The Bret Tin Burg Campaign

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    TheBrettinburCampaig A Warlord Setting

    By James D. Ripley&

    William A. Barrett

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    Table of ContentsList of Tables2Introduction3The Campaign Goal5The Fighting Company5

    Troop ConstructionFighting Company Rating....Spells

    Discipline Checks..............6The Rout Check

    Post Battle Sequence.7InjuriesAllocate ExperienceRoll on the Exploration ChartSell BloodstoneUpkeepNew RecruitsHire Famous Adventurers

    Update Your Fighting Company RatingFamous Adventurers22Scenarios26

    Defend the FindSkirmishBloodstone HuntBreakthroughStreet BrawlChance EncounterTreasure ChestOccupyAmbush

    Optional Rules38

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    List of TablesDifference in Fighting Company Rating Experience Bonus...6Heros Serious Injuries Chart8

    Heroes Advancement Roll10

    SA Table11

    Soldiers Advancement Roll12

    Bloodstone Shard Chart13Exploration Chart14

    Magical Artifacts Table19

    Bloodstone Sell Chart20

    Scenario Table26

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    Introduction Arems Journal Day 1

    Forty days ago the city of Brettinburg was rocked by a massive earthquake. Reportstrickled out as survivors fled. Too few escaped. They told of a series of small quakes leadingup to a massive explosion. After the explosion the city lay in ruins, flattened or crumbling.

    That much is for certain.What is less certain is what caused the explosion, and what the long term effects of the explosion are. Many of the survivors were hysterical when they found their way intonearby towns. They described friends and family going insane, turning on each other. Theytalked about choking red clouds, and magical crystals littering the city.

    At first, the powers in Taltos sent small bands to Brettinburg to investigate thecatastrophe. As soon as those bands returned, they all called in reinforcements. Before long,the valleys surrounding Brettinburg were embroiled in all out warfare as powerful Warlordsattempted to block each other from occupying the city.

    As usually happens in Taltos, once the battle lines are drawn Mercenaries are hired to go in and do the dirty work. My company was contracted to sneak through the blockade

    and make our way into the city. Theres a bounty on what theyre calling Bloodstone. Anominous enough name. Its supposed to be some sort of a small, glowing red rock of somesort.

    Turns out that Bloodstone has a variety of uses. Mages can use them for their magic.Smithies can use them to make powerful weapons. Demand is through the roof, and if I canget in and out alive and find enough of these stones, Ill be set for life! Unfortunately it seems that everybody else has the same idea.* * *

    Arems Journal Day 17 Last night we made our first push into the city. What a hellish place! Even at noon it

    was like a red dusk with the haze that has settled over the city. The buildings are all

    crumbling, the streets are littered with debris and corpses, and there are scorch marks allover the place. We didnt manage to find any Bloodstone, but we ran into a pack of Darkspawn. They came out of the haze and took down three of my men before we even knewthey were there! After a furious skirmish we withdrew. The spawn let us be once weretreated, which was odd. They usually pursue you, but it seemed like they had somethingmore important than bloodshed on their minds. Very odd behavior.* * *

    Arems Journal Day 22This morning, early, an Overlord troop passed our camp on their way into

    Brettinburg. And that was after the Elves passed in the middle of the night, and the Nefsokar sent their mummies in. Seems everybody wants the Bloodstone. Ive issued orders for all of

    the men to carry extra rations and gear with them when we go back into Brettinburg. Withthis many people searching for Bloodstone, Im not sure we can afford to keep going in and out. We may have to camp in the city and fend for ourselves. One way or another I willmake myself a rich man because of this job.* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

    In Taltos, power is everything. With enough power, you could do anything. And power was just what Darik held in his hand. A shard of stone, glowing faintly red. It waswarm to the touch, and Darik could feel its power coursing into his flesh.

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    Sir! Darik shouted, clutching the stone close to his chest as he picked his way out of the crumbling tower he had found the stone in. Sir! I found one!

    Dariks captain stared intently at the stone. His eyes gleamed as he imagined thewealth that even this single stone would bring him.

    Excellent work Darik. Tell the others to meet up in the square here. Were heading

    back to camp. Darik turned to find his companions, prickling his soldiers instincts. His group wasnot alone in these streets. Darik slinked into an alley and peered down its length. Wassomething moving back there? Suddenly he heard a shout behind him, and turned to seeanother group of searchers grappling with his captain. They were trying to steal the stone!

    Darik gritted his teeth and dove into the fray. In Taltos, power is everything, and Darik would die before he let go of the power he had just claimed!* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

    Durgam Deepmug grunted as he hefted his axe out of the vampire he had just slain.Keeping his weapons at the ready, he darted back through the broken doorway he had chased the vampire through and rejoined the fray in the street. The early morning sun gave

    just enough illumination to light the scene: skeletons and dwarves swung and chopped madlyat each other amidst the screech and clash of metal striking metal. Durgam lunged at a nearby skeleton, cleaving its arm with his axe as he swung down

    upon its bony skull. The undead crumbled, but another stepped up to take its place. As he parried its blows he heard the cruel incantations of a Necropolis mage attempting to cursehim. As the spells black fury raced towards him, a red bolt zinged past his shoulder and scattered the ray. Margara Firetongue stepped to Durgams side, shouted and held her mailed fist high in the air. With a rush of intense heat, a hammer-shaped missile zoomed through the air and crashed into the Necropolis mages chest, dropping him to the ground.

    As he faltered, the skeletons collectively retreated. A dwarf across the street took aimand sent a crossbow bolt into the necromancer, and his life seeped out of his wounds. Theskeletons fell to the earth with a clatter. Victory!

    Striding over to the necromancers ruined body, Durgam kicked him over and rifled his pockets. Three glowing gems! The small stones would fetch a ransom on the market.

    Bloodstone, as the gems were called, was the reason Durgam had come to the ruined city of Brettinburg. The King needed money to finance the wars, and considering that killingskeletons was part of the war in the first place, it made sense to Durgam to kill skeletonswhile finding these precious gems.

    Ever since Brettinburg had exploded in a catastrophic earthquake and fire,adventurers had been finding Bloodstone in the ruins. Demand was high for these potent magical gems, but the competition was tough. Durgam knew he had what it took to go toe totoe with whomever or whatever - stood between him and the Bloodstone.* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *The once grand city of Brettinburg is the setting for this campaign in the world of Taltos.Thanks to a series of earthquakes, Bloodstone was raised from the depths and is now primefor the taking! Do you have what it takes to comb through the ruins of Brettinburg and claimall of the Bloodstone for yourself? Or will you just become another footnote in the history of this once fair city? Only time will tell

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    The Campaign GoalThe goal of this campaign is to have the highest amount of Bloodstone accumulated at theend of a predetermined number of rounds. Dont forget that after every battle you will needto rebuild your forces, so keeping Bloodstone may not be as simple as it seems! It isrecommended to play a minimum of 5 rounds before declaring the winner. But, your playing

    group can reach a consensus on the number of rounds. It is totally up to you!

    The Fighting Company Troop ConstructionWhen beginning a fighting company, you may build a force up to 500 talents (talents akapoints). If a model costs 25 points, it now costs 25 talents. You will have an opportunity tosearch for treasure that is worth talents at the end of each battle.

    You must designate one troop leader as your Fighting Company Leader. You do not have tofield a warlord if you do not wish.

    Standard troop building rules apply to your fighting company. Troops are still constrained tothe minimums and maximums. No troop may ever exceed its leaders maximum. No leadermay exceed the maximum number of elites that he/she can normally hold.

    You must observe the chain of command rule.

    For the purposes of experience, treat all soldiers of a specific datacard in a given troop as agroup.

    Leaders, Elites and Solos are considered to be Heroes for the purpose of these campaign rules.

    Soldiers are still considered to be Soldiers for the purpose of these campaign rules.

    Throughout the entirety of these rules, when you see the word warrior, it is referencing toany and all models that are in your fighting company.

    Fighting Company RatingEach fighting company has a fighting company rating the higher the rating the better thefighting company. The fighting company rating is simply the number of warriors onStandard, Cavalry and Large sized bases multiplied by 5, plus their accumulated experience.Warriors on Giant sized bases are worth 20 points each plus the number of Experience pointsthey have accumulated. The fighting companys rating changes after each battle, because

    surviving warriors will gain extra experience, warriors may have been killed, new ones added,etc. Hopefully your fighting company rating will go up, signifying your increase in power!

    UnderdogsWhen a fighting company fights against an enemy fighting company with a higher rating, itswarriors earn extra Experience points as shown on the table below. The higher the opposingfighting companys rating the more points the underdog earns.

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    Difference in Fighting Company Rating Experience Bonus0-50 None

    51-75 +176-100 +2

    101-150 +3151-300 +4

    301+ +5

    Spells In each battle, a spellcaster works just as they normally do in Warlord. However, after battlethey immediately gain back the spell points they used.

    Discipline ChecksThe Rout TestA player must make a Rout test at the start of his turn if he only has 25% or less of hisfighting company remaining. For example, in a fighting company that has twelve warriors atest is needed if only three or less are remaining. Even fighting companies who are normallyimmune (such as warriors with the Construct SA) must make Rout tests. If the Rout test isfailed, the fighting company automatically loses the fight. The battle ends immediately andsurviving warriors retreat from the area. A failed Rout test is the most common way inwhich a fight ends.

    To take a Rout test roll a d10. If the score is equal to or less than the Fighting CompanyLeaders Discipline, the player has passed the test and may continue to fight. If the FightingCompany Leader is out of action , then the player may not use his Discipline to take the test.Instead, use the highest Discipline characteristic amongst any remaining warriors who are notout of action .

    Voluntary RoutA player may choose to voluntarily Rout at the start of any of his own activations if hewishes, but only if he was already required to take a Rout test or if 25% or less of his fightingcompany are remaining.

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    Post Battle SequenceAfter the battle is over, both players work their way through the following sequence. You donot have to work through it all at once but any dice rolls must be seen by both players or aneutral third party.

    1) Injuries.Determine the extent of injuries for each warrior who is out of action at the end of the battle.

    Serious InjuriesDuring a battle some warriors will be taken out of action and removed from play. At thattime it doesnt matter whether the warrior is dead, unconscious, injured or just playing dead in other terms, he is no longer capable of fighting in the current battle which is all thatmatters.

    When you are playing a campaign, it matters a great deal what happens to warriors who aretaken out of action . They might recover completely and be ready to fight in the next battle, orthey might have sustained injuries. Worst of all, they might die or be so badly injured thatthey have to retire.

    When a Soldier receives a serious injury this is treated differently than if a Hero received one(this is to represent the greater effect that losing a Hero would have on your fightingcompany). Working out the extent of a Soldiers injuries is very simple (see rules below).You will need to roll on the Heros Serious Injury Chart to determine what has happened toyour Hero (see chart below). The chart covers a whole range of injuries and random thingsthat might befall your warrior. Bear in mind that only Heroes who are taken out of action areobliged to roll on this chart.

    Soldiers with Serious InjuriesSoldiers who are out of action at the end of the battle are removed permanently from theroster sheet on a d10 roll of 1-3. They have either suffered severe injuries, died of theirwounds, or decided to quit the fighting company. On a roll of 4-10 they can fight in the nextbattle as normal.

    Heroes with Serious InjuriesTo use the Heros Serious Injuries Chart, make a percentile roll. Designate one die torepresent the tens and the second die to represent the units, so that a roll of 1 and 5 is 15, aroll of 3 and 6 is 36, etc. Should you roll an injury that modifies a stat or ability that the Herodoes not possess, then instead substitute The Hero loses -1 DV.

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    Heros Serious Injuries ChartNumber Rolled Injury Description

    01-15 Dead

    The Hero is dead and his body isabandoned in the dark alleys of

    Brettinburg, never to be found again.Remove him from the fighting

    companys roster.

    16-30 Multiple Injuries

    The Hero is not dead but has suffered alot of wounds. Roll d10 times on this

    table. Re-roll any Dead, Captured andfurther Multiple Injuries results.

    31 Leg Wound The Heros leg is broken. He suffers a -1MOV penalty from now on.

    32 Arm Wound

    Roll a d10: 1-2 = Severe arm wound. Thearm must be amputated. The Hero only

    has #MA 1 and -1 DV from now on. 3-10 = Light wound. The Hero must miss

    the next battle.

    33 Madness

    Roll a d10: 1-5 = The Hero suffers fromPost Traumatic Stress Syndrome; he has-2 DIS from now on. 6-10 = The Hero

    gains the Fearless SA.

    34 Smashed Leg

    Roll a d10: 1-2 = The Hero may notreceive any Charge bonus from now on.3-10 = The Hero makes a full recovery,

    but misses the next battle.

    35-45 Chest WoundThe Hero has been badly wounded in thechest. He recovers but is weakened by the

    injury so he has -1 Tough from now onOR loses Tough if he had Tough/1.

    46 Blinded in One Eye

    The Hero survives but loses the sight inone eye; randomly determine which. AHero that loses an eye has -1 RAV from

    now on. If the Hero is subsequentlyblinded in his remaining good eye he

    must retire from the fighting company.

    47 Old Battle Wound

    The Hero survives, but his wound will

    prevent him from fighting if you roll a 1on a d10 at the start of any battle. Roll at

    the start of each battle from now on.

    48 Nervous ConditionThe Heros nervous system has been

    damaged. He has -1 Discipline from nowon.

    49 Hand Injury The Heros hand is badly injured. He has-1 MAV from now on.

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    50 Deep Wound

    The Hero has suffered a serious woundand must miss the next d5 battles whilehe is recovering. He may do nothing at

    all while recovering.

    51-90 Full Recovery

    The Hero has been knocked unconscious,

    or suffers a light wound from which hemakes a full recovery. The Hero mayplay in the next battle.

    91 Captured

    The Hero regains consciousness andfinds himself held captive by the other

    fighting company. He may be ransomedat a price set by the captor or exchangedfor one of their fighting company who isbeing held captive. Captives may be sold

    to slavers at a price of d10x5 talents.Necropolis may kill their captive and

    gain a new Zombie. Captives who areexchanged or ransomed retain all theirEquipment upgrades; if captives are sold,

    killed or turned to Zombies, theirEquipment upgrades are retained by their

    captors.

    92-97 HardenedThe Hero survives and becomes inured tothe horrors of Brettinburg. From now on

    he has the Immunity (Nauseating) SA.

    98-99 Horrible Scars The Hero has the Fearsome SA from nowon.

    100 Survives Against The Odds The Hero survives and rejoins hisfighting company. He gains +1Experience.

    Death of a WarriorWhen a warrior is killed (Hero or Soldier) all his Equipment upgrades are lost. It is notpossible to reallocate a warriors Equipment upgrades once he is dead.

    Death of a LeaderIf the Fighting Company Leader is slain, the Hero with the next highest Discipline value

    takes command. He then gains 4-10/1 (if not already a leader) and can use any leader-onlyEquipment. If there is more than one Hero eligible to assume command, the Hero with themost Experience points becomes the Fighting Company Leader. In the case of a tie roll ad10 to decide the new leader. If you do not have any remaining Heroes in your fightingcompany, then before the next battle you must purchase a new Fighting Company Leader.NOTE: If you included a warlord in your fighting company, and the warlord is slain, thenyou may not hire a new warlord for your fighting company. Warlords now consider yourfighting company hazardous to their health.

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    2) Allocate experience.Heroes and Soldiers gain experience for surviving battles.

    Earning Experience

    The Experience points warriors earn depend on the scenario. Different scenarios havedifferent objectives and consequently warriors can earn Experience in slightly different ways.Extra Experience points are always added to the warriors total after the battle is over, thoughit is a good idea to keep a record of the opponents your warrior put out of action during thebattle, as this often affects the experience they gain. If you look through the scenarios youwill notice that warriors always earn +1 Experience point for surviving a battle. They earnthis even if they are injured so long as they live to fight again! The Scenarios sectionincludes details of how many Experience points are earned for each scenario.

    Experience AdvancesAs warriors earn more Experience points they are entitled to make Advance Rolls . The XP

    and Advancement section immediately following details how many Experience (XP) isrequired per level in order to gain an advancement. When the accumulated experience hasreached a new level, the warrior may make an Advance roll. The roll(s) must be takenimmediately after the battle in which the advance was earned, while both players are presentto witness the result. Note that Soldiers gain experience as a group, and consequently all thewarriors in one group gain the same advance.

    XP and AdvancementSoldiers gain advancements at: 2xp, 5xp, 9xp, and 14xpHeroes gain advancements at: 3xp, 7xp, 11xp, 15xp, 20xp, then every 5xp (25, 30, and soforth)

    Advance RollsMake Advance Rolls straight after the battle so both players can witness the result. Roll2d10 and consult the appropriate table below.

    HeroesNumber Rolled Advancement Description

    2-7 New SASelect one new General or Special SA for the

    warrior to have. See the SA Table for availableSAs. *

    8-9 Characteristic Increase +1 MAV or +1 RAV

    10-11 Characteristic Increase +1 DV or +1 MD12-13 Characteristic Increase +1 DIS

    14 Characteristic IncreaseRoll 1d10: 1-5 = +1 Damage Track (repeat last);

    6-10 = +1 Tough (if the Hero doesnt haveTough, it gains Tough/1).

    15-20 New SASelect one new Melee or Ranged SA for the

    warrior to have. See the SA Table for availableSAs. *

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    * NOTE: This table only applies if you receive a new SA.SA Table

    New Available SAs Type Description

    Dodge/1 General

    A warrior with this SA gains a +1

    bonus to DV against Close Combatattacks.

    Healer General

    A warrior with this SA may healanother friendly warrior it is in B2B

    with, but is not able to heal itself. Todo this, the warrior uses a SpecialtyAction to remove 1 point of damage

    from the wounded warrior. Nowarrior may be healed more than 1

    point of damage via this SA in asingle Activation.

    Raider GeneralA warrior with this SA gains +2 to

    any Discipline Check whenattempting to disengage from B2B.

    Ranger/5 GeneralA warrior with this SA may conduct a

    single Movement Action, up to 5inches, during the Pre-Battle Phase.

    Stealth General

    Ranged Attacks against warriors withthis SA must be within the attackers

    normal non-extended range. If aStealth warrior provokes Defensive

    Shots, those shots can be taken using

    the defending warriors normal range.Warriors with Stealth do not block

    LOS.

    Cleave Melee

    A warrior with the Cleave SA does anextra point of damage with each hitwhen the Attack Roll is at least 3

    higher than the defending warriorsDV.

    Rage Melee

    On its activation, a warrior with thisSA gains a +1 MAV bonus on its first

    attack if, and only if, it was not in

    B2B contact with the defendingwarrior when the Activation started.

    Weaponmaster Melee/Ranged

    A warrior with this SA may re-rollone missed Close Combat or one

    Ranged Attack per Activation. Thiscannot be used for Defensive Strikes,nor can you use it more than once in

    the same Activation.

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    Pierce Ranged

    A warrior with this SA does an extrapoint of damage with each hit when

    the Attack Roll is at least 3 timeshigher than the defending warriors

    DV.

    Unhindered Ranged

    A warrior with this SA can makeRanged Attacks while in B2B withenemy warriors. It cannot shoot any

    of the warriors it is in B2B with.Using this ability does not provoke

    defensive attacks from any warriors itis in B2B with.

    Bloodstone Hunter Special

    The warrior has an uncanny ability tofind hidden shards of Bloodstone. If a Hero with this skill is searching the

    ruins in the exploration phase you

    may re-roll one die when rolling onthe Exploration chart. The secondresult stands.

    SoldiersNumber Rolled Advancement Description

    2-7 Characteristic Increase +1 DIS8-9 Characteristic Increase +1 MOV

    10-11 Characteristic Increase +1 MAV or +1 RAV12-13 Characteristic Increase +1 DV

    14-15 Characteristic Increase +1 MD

    16-20 The lads got talent!

    One warrior in the group becomes a Hero. Thenew Hero remains the same Soldier type (e.g., a

    Skeleton stays a Skeleton) and starts with thesame experience the Soldier had, with all his

    characteristic increases intact. He canimmediately make one roll on the Heroes

    Advance table. The remaining members of theSoldiers group, if any, roll again for the advance

    that they have earned, re-rolling any results of 16-20.

    3) Roll on the Exploration Chart.At the end of each battle, a fighting company must first explore for Bloodstone shards. Thisis in addition to any Bloodstone that is found in the scenario. Bloodstone shards are valuableand can be later sold for gold for the fighting companys treasury. Roll a d10 for each Herowho survived the battle and was not out of action . So, for example, if your fighting companyincludes four Heroes who all survived the last battle, you can roll four dice. If you won your

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    last battle, you may roll one extra dice. Do not roll for Soldiers. This does not mean thatthey dont search the ruins; instead this represents the efforts of the Heroes in coordinatingthe search parties. Add the results together and consult the table below to determine howmany pieces of Bloodstone you have found.

    Bloodstone Shard ChartRoll Result # of Shards Found1-5 1

    6-11 212-17 318-24 425-30 531-35 636+ 7

    A fighting company may now roll on the Exploration Chart. Make a percentile roll.Designate one die to represent the tens and the second die to represent the units, so that aroll of 1 and 5 is 15, a roll of 3 and 6 is 36, etc.

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    Exploration ChartRoll Result Location Description

    01-04 Well

    Choose one of your Heroes and make aToughness check. If the Hero passes, he finds

    one shard of Bloodstone at the bottom of thewell. If he fails, the Hero swallows tainted waterand must miss the next battle through sickness.

    05-09 Shop You find loot worth d10 talents.

    10-14 Corpse

    When you search the corpse, roll a d10:1 Nothing of value2-9 d10 talents10 Magical Weapon

    15-19 Straggler

    Overlord fighting companies can sell thestraggler to their agents and gain 2d10 talents.

    Darkspawn fighting companies can sacrifice the

    unfortunate individual for the glory of their gods.The leader of the fighting company will gain +1Experience. Necropolis fighting companies cankill the man and gain a Zombie for no cost. Anyother fighting company can interrogate the man

    and gain insight into the city. Next time you rollon the Exploration Chart, you may reroll any one

    die, one time.20-24 Overturned Cart You find a purse with 2d10 talents inside.25-29 Ruined Hovels You find loot worth d10 talents amidst the ruins.

    30-33 Tavern

    You could easily sell the barrels for a good price.

    Unfortunately your men are also interested in thecontents! The Fighting Company Leader musttake a Discipline test. If he passes, the fightingcompany gains 4d10 talents worth of wines andales which can be sold immediately. If he fails,the men drink most of the alcohol despite their

    leaders threats and curses. You have d10 talentsworth of alcohol left when the fighting companyreaches their encampment. Necropolis, Nefsokarand Crusader fighting companies automaticallypass this test, as they are not tempted by such

    worldly things as alcohol.

    34-36 Smithy

    Roll a d10 to determine what you find inside:1-2 Nothing of value3-8 Magical Weapon9-10 3d10 talents worth of metal (add the

    value to your treasury)

    37-39 Prisoners Darkspawn fighting companies can sacrifice thevictims (undoubtedly finishing the job of the

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    captors). They gain d5 Experience which isdistributed amongst the Heroes of the fightingcompany. Necropolis fighting companies can

    callously kill the prisoners and gain d5 Zombiesat no cost. Overlords can sell the prisoners into

    slavery for 3d10 talents. Other fightingcompanies can escort the prisoners out of thecity. For their trouble, they are rewarded with2d10 talents. In addition, one of the prisoners

    decides he wishes to join the fighting company.You can immediately pay half-price for the new

    recruit out of your Treasury and add a newSoldier to any of your Soldiers groups (with thesame stats as the rest of the group, even if they

    have already accumulated experience).

    40-42 Fletcher

    Roll a d10 to see what you find:

    1-2 Nothing of value3-8 Magical Ranged Weapon (If youdont have a Hero with a Rangedattack, this bestows a Hero of yourchoice with #RA 1 as well as RAV 1.)

    9-10 3d10 talents worth of misc bows andarrows (add the value to your treasury)

    43-45 Market Hall You find several items worth 2d10 talents intotal.

    46-48 Returning a Favor

    You gain the services of any one Famous Adventurer for the duration of the next battle,

    free of charge. After the battle he will depart, oryou may continue to pay for his upkeep as

    normal. See the Famous Adventurer section.49-51 Farmhouse You find 2d10 talents worth of loot.

    52-54 Shrine

    Your fighting company may strip the shrine andgain 3d10 talents worth of loot. Crusader and

    Nefsokar fighting companies may save some of the shrines holy relics. They will gain 3d10

    talents from their patrons, and a blessing fromthe gods. One of their weapons (chosen by the

    player) will now be blessed and will add an

    additional +1 MAV against any Undead warrior.55-57 Townhouse You find 3d10 talents worth of loot.

    58-60 Armorer

    Roll a d10 to see what you find:1-2 Nothing of Value3-8 Magical Armor9-10 3d10 talents worth of metal (add the

    value to your treasury)61-63 Graveyard Any fighting company apart from the Crusaders

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    may loot the crypts and graves and gains d10x10talents worth of loot. If you loot the graveyard,the next time you play against the Crusaders, theentire enemy fighting company will gain Smite

    (Enemy)/1 against all the warriors in your

    fighting company. Make a note of this on yourfighting company roster sheet. Crusaders mayseal the graves. They will be rewarded for their

    piety by d10 Experience points distributedamongst the Heroes of the fighting company.

    64-66 Catacombs

    You can use the new tunnels you found in thenext battle you play. Position up to three

    Soldiers anywhere on the battlefield at groundlevel. They are set up at the end of the playersfirst turn and cannot be placed within 8" of anyenemy warriors. This represents the Soldiers

    making their way through the tunnels, infiltratingenemy lines and emerging suddenly from belowground (treat this just like a warrior with the

    Burrow SA coming to the surface).

    67-69 Moneylenders House Inside, hidden amongst the debris, you findd10x10 talents to add to your treasury.

    70-72 Mages Laboratory

    In the ruins you find loot worth 3d10 talents anda battered old notebook. One of your Heroes

    with the Mage SA may study the Magesnotebook, and the extra wisdom he gains will

    enable him to choose one extra spell whenever

    he gains a new skill in addition to those skillsnormally available to him. This new spell mayexceed the maximum the Mage is allowed to

    carry, but it still must be of the appropriate level.

    73-75 Jewelsmith

    Roll a d10 to see what you find:1 Quartz stones worth d10x5 talents2-5 Amethyst worth 20 talents7-9 Necklace worth 50 talents10 A ruby worth d10x15 talents

    76-78 Merchants House You find several valuable objects which can besold for 2d10x5 talents.

    79-81 Shattered Building

    You find d5 shards of Bloodstone amongst theruins. In addition take a Discipline test againstthe Fighting Company Leaders Discipline value.

    If passed, a War Dog that was guarding thebuilding joins the fighting company. Use the

    appropriate datacard from the Crusader factionlist. Ignore any conflicting alignment issues.

    82-84 Entrance to the Catacombs You can use these tunnels to explore Brettinburg

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    more efficiently. From now on, you may re-rollone die when you roll on the Exploration chart.Make a note of this in your fighting companysroster sheet. Second and subsequent catacomb

    entrances you find do not grant you any

    additional re-rolls, although you may find furtherre-rolls from other sources.

    85-87 The Pit

    If you wish, you can send one of your Heroes tosearch for any Bloodstone hidden here. Roll ad10. On a roll of a 1 or 2 the Hero is devoured

    by the guardians of the Pit and never seen again.On a roll of 3 or more he returns with d10+1

    shards of Bloodstone.

    88-90 Hidden Treasure Chest

    When you open the chest, you find the followingitems. Roll for every item on the list separately(apart from the talents) to see whether you have

    found it. For example, on a roll of a 7+ you findthe Bloodstone.Items d10 Result Needed5d10x5 talents Autod5 Pieces of Bloodstone 7+d5 Gems worth 10 talents each 7+Magical artifact 10

    91-93 Dwarf Smithy

    Roll a d10 to see what you find:1-2 Nothing of value3-5 Super Magical Armor Gives wearer

    +2 DV. Value = priceless.

    6-8 Super Magical Weapon Giveswielder +2 MAV. Value = priceless.9 Dwarven Magical Armor Gives

    wearer +3 DV. Value = priceless.10 Dwarven Magical Weapon Gives

    wielder +3 MAV. Value = priceless.

    94-96 Slaughtered Fighting

    Company

    After giving the dead their final rites (Crusaders,Nefsokar), eating them (Reptus) or looting them(anyone else!) you may find the following items.Roll for every item separately (apart from thegold coins) to see if you find it. For example, on

    a roll of 7+ you will find the Brettinburg Map.Item d10 Result NeededNothing of value 1-33d10x5 talents 4-8Magic Weapon 9-10

    97-99 Fighting ArenaYou find a training manual, which you can either

    sell for 100 talents or let one of your Heroesread. The extra knowledge your Hero gleans

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    from reading the manual entitles him to choosean additional skill whenever he gains a new skill.

    100 Nobles Villa

    Roll a d10. If you roll 1-7, you find d10x10talents worth of items and money to add to your

    treasury. On a roll of 8-10 you find a hidden

    magical artifact carefully concealed in a hiddencellar or behind a secret door. Roll on theMagical Artifacts table. *

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    4) Sell Bloodstone.Bloodstone is tremendously valuable and is in constant demand by Taltain warlords. Thismeans that finding buyers for your fighting companys Bloodstone is not difficult. You donot have to sell all your Bloodstone immediately after the battle you may want to hoard itand sell it later, as selling Bloodstone in smaller quantities will increase demand and raise the

    price. Unfortunately, the demands of running a fighting company often mean that you willhave to sell most of your Bloodstone as soon as you find it. The fighting company mustspend a large portion of its income on basic necessities such as food, drink, repair of weapons,and new arrows and ammunition, as well as celebrating! The Fighting Company Leader isalso expected to share any profits made by selling Bloodstone between his men. This meansthat the more money the fighting company makes from such sales, the bigger the share forthe men. The more warriors there are in the fighting company, the more it costs to maintainand the higher the level of any profits made that must be shared between the men. Thenumber indicated on the following chart is the profit in talents earned after deducting thefighting companys maintenance costs. The profit is added to fighting companys treasury.NOTE: Remember, the goal for this campaign is to have the most Bloodstone after the end

    of a minimum of 5 rounds, so you dont want to sell all of it!

    Bloodstone Sell Chart# Warriorsin fightingcompany

    Number of Bloodstone to sell1-3 4-6 7-9 10-12 13-15 16+

    23+ 45 40 35 30 30 2520-22 60 55 50 45 40 3517-19 75 70 65 60 55 5014-16 90 80 70 65 60 5511-13 110 100 90 80 70 65

    8-10 120 110 100 90 80 705-7 145 130 120 110 100 90

    4 or less 155 140 130 120 110 100

    Spending IncomeExtra cash can be spent on recruiting new warriors or on possibly acquiring the service of aFamous Adventurer .

    5) UpkeepIt is inevitable that after each battle your warriors will need to spend time and moneyrepairing their weapons and armor, or just seeing a local cleric for some healing. In order torepresent this, every warrior in your fighting company will need to pay for upkeep. Awarrior on a Standard sized base will cost 3 talents; Cavalry sized base 5 talents; Large sizedbase 7 talents; and Giant sized base 10 talents.

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    6) New Recruits Fighting Companies may recruit whatever type of warrior the player wishes, but the usualrestrictions apply regarding the number of Elites, Soldiers, Solos, etc. You must still meet allof the standard Warlord troop building requirements.

    Adding New HeroesUnfortunately, it is inevitable that one of your valiant Heroes will perish while in the line of duty. You can replace your fallen Hero using the talents that are in your treasury. The newHero comes into your fighting company with zero Experience and Advancements.

    Creating New Soldier GroupsShould the worst befall you and every warrior in a Soldier group is removed permanently,you may recruit a new troop to serve you. However, this group will start the next battle withzero Experience and Advancements.

    Adding To Existing Soldier Groups

    You may add new recruits to existing Soldier groups.

    If the group is relatively inexperienced, you will have no difficulty in finding raw recruits toadd to their numbers. But more experienced and gnarled veterans are not so keen on lettingnovice warriors join them and quite rightly so! Between each battle, roll 2d10 to representthe experience of the warriors currently available for hire. You can hire as many warriors asyou wish, as long as their combined Experience does not exceed your dice roll. For example,if you rolled 7, you could add a single warrior to a Soldier group with 7 Experience points, ortwo warriors to a Soldier group with 3 Experience points, or any combination thereof.

    Disregard any excess Experience points. In addition, you must add 2 talents to their cost for

    each extra Experience point they add to the fighting companys total.

    7) Hire Famous Adventurers.Refer to the Famous Adventurers section for details on how to recruit (and retain!) thesefearsome warriors.

    8) Update Your Fighting Company Rating.You are now ready to fight again.

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    Famous AdventurersThis section details some of the strangest and most famous (or infamous) characters to befound in Brettinburg and the outlying settlements. Occasionally, these warriors join forceswith a fighting company for the right fee, of course. The following adventurers are hard tofind and expensive to hire you must be lucky and wealthy to attract their attention.

    You can only ever have one of a particular adventurer in your fighting company. A fightingcompany may employ as many famous adventurers as it likes if it can afford them!

    Hire and Upkeep feesThe fighting company must pay the hire fee for the adventurer when he is recruited, and aftereach battle he fights, including the first, you must pay an upkeep fee . These fees are indicatedin the entries. This money comes from the fighting companys treasury in the same way asbuying new equipment or recruiting new warriors. If you dont have enough talents to payfor the adventurer he leaves the fighting company and will never return.

    Experience, Injuries and EquipmentFamous Adventurers will come equipped with their own armor and weapons. You cannotbuy extra equipment for them. Adventurers do not earn Experience points, although theysuffer serious injuries, just like Heroes, if they are taken out of action . Each adventurer willadd 50 Experience points to the rating of the fighting company that hired them.

    MiscellaneousYes, it is possible that both fighting companies will have hired the same famous adventurer.You can just think of them as an evil twin!

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    Damien, Hellborn Mage As he walked the streets, Damien regarded the townsfolk with disdain. Why degrade yourself with barbaric hand-to-hand combat when you can just use magic to take what you want?

    Damien just shakes his head and keeps walking, knowing his time with Bloodstone is coming.

    Mason Thornwarden Mason waited patiently in the shadows. His master sent him to Brettinburg to obtain (akasteal) as much Bloodstone as he could. Mason wasnt ordered there to die. So, he just continued scouting the area, mapping out who had the most Bloodstone in their possession.

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    Cavern WormSabback patted his pet worm on the head. He had raised his pet from when it was born.

    Now he rented his worm out to any fighting company with enough talents. Sabback doesnt care about the Bloodstone. Give him hard cold talents and he is a happy man.

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    ScenariosTo determine which scenario you will play, roll 1d10 and use the following Scenario Table.

    Scenario Tabled10 Die Result Scenario to be Played

    1 5: Street Brawl2 7: Treasure Chest3 3: Bloodstone Hunt4 8: Occupy5 2: Skirmish6 4: Breakthrough7 9: Ambush8 6: Chance Encounter9 1: Defend The Find

    10 The player with the lower fighting company rating may choosewhich scenario is played.

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    Scenario 1: Defend The Find

    Your fighting company found a building with a hoard of Bloodstone inside, only to bechallenged for it by a rival fighting company. This leads to the inevitable conflict as neither of you is willing to give up that much wealth to anyone!

    Set-upThere should be a large building (approximately 6 on a side) placed in the center of thetable. Terrain on the rest of the table should be a ruined urban setting.

    Special InstructionsThe large building in the middle of the table is the objective. One player becomes theDefender, and the other is the Attacker.

    The fighting company with the lowest rating is automatically the Defender. If both sides areequal, each player rolls a d10 to decide, with low die roll deciding which position they want.

    The Defender is deployed first, and must be within 6 of the objective building. TheAttacker is deployed within 6 of any table edge.Note: The Attacker can split their fighting company to enter from different board edges.

    Victory ConditionsIf, at the end of 6 complete turns, the Attacker has more standing warriors within 3 of theobjective than the Defender, the Attacker wins. Otherwise, the Defender wins. A secondpossible victory condition is if one of the fighting companies fails its Rout test. At that point,the battle ends and the remaining fighting company is the winner.

    Experience

    Survives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneOne shard of Bloodstone for each Hero of either fighting company who is within 3 of theobjective building at the end of the battle (up to a maximum of three shards per fightingcompany).

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    Scenario 2: Skirmish

    In the vastness of the Brettinburg ruins, while scouting for Bloodstone, you have claimed part of the city to be under your protection. A rival fighting company has decided to encroachupon your territory. If you can drive this rival fighting company away, then you will be able

    to combine their area with yours and have a larger territory in which to search for Bloodstone.

    Set-upTerrain on the table should be a ruined urban setting.

    Special InstructionsEach player will use a deployment zone of 15 x 24.

    Victory ConditionsWhen one of the fighting companies fails its Rout test or is completely eliminated, the battle

    ends. The battle should not go longer than 6 complete rounds.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneIf at least 50% of your fighting company (based upon talents, not warrior count) remains on

    the board (and is not out of action ), then you find 2 Bloodstone amongst your fallen enemies.If you have less than 50% remaining, then you must spend all of your time tending to yourfallen comrades and do not have time to search!

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    Scenario 3: Bloodstone Hunt

    Scattered in the ruins of Brettinburg are innumerable tiny shards of priceless Bloodstone. As your fighting company came upon the area and began plundering, a second company camealong with the same idea. To arms! Only a battle can determine who will get the privilege of

    clearing out this area.

    Set-upTerrain on the table should be a ruined urban setting. Standard 12 x 24 deployment rulesapply.

    Special InstructionsPut d10+1 Bloodstone counters on the tabletop to represent where the shards are located.Each player takes turns to place the counters. Roll a d10 to see which player goes first toplace the counters. They must be placed a minimum of 10 from any edge of the table and atleast 3 away from each other. The counters MUST BE placed before deciding which edge

    the fighting companies will play from, so it is a good idea to put counters towards the middleof the table.

    Warriors can pick up the counters simply by moving into b2b contact with them. A warriorcan carry any amount of Bloodstone without any penalty. Warriors cannot transfer theirBloodstone to another warrior. If the warrior who is carrying a counter is taken out of action ,place the counter on the table where he fell.

    Victory ConditionsThe battle ends when one fighting company fails its Rout test or is completely eliminated. Arouted fighting company automatically loses all Bloodstone counters they were carrying.

    The battle will last no longer than 6 complete turns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneThe winning fighting company earns one shard of Bloodstone for each counter still in their

    possession at the end of the battle.

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    Scenario 4: Breakthrough

    When news of a huge deposit of Bloodstone starts circulating, your fighting company jumped at the chance to mount an expedition to try and unearth the wealth. However, your rivalreceived the same intel, and is now out to prevent you from claiming all the Bloodstone for

    yourselves.

    Set-upTerrain on the table should be a ruined urban setting.

    Special InstructionsThe player with the lowest fighting company rating decides if he wants to be the Attacker orthe Defender. The Attackers goal is to break through the Defenders line and get to theothers table edge. The Defenders goal is to keep the Attacker from reaching theBloodstone!

    The Attacker sets up first, within 8 of his table edge. The Defender sets up anywhere on thetable as long as all his warriors are at least 14 away from any attacker.

    Victory ConditionsIf one of the fighting companies fails a Rout test or is completely eliminated, the battle endsimmediately. The battle will last no longer than 6 complete turns.

    If the Attacker manages to move 25% of his warriors (based upon talents, not warrior count)to within 2 of the Defenders table edge, they have broken through and the Attacker winsthe battle. The Defender wins the battle otherwise.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .Breaking Through. Any warrior earns +1 Experience for breaking through enemy lines. If the warrior is a Soldier, then the whole group gains +1 Experience.

    BloodstoneThe winner of the battle gets to unearth the Bloodstone hoard! Each Hero that is not out of action in the winning fighting company discovers d10 pieces of Bloodstone.

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    Scenario 5: Street Brawl

    As your fighting company is attempting to make its way through the winding, narrow streetsof Brettinburg, you come across a rival company headed in the opposite direction. Youcould just pass by each other without incidentnah

    Set-upSet up all the buildings into a single street, with no gaps along the sides. Behind the buildingsare impassable ruins. The only way out is along the street. The street may be as winding asyou like, but can be no more than 6 at its widest point. The street can have bottlenecks, solong as they are not narrower than 2.

    Special InstructionsThe deployment zones for this scenario should be 6 wide by 12 deep. The design of thestreet should be such that it accommodates this requirement.

    While a warrior with the Flyer or Burrow SA can move around the table at will, in order tocount for the Victory Condition they must land/surface in the opponents deployment zoneand walk off of the edge from there. However, a warrior with Flyer or Burrow can notland/surface in one of the areas that have been designated as impassable.

    Neither fighting company can backtrack down the street to leave the battlefield via their ownedge. The only way out is through the dead of your enemies!

    Victory ConditionsWhen one of the fighting companies manages to move all its remaining warriors out of thestreet via the opposing edge, the battle ends and that player is victorious. Alternatively, a

    fighting company which fails a Rout test loses automatically and the battle ends. The battlewill last no longer than 6 complete turns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .Escaping. The first Hero who exits via the opposing table edge gains +1 Experience.

    BloodstoneThere is no Bloodstone available for this scenario. You are fighting for bragging rights only!

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    Scenario 6: Chance Encounter

    Your fighting company has completed their daily search of the ruins and are on their wayback to their encampment when they run into a rival company. Neither of you was expectinga fight, but that does not mean you are not willing to take their Bloodstone anyways

    Set-upTerrain on the table should be a ruined urban setting.

    Special InstructionsThe first player to deploy sets up his entire fighting company in a deployment zone that is12 x 12 in one corner of the table. The second fighting company then sets up in adeployment zone that is also 12 x 12, but in the opposite corner from the first player.

    Each fighting company is carrying d10 shards of Bloodstone at the beginning of the battle.Mark down the number each fighting company has.

    Victory ConditionsThe battle ends when one fighting company fails a Rout test or is completely eliminated.The battle will not last longer than 6 complete turns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneThe winning fighting company may keep all the Bloodstone they were carrying at thebeginning of the battle, minus the number of their own Heroes that were taken out of action during the battle, down to a minimum of zero. In addition, they gain one extra shard of Bloodstone for each enemy Hero they take out of action , up to the maximum number of shards the opposing fighting company was carrying at the beginning of the battle. The losingfighting company loses a shard of Bloodstone for each Hero that was taken out of action , anddoes not receive any Bloodstone for enemy Heroes that were taken out of action .

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    Scenario 7: Treasure Chest

    You have heard of a rumor that one of the ruined buildings has a treasure chest full of Bloodstone hidden in it. You and a rival fighting company have heard about the chest and are now searching the area for the building. Will you find lots of Bloodstone? Or will you

    find lots of death?

    Set-upTerrain on the table should be a ruined urban setting, with one exception. Place a ruinedbuilding, large enough to allow a warrior on a standard base to stand inside, at the exactmiddle of the table. Place an empty standard base inside of this building to represent atreasure chest.

    Standard 12 x 24 deployment rules apply.

    Special Instructions

    The treasure chest may be picked up by any warrior in your fighting company. In order to dothis, the warrior must first come into b2b contact with the treasure chest. Then the warriormust sacrifice its Non-Repeatable Action to pick up the treasure chest. Any warrior that isconsidered to be Size 2 or smaller will only be able to use one Repeatable Move Action perturn, as the other action will be required to hold onto the treasure chest. A Size 3 warriormay pick up the treasure chest and conduct their turn as normal.

    While in possession of the treasure chest, a Size 2 or smaller warrior may not perform anyNon-Repeatable Actions if they wish to maintain control. If they are charged and becomeengaged in Melee Combat, the warrior will automatically drop the chest if they attempt anyDefensive Strikes. A Size 3 warrior ignores this penalty.

    Keep the treasure chest base on the table in b2b contact with the warrior holding it. Thetreasure chest does not block LOS nor does it hinder any attacker from charging the warriorcarrying it. Just move the treasure chest base to a different side of the warrior holding it sothat the charging warrior may come into b2b contact. You may have a second Size 2 orsmaller warrior help the first warrior carry the treasure chest. This will allow both warriorsto conduct both of their Repeatable Move Actions, but they still can not conduct any Non-Repeatable Actions. However, each warrior carrying the treasure chest may now make oneDefensive Strike each should they be engaged in Melee Combat.

    There are two ways to take the treasure chest back from the enemy: put the warrior holding

    the chest out of action or attempt to grab it for yourself in a tug-of-war contest. If the warrioris put out of action , then the treasure chest stays where the warrior fell. In order to conduct atug-of-war, move your warrior into b2b contact with the treasure chest base while it is beingheld by an enemy warrior. Use your Non-Repeatable Action to conduct a tug-of-war withthe enemy warrior. Each player rolls a d10 and then adds in the MAV for each of theirrespective warriors. If a Size 3 warrior is attempting the tug-of-war, then add an additional+1 to your score. This highest score gains control of the treasure chest. If you used bothActions to gain control of the chest, then both parties are still in b2b contact with it and a

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    second tug-of-war may ensue during the next activation! You may attempt a tug-of-waragainst two warriors that are carrying the treasure chest, but the controlling player gets to roll2d10 and add both of their MAVs to the total.

    Victory Conditions

    When one fighting company gets the treasure chest to safety by running it off of their boardedge, or a fighting company fails a Rout test, or a fighting company is completely eliminated,the battle ends. The victorious fighting company gains the treasure chest. The battle will notlast longer than 6 complete turns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    Finding the Chest. The first Hero who picks up the treasure chest earns +2 Experience.

    BloodstoneThe only Bloodstone that is available in this round is whatever the winning fighting companyfinds in the treasure chest. The winning player rolls on the following table.

    TREASURE CHEST CONTENTSD10 Roll Description

    1-5 You fought this entire battle and all you gotwere these lousy 50 talents.6-8 You found a d10 stash of Bloodstone shards!

    9-10 Eureka! You found the mother load! Youget 2d10+2 Bloodstone shards!

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    Scenario 8: Occupy

    As you wander through the various districts of Brettinburg, you discover a particular onethat seems to have its buildings overflowing with Bloodstone. As you make your way throughthe district (in order to properly secure it for yourself, of course), you notice that your bitter

    rival has discovered the same thing you have. To arms!! It is time to claim this district!!

    Set-UpPlace 7 buildings on the table. The buildings should be set up such that each player has easyaccess to 3 buildings, while the last one is set up exactly in the middle of the table.

    Standard 12 x 24 deployment rules apply.

    Special InstructionsThe objective is to capture the buildings on the tabletop. In order to capture a building,you must move one of your warriors to within 2 of any of the sides. Base size does not

    matter when capturing a building. To contest a building being held by the other player, you just have to move one of your warriors to within 2 of the same building. Of course, if youknock the opposing warrior out of action then you can capture the building for yourself!

    Victory ConditionsThe battle ends when one fighting company fails a Rout test, is completely eliminated or hascaptured all 7 buildings. To win by capturing all 7 buildings, you must have all of them inyour control at the end of the current turn. The battle will not last longer than 6 completeturns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneIf any of the buildings were contested at the end of the battle, then no player may claim theBloodstone. Otherwise, you find 2d10 Bloodstone shards in each building that you control.So, yes, if you captured all 7 buildings, this means you get to roll 14d10!

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    Scenario 9: Ambush

    Your fighting company has spread itself out, searching the ruins of Brettinburg for loot, whenthe worst possible thing happens: youre ambushed!! A rival fighting company waited for the opportunity to strike when you were at your weakest. Your warriors must now mount a

    defense to drive off their attackers.

    Set-upTerrain on the table should be a ruined urban setting.

    Special InstructionsThe player with the lowest fighting company rating automatically becomes the Attacker. Incase of a tie, roll a d10 and low roller gets to choose to be the Attacker or Defender.

    The Defender rolls a d10 for each troop in his fighting company, in any order he chooses.On a 1-3, they are elsewhere in the ruins and turn up later as reinforcements. On a 4-10 they

    are deployed at the start of the battle. At least one troop will be present at the start. If alltroops roll 1-3, the last troop will automatically be deployed at the start of the battle.

    The Defender deploys his available troops on the table. No warrior may be closer than 6 toanother warrior, as the fighting company is spread out wide to search the ruins. No warriormay be deployed closer than 10 to a table edge. The Attacker deploys his whole fightingcompany within 6 of a random table edge, as shown below, by rolling a d10 to determinethe edge.

    The Defender, at the start of the second and subsequent turns (but before the Initiative deck has been shuffled), may roll a d10 for each of his troops not yet on the table. On a 5+ they

    appear on a random table edge as shown below by rolling a d10. (Yes, this means that theycould appear behind the Attacker!!) Those new troops now add cards as appropriate to theInitiative deck. All reinforcements for that turn arrive on the same table edge and mayactivate as normal on the turn in which they arrive.

    Victory ConditionsThe battle ends when one fighting company fails a Rout test or is completely eliminated.The battle will not last longer than 6 complete turns.

    ExperienceSurvives. If a Hero or at least 50% of a Soldier group survives the battle they gain +1

    Experience.Winning Leader. The leader of the winning fighting company gains +1 extra Experience if he survives the battle.Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action .

    BloodstoneThe Defender rolls 2d10 to determine how many Bloodstone shards his fighting companyhad accumulated before the ambush started. If the Defender wins the battle and still has at

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    least 50% of his fighting company remaining, then he gets to keep all of the Bloodstone. If the Defender had less than 50%, then divide the Bloodstone in half, rounding down(minimum 1). If the Attacker wins the battle and still has at least 50% of his fightingcompany remaining, then he will gain all of the Bloodstone. If the Attacker has less than50%, then divide the Bloodstone in half, rounding down (minimum 1).

    Random Table Edge Picture

    1-3 4-6

    9-10

    7-8

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    Optional RulesAre you one of those players who thinks, You know, Warlords random init deck andrandom dice rolling are just not enough randomness for me!! If this sounds like you, thenwelcome to the Optional Rules! Before the start of each battle, the player with the lowest fighting company rating rolls 2d10 and adds them together. Add whatever catastrophe you

    conjured up to your battle. If you are feeling really saucy, then roll the dice twice and addtwo effects!! We do not recommend any more than that!

    2-3 VERMIN SWARMSThis area of Brettinburg is infested with rats, bugs and other verminous creatures which willswarm out to attack anything that disturbs their lairs.Every time a warrior moves to within 2 of a building, roll a d10. On a roll of a 1 the warrioris attacked and suffers d10 MAV 2 hits. Roll for warriors deployed within 2 of any buildingat the start of the battle, before the first Initiative card is flipped over. Any warriors that areknocked out of action by the swarms roll on the Injury Charts as normal.

    4-5 EXTREMELY DERELICTThe buildings in this part of Brettinburg seem to be even more badly damaged than the rest of the city and could fall down at any moment!At the start of each turn, before flipping the first card in the Initiative Deck, you must test tosee if any buildings on the table collapse. For each building that has a warrior within 2, rollone d10 for each warrior (friend or foe). Each player may roll for their own warriors if theychoose. If two or more rolls come up with the same score (two or more ones, two or moretwos, etc.), the building collapses. Of course, this means that a single warrior is within 2 of a building cannot collapse it, but if more two or more warriors are within 2 of the samebuilding, the chances of a collapse increase. Warriors within 2 of a building that collapsesautomatically take one point of damage from flying debris. Mark the building as collapsed,

    as it will not do so again.

    6-7 CARRION CREATURESThis region of Brettinburg swarms with flocks of evil vultures, bat swarms and other flyingvermin. Be careful if you get wounded! Unmoving targets begin to quickly look like foodRoll a dice for every Hero that goes out of action . On a 1 they have been further mauled bythe carrion eaters and must roll twice on the serious injuries table. Deduct -1 from the dieroll when rolling to see if out of action Soldiers are permanently lost.

    8-9 HANGOVERYour fighting company spent the previous night celebrating your victories (or was it

    drowning your sorrows?). You are all suffering from a hangover and will take a while toclear your headsEach player rolls a d10. The fighting company with the lowest score is suffering from ahangover. Each Hero in the fighting company halves their MOV and DIS as they are stillstumbling around. Starting on turn 2, make a DIS check at the start of each activation foreach Hero in the activating troop. If the Hero passes, then they have shaken off the effects of the hangover and no longer suffer the penalty.

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    10-11 INFLUENZA Brettinburg has been swept by an epidemic of influenza and some of your warriors may besuffering its debilitating effects.Roll a d10 for every warrior in the battle. On a roll of a 1 they have caught the influenza andsuffer -1 MOV, -1 MAV and -1 DV for the duration of the battle.

    12-13 BLOODSTONE HOARDThe surrounding area is littered with more than the usual amount of Bloodstone. While thismay prove to be very profitable for the fighting companies, the presence of so much

    Bloodstone has whipped the winds of magic into a near uncontrollable tumult.Any warrior attempting to use magic during the battle must make a DIS check first. If thewarrior fails, then the spellcaster loses the rest of their activation, as they are fighting themagic forces in the area. If the warrior passes, the spellcaster may cast as normal. However,both fighting companies gain an additional d10 Bloodstone after the battle (roll separately foreach fighting company).

    14-15 RAGING WINDThe winds are blowing strongly today, making a virtual mockery of any attempt to shoot missile weapons.All missile fire during the battle suffers -2 RAV, in addition to any other modifiers. This cannot drop your RAV below 0. If you roll a 1 while attempting to shoot, there is a chance thatthe arrow could come back to hit you! Roll a d10, and if you roll a 1, then the arrow getsblown back into the warrior that shot it, inflicting the normal amount of damage for thatwarrior.

    16-17 SINKHOLES Many parts of Brettinburg are built over ancient sewers and catacombs. In this area, theground is particularly bad and hidden crevices and potholes await the unwary.Roll 2d10 each time a warrior moves. On a roll of 2 or 20, the warrior has fallen down a holeinto the tunnels beneath the city. Mark the warrior in some way to denote that it is in thetunnels. The warrior can not do anything nor be attacked while in the tunnels. To climb outof the tunnels, at the start of the activation after the warrior fell, you must roll a d10 and addthe warriors MAV. If the total is 10 or higher, then the warrior climbs out of the tunnel.However, it will take both actions to do so. If the total is less than 10, then the warrior staysin the tunnel and can not try again until their next activation.

    18-19 ILL TEMPERSYour fighting company is having serious problems dissension, constant bickering and resentment. This keeps flaring up into angry altercations between your warriors.Each player rolls a d10. The fighting company of the player with lowest score is subject tothe following rule. At the start of each activation beginning on turn 2, roll a d10 for eachwarrior who has another warrior from the same fighting company within 4. If there is anenemy warrior closer than the friendly warrior, no roll is needed (therefore warriors incombat will never need to roll). On a roll of a 1 they can do nothing that activation as theyhurl insults at each other. It is possible for one warrior to stand still shouting insults whilethe second warrior is able to move about freely.

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    20 CHAIN LIGHTNING!The Bloodstone in this area has set up a magical field that discharges bolts of lightning at erratic intervals.At the start of each activation, the player rolls a d10. On a roll of a 1, the Chain Lightning

    spell from the Storm Tome leaps across the buildings, targeting the most expensive warriorin the troop. The spell will resolve at CP 5. Chain Lightning works as described in theStorm Tome in the Core Rulebook, but it only affects warriors in the activating troop. Thismeans that if the most expensive warrior in the activating troop is not within 2 of anotherwarrior of his own troop, but is within 2 of a warrior from a second troop, that secondwarrior will not be hurt by the Chain Lightning.

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    The Brettinburg CamA Warlord Setting

    ~ Finis ~