Well, as I'm on puppy watch (picked the little tinker up on Tuesday!) and am unable to spend any amount of time upstairs in my lead cave, thought I'd start typing up some of my thoughts on the scenarios I have planned for my Lustrian campaign.
This is he, destroyer of toy dinosaurs, moistener of floors and warmer of feet - Kipling, or Kip for short!
Anyway, lovely as he is, back to Lustria and here's the first scenario I have planned out. The whole campaign takes place where the original Magnificent Sven scenario finishes - assuming Sven is victorious and fights off Gurgyll Greenwake and his Slann Warband, thus saving the town of Vastervik.
Sven Rides Again
The celebrations had gone on long into the night, and the next, and the next. They were still going on. Or rather they were still going on for Sven and his rag-tag army. Juggo and the berserkers had almost reached a zen like state of drunkeness and worryingly the usually incoherent Dwarf was almost making sense when he opened his mouth. This had only been achieved after they had decided that the ale was no longer hitting the spot and had instead started on the engine grade alcohol that filled the fuel tanks of Sven's ship, Vokswagn.
The townsfolk of Vastervik were beginning to forget how grateful they had been to their "liberators" for seeing off the Slann warband that had been terrorising them for as long as they could remember. Their beer was nearly all gone, their womenfolk thoroughly letched at (even worse than this - some had actually quite enjoyed it) and comatose Norsemen were becoming quite a considerable trip hazard in the streets. Thus amongst much melodramatic and needless (the Norse adventurers were far too drunk to even listen anymore) whispering a plan was hatched...
"A golden statue ten feet high you say..."
" standing inside a great temple made of gold..."
"and as many beautiful women as you can stuff under your arm... made of gold..."
"Women made of... glod... now that shounds like sumfink worth going after"
The Vastervikians glanced at each other, hardly daring to believe that he was taking the bait. The young lad was prodded and encouraged to elaborate on his fantastic assertion,
"Yes, lots of golden women, not far from here. I here they do a nice pint of Bugman's too..."
At this latest revelation Juggo suddenly came too. Sitting bolt upright he let out a strangled yelp of delight which sent the occupants of the room scuttling for cover.
"Right, that shettles it... we need us some of them golden womens and more beer..."
Red in Tooth and Mandible
The inhabitants of Vastervik are sick of their liberators and their week long victory binge. They have persuaded Sven and his band that it would be a good and most profitable idea to set off in search of the fabled Amazon temple of Rigg. However, little do the hungover adventurers realise that the townsfolk don't have their best interests at heart and have sent them off into a particularly nasty bit of the jungle...
Maps are to follow but will basically consist of the river Amoco winding across the table lengthways. There will be a couple of places where it can be crossed - possibly a disused rope bridge with attendant risks and shallow rapids with rocky outcrops/stepping stones. The rest of the terrain will consist of dense and light jungle, jungle tracks and the odd hill and clearing.
Starting the Game
The Norse player should divide their force as they wish and deploy on the large jungle track on the southern edge of the map. The GM or opposing player will only deploy their forces as they encountered - rules to follow.
Turn 1 - Norse player starts by moving down the track as they see fit.
Turn 2 - Norse player may move again. GM/opposing player rolls on the encounter chart to see whether they can deploy any of their forces. The game continues in this manner from now on.
The Norse player should be victorious as their objective is to get from one side of the table to the other. What isn't certain is how many troops they can get to safety...
There are no victory conditions as such - just be as much of a nuisance as you can. All losses sustained by the Norse player will not be replaced for the rest of the campaign.
The following rules are pretty much of the top of my head and will probably need tweaking - all suggestions welcome!
The Norse player should be confronted with a seemingly empty table and a simple enough task of getting from one side to the other. This however, is not going to be the case!
Firstly the Norse will be suffering from the after effects of their victory celebrations in Vastervik. Roll on the Hangover table to see how worse for wear each character is. Once the player has decided how they are grouping their troops similar rolls should be made for each unit/troop type.
The following characters and troop types must add 1 to their score because of their extra susceptibility to the effects of alcohol:
Sven, Juggo and the berserkers - because of their herculean efforts at contracting alcohol poisoning
Raidocks Timowit should add 2 to his score - he is quite literally a complete lightweight!
Riolta Snow is exempt from this roll - preferring to distance herself from the crass behaviour of her human companions.
Similarly Karra Lakota, the renegade Amazon, refused to join in the festivities because of her dislike of the Norsemens' chauvinistic tendencies.
Aygar Mistletaine was far too busy gathering herbs and studying. He prefers his own company to the raucous jovialty of the tavern.
1 Mild headache - no effect
2 Splitting headache and dehydration -1 M and I
3 Pounding headache, carpet tongue and blurred
vision -1 to M, WS, BS and I
4 Mild alcohol poisoning, nausea and
disorientation -1 to M, WS, BS, S and I
5 Uncontrollable vomiting, lack of coordination
and dehabilitating headaches and cramps
-2 to M, WS, BS and S, and -1 to T and I
6 Comatose! The character or troop type won't
be able to participate actively in this scenario.
They may be carried/dragged by their more able
companions at 11/2" per model assisting.
Both Karra and Riolta have a reducing effet on noise (-1 to the dice roll for any unit they are associated with - this is cumulative) due to their natural grace/familiarity to the jungle.
1 Swarm of snakes/insects/carnivorous frogs
2 Giant Carnivorous Bird and young
3 Giant Toad/Slann brute
4 Giant Snake
5 Giant Scorpion
6 Giant Spider
Size of Unit Number of Creatures
1-4 models 1
5-9 models 2
10 or more models 3
If the required number of creatures aren't available make the number up with whatever nasties you have.