Konistag, 15th of Sigmarzeit, 2004 IC

Green Greed

The victor

The Bitterbrow Expedition

over The Nordost Kin

How the outcome was decided

Not recorded.

The scenario

Rulebook scenario
Custom scenario
Where
Fussenbach
at Warehouse 4
To hold
Caches
7 of them. A warband scores a point for each it holds at the end of each round.
Win condition

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:

  • +1 EXP to a member of their warband
  • 1d3 gold

Rules in play

Custom scenario

Deployment

Roll off and deploy 3" into opposing table edges.

Pre-game setup

  • Warehouse 4 sits in the middle of the map
  • Roll off and take turns placing 4 cache markers, 4" from each other, within 9" from the warehouse.

Goods Caches

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.

Warehouse 4

The warehouse works like a cache, but it counts as 3 caches.

Special rules

The Town Watch

There are two watchmen posted outside Warehouse 4.

  • Use rules for Militiamen NPCs
  • All watchmen models activate when any model comes within 6" of any of the watchmen models

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.

Green Dust on the Wind

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:

  • 1-3: Nothing happens
  • 4: -1 T for the round
  • 5: +1 S for the round
  • 6: The model cannot do anything this round

Tarot of the Damned

The Tarot of the Damned is in play this scenario.

The full rules
  • Every warband that fights has its own deck of the thirty cards: the Tarot the Curfew draws its Omens from, shuffled once for the game.
  • At the start of the game each is dealt a hand of 3, hidden from the other side. The hand is on your phone, in the battle tracker, behind the Tarot button.
  • A card is good for the turn it was drawn on and the next. At the start of the turn after, it fades; at the start of every turn the hand is filled back up to 3.
  • Play a card when its moment comes, as the card says. Show it to the table: the tracker holds it up large, and the log records it. A card played is spent.
  • When the deck runs out, the cards played and faded are shuffled back in. A card that says to keep it face up stays on the table to the end.
  • Two cards work on the cards themselves: The Sealed Door shuts a bane played against you, and The Whispering Wall shows you the other side’s hand, in your own, for as long as a card is good.
  • None of it is strong. A point on a roll, a re-roll, an inch. The table settles what the card does not say.
The deck
  1. 0. The Ash Wind A boon

    In your movement phase, one of your warriors moves 1″ further this turn, walking, running or charging.

    The wind covers the footfall.

  2. I. The Drowned Bell A bane

    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.

  3. II. The Hanged Merchant A boon

    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.

  4. III. Green Light Under Ash A boon

    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.

  5. IV. Sigmar's Hammer, Reversed A bane

    When an enemy prays or casts a spell, they roll at −1 to cast.

    The hammer is turned the wrong way tonight.

  6. V. The Rat King's Court A bane

    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.

  7. VI. The Empty Cradle A boon

    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.

  8. VII. The Lantern-Bearer A boon

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

    The lantern found them.

  9. VIII. The Comet A boon

    In the first turn only. Every warrior of yours adds 1″ to their move this turn.

    The sky lit the way in.

  10. IX. The Broken Bell A boon

    When your warband fails a rout test, re-roll it. The second roll stands, whatever it says.

    Nobody heard the bell the first time.

  11. X. The Fence's Scales A bane

    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.

  12. XI. The Plague Doctor A boon

    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.

  13. XII. The Witch Hunter A boon

    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.

  14. XIII. The Crooked Dice A boon

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

    Crooked cuts both ways.

  15. XIV. The Pit A bane

    When an enemy warrior climbs or jumps, they take the test at −1 Initiative.

    The Pit is closer than it looks.

  16. XV. The Drowned Quarter A twist

    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.

  17. XVI. The Sisters' Candle A boon

    When one of your warriors fails an armour save, re-roll it.

    The candle was lit for them this morning; nobody knows by whom.

  18. XVII. The Black Sails A bane

    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.

  19. XVIII. The Nameless Grave A bane

    When an enemy rolls to wound one of your warriors, they roll at −1.

    The grave is dug, but not for this one.

  20. XIX. The Whispering Wall A boon

    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.

  21. XX. The Tower on the Rock A boon

    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.

  22. XXI. The Beggar King A boon

    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.

  23. XXII. The Cracked Hourglass A boon

    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.

  24. XXIII. The Twin Moons A twist

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

    Both moons are out.

  25. XXIV. The Sealed Door A boon

    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.

  26. XXV. The Wyrd Lantern A boon

    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.

  27. XXVI. The Carrion Crown A boon

    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.

  28. XXVII. The Ferryman A boon

    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.

  29. XXVIII. The Bone Hand A boon

    When one of your warriors rolls to wound in close combat, +1 to one roll to wound.

    The hand knows where the ribs part.

  30. XXIX. The Last Candle A boon

    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.

Where it was fought, on the map of Fussenbach.

Before the first blow

Prologue

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

The battle has not been told yet.

Out of action

  1. Turn 3Baldur Nordost (The Nordost Kin) put Seamus Ironkeg (The Bitterbrow Expedition) out of action: While he was knocked out fighting the dog, with his great axe
  2. Turn 3Biorn Nordost (The Nordost Kin) put Norri Stonebrew (The Bitterbrow Expedition) out of action: With his angry axe
  3. Turn 4Biorn Nordost (The Nordost Kin) put Brokk (The Bitterbrow Expedition) out of action: While Mjølnir put him down, Biorn finished the job
  4. Brokk (The Bitterbrow Expedition) put Agnar Nordost (The Nordost Kin) out of action
  5. Gammling Gubbsson (The Bitterbrow Expedition) put Ragnar (The Nordost Kin) out of action

As the table kept it

Turn by turn

Turn 1

  1. A picture from the tableNiklas
  2. A picture from the tableThe Nordost Kin · Niklas
  3. The Nordost Kin showed XXII. The Cracked Hourglass, a boonNiklas
  4. End of the round: caches: The Nordost Kin 5 · The Bitterbrow Expedition 2Niklas

Turn 2

  1. The Nordost Kin showed XI. The Plague Doctor, a boonNiklas
  2. The Nordost Kin showed XIII. The Crooked Dice, a boonNiklas
  3. A picture from the tableThe Nordost Kin · Niklas
  4. The Bitterbrow Expedition showed XXVI. The Carrion Crown, a boonJorgrim
  5. End of the round: caches: none heldNiklas

Turn 3

  1. Baldur Nordost put Seamus Ironkeg out of action: While he was knocked out fighting the dog, with his great axeThe Nordost Kin
  2. Biorn Nordost put Norri Stonebrew out of action: With his angry axeThe Nordost Kin
  3. The Nordost Kin showed IV. Sigmar's Hammer, Reversed, a baneNiklas
  4. A picture from the tableNiklas
  5. The Nordost Kin showed XXVI. The Carrion Crown, a boonNiklas
  6. The Bitterbrow Expedition showed XIII. The Crooked Dice, a boonJorgrim
  7. End of the round: caches: The Nordost Kin 2 · The Bitterbrow Expedition 5Niklas

Turn 4

  1. Biorn Nordost put Brokk out of action: While Mjølnir put him down, Biorn finished the jobThe Nordost Kin
  2. A picture from the tableNiklas
  3. End of the round: caches: The Nordost Kin 2 · The Bitterbrow Expedition 5Niklas

Turn 5

  1. End of the round: caches: none heldNiklas

Written up afterwards

  1. Brokk put Agnar Nordost out of actionThe Bitterbrow Expedition
  2. Gammling Gubbsson put Ragnar out of actionThe Bitterbrow Expedition

How it ended · after 5 turns

Victory to The Bitterbrow Expedition

  • The Nordost Kin0caches held9cachesDefeat
  • The Bitterbrow Expedition0caches held12cachesVictory

When the fighting ends

Epilogue

Not recorded.

The final reckoning

Warbands & warriors

Defeat

The Nordost Kin

Ostlanders, kept by Niklas

Every warrior’s battle record7 fought, 2 out of action or worse
Mjølnir Nordost

hero · Blood Brother · Alive

Biorn Nordost

hero · Blood Brother · Alive

Baldur Nordost

hero · Hero Kin · Alive

Skalle

hero · Priest of Taal · Alive

Torgrim Nordost

henchman · Jaeger · Alive

Agnar Nordost

hero · Elder · Out of action

Ragnar

henchman · Ogre · Out of action

Victory

The Bitterbrow Expedition

Dwarf Treasure Hunters, kept by Jorgrim

Every warrior’s battle record8 fought, 3 out of action or worse
Orri Oriksson

henchman · Beardling · Alive

Finest moment: Successfully secured a cache

Darkest moment: Repeatedly shanked.

Seamus Ironkeg

henchman · Beardling · Out of action

Brokk

hero · Troll Slayer · Out of action

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.

Magni Anvilfist

henchman · Beardling · Alive

Jorgrim Bitterbrow

hero · Lord · Alive

Norri Stonebrew

hero · Troll Slayer · Out of action

Finest moment: Mortally wounding the ogre, Ragnar, in a single flurry.

Darkest moment: A hammer swing to the head rendered him unconcious.

Grakki Dourhammer

hero · Hero Clansman · Alive

Gammling Gubbsson

henchman · Clansman · Alive

Finest moment: Finishing what Norri started and dealt the final blow to the weakened Ragnar