Defeat
The Nordost Kin
Ostlanders, kept by Niklas
Konistag, 15th of Sigmarzeit, 2004 IC
The victor
over The Nordost Kin
Not recorded.
The player that controls the most goods caches at the end of the game wins.
After the game, each player gets the following for each cache held when the game ended:
Roll off and deploy 3" into opposing table edges.
At the end of the round, the cache is controlled by the player with the most models within 3" of the cache. The control is sticky, lasting until another player claims it.
The warehouse works like a cache, but it counts as 3 caches.
There are two watchmen posted outside Warehouse 4.
Reinforcements: After the watchmen are activated, start rolling a d6 at the beginning of each turn. On a roll of 6, spawn 1 watchmen 9" from the warehouse. The opponent decides where they are placed.
A luminescent green dust is permeating from the Warehouse.
At the beginning of the round, whenever a model is within 6" of the warehouse (incl. NPCs) roll a d6 for each model and apply the following result to that model:
The Tarot of the Damned is in play this scenario.

In your movement phase, one of your warriors moves 1″ further this turn, walking, running or charging.
The wind covers the footfall.

When an enemy warrior takes a Leadership test, they take it at −1.
Something is tolling under the water, and it is not for you.

Play at any time and keep it face up to the end. After the game, re-roll one of your exploration dice.
The merchant’s ledger had one more page in it.

In your recovery phase, one of your stunned warriors stands up as knocked down instead.
The green does that to a body, for a while.

When an enemy prays or casts a spell, they roll at −1 to cast.
The hammer is turned the wrong way tonight.

At the start of an enemy movement phase, name one enemy warrior: they may not run this turn.
Something in the gutters has hold of their heel.

When one of your warriors is taken out of action, they are not counted against you for rout tests this turn.
The warband has not noticed yet.

In your shooting phase, one of your warriors ignores the −1 for shooting at a target in cover this turn.
The lantern found them.

In the first turn only. Every warrior of yours adds 1″ to their move this turn.
The sky lit the way in.

When your warband fails a rout test, re-roll it. The second roll stands, whatever it says.
Nobody heard the bell the first time.

When an enemy warrior picks up a shard, a relic or an objective, they drop it on a D6 roll of 1.
Everyone else saw where it fell.

When one of your warriors is taken out of action, play it and keep it face up. After the game, re-roll their serious injury once; the second roll stands.
The doctor’s fee is whatever is in their pockets.

When one of your warriors must take a Fear or an All Alone test, they pass it.
The witch hunter has seen worse than this, and said so.

After any one die roll of yours, re-roll it. The second result stands, even if it is worse.
Crooked cuts both ways.

When an enemy warrior climbs or jumps, they take the test at −1 Initiative.
The Pit is closer than it looks.

At the start of any turn. Until the end of the turn, every shot over 12″ is at −1, yours and theirs.
The fog is up from the river.

When one of your warriors fails an armour save, re-roll it.
The candle was lit for them this morning; nobody knows by whom.

In your shooting phase, name one hidden enemy warrior within 12″ of one of yours: they are hidden no longer.
The raiders have been seen coming off the river before.

When an enemy rolls to wound one of your warriors, they roll at −1.
The grave is dug, but not for this one.

Play at any time. You see the other side’s hand, in your own, until the end of the next turn.
Thin walls, and somebody on the other side of them talking in their sleep.

In close combat, when one of your warriors stands higher than their attacker, they get +1 to their armour save this turn, a 6+ if they have none.
Height is a kind of armour.

When one of your henchmen takes a Leadership test, they use your leader’s Leadership, wherever he is.
The beggar king lends a crown for the hour.

In your shooting phase, one of your warriors who ran this turn may shoot anyway, at −1.
The hour had a little more in it than it should.

At the start of any turn. Until the end of the turn, nobody may hide; warriors already hidden stay so.
Both moons are out.

When the other side plays a bane against you, their card is spent and does nothing.
The door was bolted from the inside, and nobody will say by whom.

In your movement phase, one of your warriors in the open counts as in cover until the start of your next turn.
The lantern throws a shadow that does not match.

When one of your warriors takes an enemy out of action, that warrior gains +1 Experience after the game.
The crows have given a name.

In the last round only; keep it face up. After the game, if one of your warriors rolls Dead on the serious injury table, re-roll it once; the second roll stands.
The ferryman was busy elsewhere.

When one of your warriors rolls to wound in close combat, +1 to one roll to wound.
The hand knows where the ribs part.

In the last round only. One of your warriors re-rolls one failed roll this round.
The last light goes where it is most needed.
Before the first blow
After raiding the the Merchant's shop, it is clear the gems were moved before disaster struck. A clue points to that he entrusted them to the Baron's late father.
After trading a few stories, and a few coins, at the Cracked Flagon, rumor has it the Baron is keeping something valuable hidden in Warehouse 4 by the wharf. There are always town watch guards posted, and they seem equal parts alert and nervous.
Meanwhile, a green glow keeps flickering out through the warehouse window into the foggy night.
An account of blood & wyrdstone
The battle has not been told yet.
As the table kept it
How it ended · after 5 turns
Victory to The Bitterbrow Expedition
When the fighting ends
Not recorded.
The final reckoning
Defeat
Ostlanders, kept by Niklas
Victory
Dwarf Treasure Hunters, kept by Jorgrim
Finest moment: Successfully secured a cache
Darkest moment: Repeatedly shanked.
Finest moment: Seeing a vulnerability in the enemy’s line, he boldly charged to meet Agnar into single combat and overcame his adversary. Amidst the chaos of the skirmish, a nearby slaver captured the wounded Agmar and sold him to the local Fighting Pits, where he would be defeated by Hans Henchamnn before escaping with his life.
Darkest moment: Seeing Agnar’s defeat, the Nordost Kin rushed to avenge their leader. Outnumbered by the umgi, Brokk was captured and ransomed. Greviously offended by the low price demanded by his captors, Brokk now seeks vengenace on the Nordost Kin for the slight to his honour.
Finest moment: Mortally wounding the ogre, Ragnar, in a single flurry.
Darkest moment: A hammer swing to the head rendered him unconcious.
Finest moment: Finishing what Norri started and dealt the final blow to the weakened Ragnar