A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

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Monday, June 29, 2015

Mordheim scenario: 'Smoke'em Out'

This scenario pits one warband, consisting of Lawful investigators, against an undercover warband of devious intentions. 
Suitable for adventures set in the Old World, such as the Empire in Flames, Sartosa or Relics of the Crusades settings.

Download: Smoke'em Out

I love the more narrative-oriented scenarios for Mordheim, along the lines of Mule Train, The Caravan, Down at the Docks, Kidnapped, etc. And, of course, pretty much all of the Munity in Marienburg scenarios, as well as the more mission-based scenarios from Border Town Burning and Sartosa :)
They all take some assumption that we may have of the plots and endeavours that a warband may do when not engaged in bloody combat, and then throw another warband at it. Instant narrative without effort. Great modelling opportunities ensue (caravans, boats, crates & barrels) as well as breathing life into what the warbands are really after in their long quest for success.

But there was a certain type of scenario that seemed under-explored. Maybe, from those published in Town Cryer, Down at the Docks comes close to it. Many in Mutiny in Marienburg also do, but not quite.

What do I speak of? I speak of rooting out infiltrated cultists from a local neighborhood: the classical Enemy Within narrative.
I wrote this scenario to cater to those poor criminal enterprises who, due to their more unsavory nature or beliefs, cannot really mingle with civilized society. Or can they?
This type of scenario fits well for cultist/type Chaos warbands, as well as Undead and Skaven warbands. All of them are known to infiltrate society from the shadows and coerce its weaker-willed member to cooperate.

It is perfectly reasonable to believe that these warbands have it in their interest to cultivate a local net of supporters, who can provide them with access to goods and shelter from prying eyes. They would not participate in the regular expeditions in search of Treasures (or wyrdstone, or corpses, or what have you) so they wouldn't be part of the warband, but they would be considered the larger cult that they are establishing.

The scenario involves finding the Hideout, by asking around the homes of locals, and running to alert the Watch: nothing more. But the undercover warband can sneak out of the sewers, and some homes belong to their collaborators, who can ambush the investigator warband. And the streets are full of people moving about (that is, until a fight breaks out).
Patience, strategy and subterfuge play a large role in succeeding in this scenario.


This is the first original scenario that will become part of a future Empire in Flames full-fledged campaign, "The Enemy Within".

Hope you enjoy it.
Feedback and suggestions appreciated.

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