason workshop etc. first one must be placed in the center of the graveyard (most preferably a temple or similar building/ruins) , exact location of the other remaining buildings is for the players to decide. The rest of cemetery terrain is to be filled with smaller pieces of terrain: trees, graves, tombs, rocks, fountains, sculptures, ponds, piled up dead etc. Some of those terrain pieces should be used as grave markers.

Quote :

Given the number of zombies possible, it might be difficult to place zombies that are not within 8" of a warband model. Are such zombies automatically destroyed?

Zombie placement procedure needs some changes, constant measuring 8" to keep them from instantly charging warband members (that was the general idea) is bothersome. Currently I'm replacing that with:

Zombies are being placed at the end of "zombie" turn, after all t.zombie models present on the table have made their moves/charges/attacks (to avoid confusion, as I intend to forbid them from charging instantly after spawning). Zombies may be placed only within boundaries of cemetery, outside of any buildings. Players take turns in placing zombies, player with the first turn starts. T.zombies may not be placed within 2” of any other model present on table. Freshly "emerged" zombie may not do anything in the turn he was placed (but will defend himself if charged). If there is no suitable place for a t.zombie to emerge, then the zombie is discarded and no more t.zombies are placed in that turn.

Quote :

I realize you have altered the zombie profile, but you have increased the initiative of a zombie from 1 to 2. This seems unnecessary. (Although it would make zombies diving out of windows more likely to succeed.)

Zombie Initiative value in that profile was a mistake, they were supposed to have only their T lowered. After some thinking I'll stick with the good old zombie profile. Initially, I wanted to slightly nerf zombies in order to prevent them from being too much of an nuisance. Considering how weak they are and their low numbers in this scenario any changes to their profiles are unnecessary. But still no exp, for putting zombie OOA - I want them to "motivate" warbands into doing their work instead of farming experience.

SerialMoM wrote:

One further questio is, what is one experience point worth? I think the possible rewards for looting the graves are higher than getting one exp. I would say the woth of one exp is defined as 2 gc in the rulebook, so this scenarios not good for Witchhunters and sisters of sigmar. Maybe instead of receiving one exp they get the same rewardsastje others from their order to seal the graves?

Well, Witch hunters are a delicate issue here, but I guess you're right. My buddy plays WH, and he too might not appreciate imbalanced rewarding system. I would be very reluctant to allow WH to use the same reward's chart, In my opinion robbing dead should be potentially (but not always) more profitable than sealing graves. Besides, the Temple would most probably compensate services of their faithful by paying cash, instead of sending some random array of junk (which may include poisons and other ungodly items, if a proper result should be drawn). At the moment I would give them 2D6 +3 gc for each grave sealed and additional D6x5gc for winning the scenario (as a reward for "cleansing" cemetery and chasing away foul robbers). Hope, I didn't overdo it.


Now I'm thinking about some additional tweaks to the scenario.
Probably I'll change rules for claiming grave markers - instead of just standing by the marker I would have them take a strength test (if taken, model cant do anything else that turn, save from defending himself)
Ghosts wont be able to leave cemetery ground, unlike zombies
I'm considering some additional ruling for claiming grave markers - some traps, sudden undead attacks, curses etc. - but I am reluctant to make scenario too complicated or filled witch too much dice rolling.Waddya think?
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PostSubject: Re: Cemetery scenario v.2.0   Sun 1 Apr 2012 - 15:53

I tweak my scenarios frequently. Drives some of the folks I play with nuts, but I do believe you can always improve.

I am also an avowed over-complicater from way back.

I think that most of the zombie scenarios I play allow the zombie to charge on the turn that it appears. Of course most of them spawn D3+1 or so zombies per zombie turn so the numbers are not great and we do award experience for zombies killled.

During a recent Dark Ritual my opponent's leader got 5 exp for killing zombies, but one of his LGT Marksmen with 2 wounds was killed by a lucky zombie. So it goes.

If Ghosts are too powerful, I recommend using the Wandering Spirit rules from the Mordeim Random Encounters.
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PostSubject: Re: Cemetery scenario v.2.0   Sun 1 Apr 2012 - 16:46

In an attempt to balance the Witch hunters etc vs Other...less zealous warbands, you could possibly prevent any warband that is looting the graves from having a normal exploration or trading phase?,

Something like... "Word gets around that you are grave robbers so you have to lay low..." But obviously witch hunters etc are sealing/purifying the graves, so don't get to roll on the special charts but do get the xp bonus and any other small change you throw their way.

By making a distinction between whether your warband wants to loot or seal the graves you could actually even allow players of neutral warbands to make a choice as to whether they loot or seal. Might make it more interesting for them to be given a choice, certainly allows the players to RP their warbands a bit as well ^^

Al in all looking good though!
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PostSubject: Re: Cemetery scenario v.2.0   Mon 2 Apr 2012 - 6:12

TEW: Very characterful idea, I like it, gives the Mercs the chance to play good citizen or utter b*stard
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PostSubject: Re: Cemetery scenario v.2.0   Mon 2 Apr 2012 - 18:04

Scenario remade!

I gave players some more freedom and made different reward charts for good and evil warbands. Now nobody should feel cheated Very Happy

Quote :
In an attempt to balance the Witch hunters etc vs Other...less zealous warbands, you could possibly prevent any warband that is looting the graves from having a normal exploration or trading phase?,

Doing so might be very painful for looting player. When I test played the scenario I got ripped to shreds by zombies (Bad rolls and bad strategy Embarassed ). Without exploration I would not have a chance to replace my fallen even after claiming three markers. Most of the rewards in the charts are humble.To get something really nice, player must make some difficult and unlikely rolls (like 66, then another 6 and a successful initiative test for example Smile )
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Saranor
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PostSubject: Re: Cemetery scenario v.2.0   Wed 2 May 2012 - 5:38

reminds me strongly on our last Halloween game.

Two warbands had to loot a cementry. I was game master.

The warbands didn't knew the rules of the scenario. They had to discover them their self, like "i loot the building", "i loot the barrel" or "i loot the grave".

It startet with "their are no rout-tests" (one player was happy, the other mistrustet this).
At first their were no zombies. As they lootet some grave sometimes a lone zombie appeared, but was easily put away. But as they get to the crypt the horror startet:
- 4 Zombies emerged per mass grave per round
- from all normal grave once emerged a Zombie
- their were no voluntary rout (the player who mistrustet me panicked, the other was still clueless ^^)
- each modell put OOA stays on the board, if it is not carried away it has to roll twice on the injury-chart...
- only method to leave the game was the starting zone

it was a fun game.
We learned that zombies aren't slower as other models, if they are march blocked by many zombies :-P
It was my first game a warband was completly put OOA...

They missed the spoil of war by a bad roll, that the carrier of the loot couldn't get rid of a zombie. it was fun to, that a possesed tried to jump over roofs to stay out of reach of the undead.
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PostSubject: Re: Cemetery scenario v.2.0   Today at 5:11

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Cemetery scenario v.2.0
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