The easiest way to unlock the scenario, is based on the Lure of Fortune campaign plot.
- Quote :
- Trading Post: Trading Post:Trading Post: Trading Post: Whenever the warband’s exploration dice score a five of a kind you may choose to replace them with “11111” (Abandoned Trading Post).
This sequence of advanced games rules serves as a precursor to my expanded rules for encampments, that feature in the Marienburg campaign rules. Essentially it is taking a fixed location, that is also considered unique, which if your campaign is being ran using maps (more fun), can be identified from.
The location of the trading post is actually hidden to other warbands. This makes the encampment very interesting because it effectively serves as a secret hideout which opens up all kinds of exciting narrative possibilities in your campaign. Once another warband rolls up "1, 1, 1, 1, 1" they can lay siege to the hideout, destroy it or potentially take possession of it.
I wanted to produce a set of reference cards (like property deeds in Monopoly) to represent a selection of the encampments used in the Marienburg campaign. These can add weight and purpose to narratives, especially in campaigns being configured based on a map.
Most players really feel like the stakes are raised when they are battling for area control! That what maps and encampments bring to campaigns.
The fact that warband's gain certain perks by controlling these locations is motivational. The Trading Post itself has two rather juicy benefits, costs a fair whack to renovate, it counts as being hidden from enemies (to begin with) and gains campaign points for the right warbands as an incentive to find and restore it.