Orcs in the Webbe

Something Different for Joomla!

Latest Dresda Updates...


Banner
Blood of Heroes Print E-mail
Saturday, 12 January 2008 00:00
The Orcs attack on the village takes place at dawn. The villagers have fled into the fields and the settlement is deserted apart from the human mercenaries. The Orcs aim to raid the village, capture as much booty and loot as they can carry and burn the rest. The Doomgarde must prevent the Orcs achieving this objective, but if they can prevent the village being razed to the ground they can take any opportunity to acquire more loot of their own.

Dresda - Blood of Heroes Map

Special Rules

The Doomgarde may attempt to extinguish a fire only during the first three turns after it has been started. In order to do this they must throw a bucket of water on the fire, and one such bucket of water will extinguish one turns worth of fire. If the Doomgarde fail to totally extinguish the fire by the end of the third move, the building catches fire totally and the blaze cannot be extinguished.

GM's Notes

It is up to the GM to place sufficient rewards around the village to make it worth pillaging. This can range from secret caches of home-made alcohol and food to a hidden horde of gold behind the altar in the temple. Determined effort and good play either side should be rewarded, but cursory "searches" of building by one figure in a doorway should not. Caches should range from 5 Groats to 50 Groats in value, with about 500 Groats of loot being in the village in total. This loot should also be of varying weight and bulk (and it is up to the GM to decide if it constitutes as a Heavy Object from a movement and action point of view). If the Doomgarde are successful in both defending the village and preventing no more than two buildings being burnt down then they will receive the villagers’ reward of 300 Groats. If they fail to hold the village the Orcs will discover it at their leisure.

Scenario Variations

The GM could introduce civilians into the game, getting in the way of both the Orcs and the Doomgarde. These should be perhaps half a dozen militia types, ostensibly fighting the Orcs, but in reality keeping an eye on the untrustworthy Doomgarde, and falling under the GM's control. Even more fun can be had by introducing livestock into the scenario, running around creating havoc.

Webmasters Notes

The above scenario was first printed in the original Dresda rulebook in 1996 and is included here with the kind permission of the authors.

I have converted this classic scenario for use with Frontear, you can see that version here.
 

User Details



People Viewing Site

We have 4 guests online