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 Scenario 14 : Hostile Embargo

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Qcbob025

Qcbob025

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PostSubject: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitimeMon 24 Jun 2019 - 19:17

I been looking througth the whole Border Town Burning document and i was trying to cross reference how to trigger all the special scenarios. We might start a campagn based on the book and i try to help my friends to achieved their various campagn objectives, so far i found all sources to get all chaos items... the only thing that bother me is...

How do you trigger the scenario 14 : Hostile Embargo

Thanks
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Von Kurst
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PostSubject: Re: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitimeMon 8 Jul 2019 - 17:37

Welcome to the Forum!

Sorry no one has answered your question, but that's the nature of game forums these days. Lots of crickets/not much going on.

One trigger for Hostile Embargo is rebuilding the Trading Post. You will find the opportunity to rebuild the trading post in the Exploration document.
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Grimscull
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PostSubject: Re: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitimeMon 8 Jul 2019 - 20:57

I think of the few people answering on this forum, not many have played BTB often enough to be able to answer that question (me, for example). Otherwise they are usually very helpful around here.
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Von Kurst
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PostSubject: Re: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitimeTue 9 Jul 2019 - 18:03

@Grimscull--this is very true.

I have only stolen ideas from the BtB supplement, but rebuilding the Trading Post happened to be one of them.
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werekin
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PostSubject: Re: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitimeSat 21 Dec 2019 - 1:50

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.

Regards,

Werekin
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PostSubject: Re: Scenario 14 : Hostile Embargo   Scenario 14 : Hostile Embargo Icon_minitime

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