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Story Encounter Index

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After exploring all the existing Story Encounters that Wyrd has published to date, I decided it would be a good idea to organize all these Scenarios in one location (a la TtB Index). I've only listed them with titles and "fluff" descriptions for now, but I can add additional info if needed (ie # players, neutral model requirements, needed terrain, etc.)(currently in progress):

Key:

  • # Players- number of players needed for encounter. If not listed, assume 2 players
  • #SS- approximate crew sizes. If not listed, assume 50 SS, or players' choice
  • Models- specific neutral models under no one's control are needed. If specific models are summoned during the Strategy under a player's control, they are included here too
  • Sethires- specific models must be hired by at least one player
  • Terrain- specific type of terrain is needed
  • Markers- specific markers are used that might be atypical to current Gaining Grounds (ie need something other than Scheme, Squat, Stash, etc.)
  • Upgrade- special upgrade is needed
  • Special Rules- special environmental or unconventional terrain additions are needed. Most of these are outlined in the Core Rulebook, p. 78-79
  • Scheme- a mandatory or optional Scheme is included with the Scenario
    • Underlined- descriptions that are underlined are either shortened paraphrases of encounter's fluff description, or a community reader's summary of set-up

My intention is this to become a one-stop-shop for community leaders and Henchmen to look up existing Story Encounters to craft their own Story Tournaments, Campaign, or demo games based on fluff-feel or asymmetric play. If there are fan-made Story Encounters that you'd like to contribute (Story Encounters from Adepticon, Califaux, NOVA, etc.), especially if you have a link, I'll include it!

There's quite a bit of formatting and editing I need to do to keep this document fresh. It is a living document. If you have additional information or suggestions for this post, please let me know! Thanks,

Updated 2/7/17 (Added Divergent Paths)

Story Encounters

M2E1: Core Rulebook

Spoiler
  • Jail Break (terrain)
    • One of the Attacker’s Crew has been captured, and it’s time to bust her out!
  • Reconnoiter
    • The Attacker needs to spread out and hold this area at all costs.
  • Destroy Evidence (markers)
    • Some things are best cleaned up before people start asking questions
  • Arcane Ritual (terrain)
    • Summoning ancient evils. Resurrecting the dead. Ritual sacrifice. All in a day’s work.
  • Turf War (marker)
    • Sometimes you need to hold fight to hold what’s yours.
  • Theft (marker)
    • Simple. Effective. Lucrative.
  • Stake a Claim (marker)
    • If it’s not properly marked, it’s not yours.
  • Escort (model)
    • Your Crew must escort an important individual through this territory.
  • Search (marker)
    • Stealing treasure is great, so long as you can find it.
  • Squatter’s Rites (marker)
    • “First” counts for a lot, sometimes.
  • Treasure Hunt (marker)
    • It’s one thing to find treasure; it’s another to drag it to safety before other hunters find you.
  • Supply Wagon (marker)
    • Guns. Ammo. Scrip. Corpses. We can use whatever it’s carrying.
  • Sabotage (marker)
    • Easiest way to win a fight? Start fighting before the other guy knows it’s a fight.
  • Shindig (addition, specialrule)
    • A special addition to any Encounter that discourages combat in beginning turns.

 

M2E2: Crossroads

 

Spoiler
  • The Race Begins (model)
    • One of these rick, race track snobs has been committing the crime of amalgamation. Time to bring him down, but best not interrupt the race-goes, at least not right away.
  • True Colors (marker)
    • Niccolo has a habit of painting things in their true form. Time to go find him a figure out the true nature of some of your associates.
  • Assault on the Gray Lord (sethire, marker, specialrule)
    • Team up, bust in, rescue the girls, and introduce the patrons to your legions of undead monstrosities. What else could a girl want from a night on the town?
  • A Bold Faced Lie (marker)
    • Witch Hunters have convened on your hide out. Better pawn those Soulstones off quick on some poor suckers.
  • Joint Task Force (50/30SS, 3player, sethire)
    • Raethford has been on a rampage. The union has disowned him and the Witch Hunters are on his trail. Time to team up and bring him down.
  • Disrupt the Ritual
    • A deadly ritual is taking place, and you must draw the proper runes to keep it from happening...
  • Gallery of Nightmare (marker, model)
    • Sure, a macabre gallery created by a lone child out in the middle of the woods may not be the best place to be in Malifaux, but imagine the story if we escape...
  • The Music Carries On (marker)
    • Who is this strange woman and her wooden companion? They carry the music, the music must keep on playing...
  • Frantic Search (sethire, specialrule)
    • They killed your boss. Time to find their hide out and wipe ‘em out.
  • The Madness of Stranglehold (50/60SS, models, terrain)
    • Jacky Jacky Jack Daw, Knew all my dreams and fears, He told me what he saw in them, And drank up all my tears.
  • The Next Move (marker, models)
    • To snatch an ancient artifact from the opposing crew, you must offer them something in return...
  • Hog Wrastlin’ (terrain, models)
    • Ulix has raised hisself a gen-yoo-ine golden piggy. Only the slickest hog wrestler gets ta taste the golden bacon.
  • Fight Night
    • In this corner we have the Terror of the Three Kingdoms, he puts the Thunder in Ten Thunders, welcome Black Cloud! And in this corner we have the Green Grappler, the Bane in the Bayou, everyone’s favorite masked Gremlin, Manchaaaaa Rojaaaa!
  • Dolly Makin’ Time! (marker, specialrule)
    • Lootin’ stage coaches is fun and all, but not as fun as conkin’ the guards on the head and makin’ em play dollies.
  • Bloody Ties (marker, model)
    • One of them has valuable blood, family blood. Let them conduct their little investigation, so long as the get closer...
  • Ozymandias (specialrule, upgrade)
    • ‘My name is Ozymandias, king of kings: Look on my works, ye Mighty, and despair!’
  • Transport Relic (marker)
    • Who knows what this thing is, but someone is willing to pay a lot of scrip for it. Easy money, just walk it back to town...
  • The Carver Walks Among Us (model)
    • Rustle, rustle and snickity snack, The Carver strikes once and then strikes back!

 

M2E4: Ripples of Fate

 

Spoiler
  • Paper Delivery (marker)
    • Today's edition has an explosive new story in it! But not everyone is happy to see it made public...
  • Break Quarantine
    • The Guild has set up a quarantine, and you need to get through...
  • Kill the Traitor (sethire, marker)
    • Treachery cannot be forgiven, and it cannot be forgotten. It can only be avenged.
  • Persuade Your Forces (25SS, 3player)
    • You must prove to your followers that you are the strongest and best suited to lead them...
  • Train Robbery (terrain, marker)
    • Scrip. Soulstones. Valuables. There's no telling what they have back there in the express car...
  • Burn the Hanger (terrain)
    • Just one little fire and some massive theft, and then the sky is the limit...
  • Protect the Workers (sethires)
    • You have been tasked with seeing that these rail workers are able to do their jobs in peace and safety...

 

Chronicles

 

Spoiler
  • Chronicles 8: The Carver Strikes at Midnight (model, marker, candy)
    • It’s All Hallow’s Eve, and you’ve stumbled into an overgrown pumpkin patch bordering the QZ. You see some discarded loot and sugary treats among the vines, but you can’t shake the feeling that something is watching as you pick over the trove...
  • C11: Set Up Camp (4player, marker)
    • Set up camp the boss says. Ignore the horde of zombies he says. Good practice he says…
  • C11: Hold Ground (3player, marker)
    • Hold yer ground the boss says. Don’t mind the fiery bolts they keep shootin’ the boss says. Good for the blood he says...
  • C12: The Madness at Stranglehold
    • Reprinted in M2E2: Crossroads
  • C13: Moon-Pickled Catfish (model, marker)
    • Well, it’s that time o’ year again. The taxidermists and the shine makers have got themselves together and made barrels o’ moonshine. Just gots ta git it back to yer side o’ the Bayou. Course, sometimes the fellers likes ta put all sorts o’ things in them barrels as a bit of a joke, so’s be careful...
  • C14: Production Purgatory (sethire)
    • Grab your crew and your gear, it’s time to brave the wilds of Malifaux! Just fill out these forms first, in triplicate. Then wait three to six weeks for a response and call customs extension 196, apparently our crew members have been labelled as produce and are held up in Bolivia. And… weren’t you shorter a minute ago?
  • C15: Evade the Patrol (marker)
    • Nothing like a Guild Patrol to keep everyone on their toes...
  • C16: The Bone Stag Cometh (marker)
    • The Bone Stag is a creature of myth and legend. A skeletal creature, its antlers can kill with a single touch. It is said to constantly whisper secrets about the past and future, however, and it is these secrets that have drawn you to its frightful presence.
  • C17: Werebeasts (model)
    • There are tales of shifters, people who can change shape in the light of Malifaux’s twin moons. It is all nonsense, of course; excuses for the barbarism of normal humans. Wouldn’t it be convenient if the tales were true? If the people who butchered each other in the night were just monsters, and not our neighbors. Of course, you never know with Malifaux...
  • C18: Cosplay Deathmatch (3-8player, 10SS, specialrules)
    • It’s Gencon, and Wyrd just announced they have a very limited number of Miss models. Good thing you decided to cosplay as your favorite sword-wielding character…
  • C19: Off the Rails (marker)
    • The railroad being laid across this land is essential and it’s your job to see that it gets don (or sabotage it, everything is relative).
  • C20: The Blood Moon (marker)
    • A Blood Moon hangs above Malifaux, and the proper rituals must be performed in the proper order and the sacrifice begun...
  • C21: The Fickle Whims of Time (model, marker, specialrules)
    • Aionus is loose in Malifaux, and time itself bends to his will. Once-dead comrades can be communed with, not through the obscene practices of resurrection, but by bending time itself; and glimpses of the future may be had.
  • C22: Be My Valentine (marker)
    • The time has come, and the Cherubs have taken flight. Who will be your Valentine?
  • C23: April Fools (marker)
    • Malifaux was deadly enough without the pranks…
  • C24: Stupid Rookie (marker)
    • Just get the rookie through his first night on the job...
  • C25: Family Feud (4or2player, 20SS, sethires, model)
    • Reenact a scene from Ripples of Fate when C. Hoffman and Ana Lovelace fight for Ryle's soul.
  • C26: Day of the Dead (model, scheme)
    • "...I repeat, the dead are walking the streets of Malifaux. This is not a drill."
  • C27: Silent Night (model, marker)
    • Every Malifaux child knows about the Silent Night and the Krampus...

Worldwide Events

Spoiler

Divergent Paths (Worldwide Event Fall 2016)

  • Breakout (markers)
    • The Self-Righteous Man was captured by the Witch Hunters shortly after disembarking from the train. He protested his treatment, citing his connections with many heads of industry in Malifaux, but his words fell on deaf ears. They threw him into the back of a patrol wagon, locked the doors, and set off to bring him to the Guild Enclave, where he would be dealt with accordingly. Little did the Witch Hunters know that another group was determined to see the Self-Righteous Man walk free that day…
  • Rampage (markers)
    • The Order of the Chimera succeeded in transforming the Self-Righteous Man into a feral beast… but they’ve run into a bit of a problem, namely that the ritual worked a bit too well and now he’s on a rampage. There’s a ritual to temporarily transform him back into a man, but unfortunately, other factions have gotten wind of what happened and have their own rituals to try to return him to his true form…
  • Day in Court (sethire, markers)
    • Transformed into a wolf-beast by the Order of the Chimera, the Self-Righteous Man has been captured by the Guild. Now his fate depends upon how well he can defend himself against the Guild’s corrupt legal system. He’s been studying legal texts in an attempt to create a defense, but why roll the dice on a judge’s decision when you could just bribe him and guarantee a victory? Fortunately, there are plenty of registered barristers willing to hire their talents out to those who intend to purchase the Self-Righteous Man’s freedom (and with it, hopefully, his loyalty).
  • Tome Hunt (markers)
    • Having won his freedom from the Guild, the Self-Righteous Man has retreated north to Ridley, where he now studies magic under the guidance of the Arcanists. He seeks to understand what has been done to him, both by the mysterious people who transformed him into a wolf-beast and the sinister Guild lawyers who changed him back. His new understanding of the law, bolstered by Amina Naidu’s assistance, has helped him to understand the latter of these rituals, but he is still no closer to learning about the magic that made him a monster to begin with. Suspecting that the Arcanists might be trying to hide the truth from him, the Self-Righteous Man has traveled back to Malifaux City to search through the ruins of Duer’s Library. He is confident that there is some magical tome in the ancient library that can shed light on his condition, and to that end, he’s asked for assistance in trying to locate it.
  • Revenge (terrain, marker)
    • The Self-Righteous Man has finally mastered his shape-changing abilities and can now change between his human and wolf shapes as easily as drawing breath. The primal side of his soul yearns to be unleashed onto the world in order to slaughter and feed, and the human side of him knows just the place to do so. Between his time in the Guild Gaol and the long hours of studying alongside the Arcanists, the Self-Righteous Man has come to realize that his arrest when he first arrived in Malifaux wasn’t a coincidence. He had been set up by one of his manufacturing “allies” who wished to see him executed by the Guild… no doubt so that his former ally could swoop in and take control of the man’s factories back on Earth. He wasn’t entirely certain exactly which one of his erstwhile allies had betrayed him, but it had been at least one of them. Rather than take his chances, the Self-Righteous Man plans to kill them all and let the blood of the innocent mingle with the blood of the guilty. To do that, however, he’s going to need help luring the manufacturers out of their factories and into the open…
  • Chaos Unleashed (markers)
    • As the Witch Hunters closed in on the Trickster, she backed up against the side of the train, looking one way and then the other, hoping to find some means of escaping them. She could feel something building inside of her, like an electrical charge that both clung to her bones and slipped through her veins like wildfire. When the Witch Hunter pointed his gun at her and demanded that she surrender, she threw her hands toward him and directed the feeling outward… and then things got weird.
  • Corpse Hunt (markers)
    • After a spending a few weeks in the company of Dr. McMourning, the Trickster has finally talked him into letting her take over one of Sebastian’s duties… namely, the acquisition of corpses for the good doctor’s research. She’s taken the opportunity to contact various groups in the hope of finding someone who can help her out of her current predicament, only instead of one group coming to her assistance, two showed up! Never one to miss an opportunity, the Trickster decides to play both groups against each other. After all, Dr. McMourning’s anger at her departure from his services will be lessened if she can show up with a whole stack of corpses, and there are bound to be plenty of corpses left after the fighting is done…
  • Painkillers (markers)
    • The Trickster has escaped McMourning’s laboratory by donning the skin of a Guild guardsman, but now the painkillers that she took to help with the operation are starting to wear off, and she’s in more pain than she would have thought possible. She needs someone to help her with the pain, and those who do are certain to earn her loyalty…
  • Lucid Dreaming (60SS, markers)
    • After a long talk with the Dreamer, the Trickster has learned how to better control the reality-warping powers that first manifested when she arrived in Malifaux. In order to help her practice, the Dreamer has “borrowed” a few “volunteers” from their beds and dropped them into the middle of a battle without so much as a warning. With all the weirdness going on, this has to be a dream… right?
  • The Grudge (marker)
    • The Trickster and Nytemare are looking to cause a bit of chaos for its own sake, but she’s still trying to decide who should be the unfortunate target of their amusement. Your crew has learned of this and has seen the chance to cause some havoc with its enemies… but dressing up as them and harassing her. Unfortunately, your enemy seems to have had the same idea, and now everyone is dressed in disguises mimicking each other as they shoot and stab “themselves.” Malifaux gets a bit weird from time to time, doesn’t it?
  • Panicked Flight (models, markers)
    • Almost as soon as she climbed off the train, the Witchling Stalkers were after her. She ducked underneath the railings at the train station to get away from the creepy, hooded people, but they doggedly followed her, like bloodhounds with a fresh scent. You may not know who the girl is, but if the Witchling Stalkers are so interested in catching her, she must have some worth that your faction can exploit for its own gain.
  • Gathering Scraps (markers)
    • The Child has sewn the remains of the teddy bear that protected her into a smaller bear, but from the way it’s moving, it’s going to need a few more fabric scraps before it’ll be back to fighting strength. According to the Widow Weaver, she should use fabric worn by powerful people… maybe her new friends could help her find some?
  • Paternity Test (markers)
    • Small puppets are going around with a list of passengers that were on a train that recently arrived in Malifaux. They seem to want the people on the list murdered, which is a strange request… but the rumor is that they’ve been giving Soulstones to anyone that helps them. Let’s face it, your crew has probably killed people for less, right?
  • Steampunk Chores (markers)
    • The Child has been informally adopted by Leveticus and Rusty Alyce, but she’s starting to wonder if she might not have been better on the streets. For one, Leveticus was more than a little bit creepy, though he certainly seemed to care a great deal about her education. He brought her all sorts of books, mostly advanced subjects like chemistry and biology that were far beyond her understanding, and then grew upset when she didn’t immediately take to them, often blaming it upon her own faults rather than his own unreasonable expectations. Even when she actually showed some talent with his own entropic magic, he seemed disappointed that she wasn’t learning fast. Alyce was a hundred times worse, however, and whenever the Child saw the older woman, she was always either loading her gun or mumbling terrible things to her clockwork arm. It was almost like she was prowling nearby, keeping an eye on Leveticus and waiting for him to wander too far away to save her again. Needless to say, when the opportunity came to get out of the house and go gather some scrap for the shop, the Child leapt on the opportunity. Maybe if she brought something useful, they’d both back off a bit? It was worth a try...
  • Protective Services (terrain, marker)
    • There have been rumors of a strange child traveling with an animated teddy bear for a few weeks now, and your crew has finally tracked her down. She’s living with an old necromancer and a young murderess, neither of whom seem to have the strongest grip on sanity, manners, or the proper way to raise a child. If you don’t get her out of there soon, she’s likely to be killed!

Adventure Boxes

Spoiler

University of Transmortis

  • XXX
    • xxx
  • YYY
    • yyy
  • ZZZ
    • zzz

Crossroads Seven

  • Temptation (model)
    • There will be five of the Crossroads Seven on the board, they need to be Interacted with to gain VP but they'll be activating as neutral models controlled by the opposing player.
  • Blood at the Crossroads (sethire)
    • Divide the band between the two players.  The Crossroads models are fighting to prevent each other from gaining victory points.
  • Rush the Stage (4player, sethire, marker)
    • The attacker wants to get non-peons within 6" of the stage markers and keep the Crossroads Seven away from the stage.

Brotherhood of the Rat

  • Infestation (1player, 25SS, model):
    • The rats are swarming all over the area, and your safe house is in danger of being overrun! Grab whatever weapons you can and stop them before the vermin can get inside!
  • Swarmed! (model)
    • The recent rainfall has flooded the sewers and swollen the rivers, forcing the rats out of their lairs and into the streets! What starts as a fairly typical battle soon becomes a fight to keep the hungry rats from running off with whatever fingers and toes are within their reach.
  • The Piper's Call (3player, variousSS, sethire)
    • You were able to stop up your ears with wax when the piping started, but the others weren’t so lucky. Now they’re marching to the Piper’s tune, leading a pack of hungry rats and enthralled rat catchers to deal with you once and for all. You’re surrounded on all sides...good luck!

Creative Taxidermy

  • XXX
    • xxx
  • YYY
    • yyy
  • ZZZ
    • zzz

 

Amphibious Assault

 

  • Save the Child (1player, 25SS, model, marker)
    • 25 soulstone henchman crew to prevent a helpless child marker being taken across the board by the spawn mother.
  • Frog Hunt (model, marker)
    • Competition to see who can kill/sacrifice the most "frogs".
  • Destroy the Nest (sethire)
    • Defender hires the Spawn Mother and must defend against the attacking crew.

 

The Tortoise and the Hare

 

  • Race to Edge Point (3players, 20SS, sethire, terrain)
    • A three way henchman hardcore scenario with Genbu, Luther, and any other henchman, a race to the board edge with a train.
  • A Demented Game (sethire)
    • "Some little kid in a nightshirt teleported you out here and is forcing you to play an insane game.  He's put you on the same 'team' as a nightmarish animal, and he seems to have told everyone different rules.  He looks quite pleased with himself..."
  • Boxing Match (model)
    • Luther and Genbu are having a boxing match, and the two players are being forced by the Dreamer to make things more interesting.

 

Through the Breach One Shots

 

Spoiler

Night of the Carver

  • All Hallows Eve (3player, 25/40SS, sethires)
    • Two Henchman-led Attacker crews hunt down a Defender Neverborn Carver crew.
  • Carving a Path (1player, 25SS, terrain, models, sethires)
    • A Henchman-led crew including one "informant" from another faction that must try and make it to the opposite end of the board alive.
  • A Fading Ritual (marker)
    • Attackers attempt to disrupt the Defender's ritual and struggle for control over the summoned Carver.
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As a call-out to the community, I need some help with the Adventure Box Encounters. I only have University of Transmortis (whose book I can't find after a move), and Brotherhood of the Rat (whose book I keep forgetting to pick off the shelf when I'm home). If anyone can fill me in on the Boxes I don't have listed, it would be greatly appreciated!

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Here's the ones I've got.  I thought it'd be more useful in most cases to skip the description paragraph and describe the scenarios instead.

The Tortoise and The Hare box

  • Race to Edge Point (3 player, 20 soulstone henchman hardcore style crews) - A three way henchman hardcore scenario with Genbu, Luther, and any other henchman, a race to the board edge with a train.  Win condition is starting and ending a turn at the finish line.
  • A Demented Game (2 player, any point size but Genbu and Luther are required models) - "Some little kid in a nightshirt teleported you out here and is forcing you to play an insane game.  He's put you on the same "team" as a nightmarish animal, and he seems to have told everyone different rules.  He looks quite pleased with himself..."  Scenario does not involve Dreamer, randomly determine who has to use Genbu and who has to use Luther.  Custom scheme pool and the strategy is a game of tag.
  • Boxing Match (2 player, any crew size, Luther and Genbu are neutral models) - Luther and Genbu are having a boxing match, and the two players are being forced by the Dreamer to make things more interesting.  Scenario does not involve Dreamer, Luther and Genbu are neutral models.

Amphibious Assault

  • Save the Child (1 player, 25 soulstone henchman crew) - Prevent a helpless child marker being taken across the board by the spawn mother.  Solitaire style scoring for replay value.
  • Frog Hunt (2 player, any point size) - Competition to see who can kill/sacrifice the most "frogs".  Spawn mother and gupps are neutral-only models.
  • Destroy the Nest (2 player, any point size) - Defender hires the Spawn Mother, gupps not permitted, and must defend against the attacking crew.  The nest is three 30mm egg markers that the attacker models use (1) Interact to remove.

Crossroads Seven

  • Temptation (Two player, any crew size, the Crossroads Seven are neutral models) - There will be five of the Crossroads Seven on the board, they need to be Interacted with to gain VP but they'll be activating as neutral models controlled by the opposing player. 
  • Blood at the Crossroads (Two player, 30 soulstone henchman crews) - Divide the band between the two players.  The Crossroads models are fighting to prevent each other from gaining victory points.
  • Rush the Stage (Team game for four players, teams of two so it could be played with someone playing a whole team if needed.  One team is Crossroads seven and a 25-soulstone henchman crew, the other team is two 40 soulstone crews.)  The attacker wants to get non-peons within 6" of the stage markers and keep the Crossroads Seven away from the stage.
Edited by solkan
Added encounter size to the Tortoise and Hare encounters.
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Some corrections and additions based on your key...

On 2016/4/8 at 4:15 PM, Malistrad said:

Key:

  • # Players- number of players needed for encounter. If not listed, assume 2 players
  • #SS- approximate crew sizes. If not listed, assume 50 SS
  • Neutral Models- specific models under no one's control are needed
  • Set Hires- specific models must be hired by at least one player
  • Terrain- specific type of terrain is needed
  • Markers- specific markers are used that are atypical to current Gaining Grounds (ie need something other than Scheme, Squat, Stash, etc.)

 

  Hide contents

Crossroads Seven

  • Temptation (neutral models)
    • There will be five of the Crossroads Seven on the board, they need to be Interacted with to gain VP but they'll be activating as neutral models controlled by the opposing player.
  • Blood at the Crossroads (set hires)
    • Divide the band between the two players.  The Crossroads models are fighting to prevent each other from gaining victory points.
  • Rush the Stage (4 players, set hires, markers)
    • The attacker wants to get non-peons within 6" of the stage markers and keep the Crossroads Seven away from the stage.

 

 

Technically Blood at the Crossroads is both 'set hires' and 'neutral models'.  The players create 30SS Henchman led crews, and at the start of the game they "draft" three of the Seven for free, and the left over model is a neutral model.  So the players are effectively playing with 54SS crews of henchmen.

On 2016/4/8 at 4:15 PM, Malistrad said:

 

Amphibious Assault

 

  • Save the Child (1 player, 25 SS, neutral models, marker)
    • 25 soulstone henchman crew to prevent a helpless child marker being taken across the board by the spawn mother.
  • Frog Hunt (neutral models)
    • Competition to see who can kill/sacrifice the most "frogs".
  • Destroy the Nest (? SS, set hires)
    • Defender hires the Spawn Mother and must defend against the attacking crew.

The way you have your key set up, Destroy Nest is just "set hires".  There's no set encounter size, and the players flip for schemes as normal. 

Both Frog Hunt and Destroy the Nest both need three 30mm egg markers, so probably should be listed as 'marker'.

On 2016/4/8 at 4:15 PM, Malistrad said:

The Tortoise and the Hare

 

  • Race to Edge Point (3 players, 20 SS, set hires)
    • A three way henchman hardcore scenario with Genbu, Luther, and any other henchman, a race to the board edge with a train.
  • A Demented Game (set hires)
    • "Some little kid in a nightshirt teleported you out here and is forcing you to play an insane game.  He's put you on the same 'team' as a nightmarish animal, and he seems to have told everyone different rules.  He looks quite pleased with himself..."
  • Boxing Match (?)
    • Luther and Genbu are having a boxing match, and the two players are being forced by the Dreamer to make things more interesting.

Race to the Edge needs Special (a 3" x 6" train terrain piece, which may or may not be an index card.  ;)).

Boxing Match is 'neutral models'--Luther and Genbu are neutral models in the encounter, respawning each turn. 

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Just did my first update, including some codes for the first two books. Solkan, I totally forgot about your clarifications, I'll get them next time though, hopefully with the Chronicle scenarios too!

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Just noticed the Carver scenarios from the TTB One Shot Penny Dreadful weren't included.

Night of the Carver

All Hallows Eve (3 Players, Attackers 25SS/Defender 40SS, Set Hires)

Two Henchman-led Attacker crews hunt down a Defending Neverborn Crew including The Carver.

Carving a Path (1 Player, Terrain, Neutral Models, Set Hires, 25SS)

A Henchman-led crew including one "informant" from another faction that must try and make it to the opposite end of the board alive.

A Fading Ritual (2 Players, Markers)

Attackers attempt to disrupt the Defender's ritual and struggle for control over the summoned Carver.

 

Also, I was going through some of the Chronicles scenarios, and I really liked the Bone Stag Cometh. A creepy skeletal stag would be a really great scenario model to have.

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Done with another large-ish update, getting Chronicles up to quality. Only thing lacking now is some of the Story Box encounters. Other then that, if you find any typos, or have any requests, let me know!

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Story Encounters from Brotherhood of the Rats:

Infestation (1 player - 25SS Henchman led crew - rats and rat king as enemy models): The rats are swarming all over the area, and your safe house is in danger of being overrun! Grab whatever weapons you can and stop them before the vermin can get inside!

Swarmed! (2 players - any SS size - rats are summoned from dead models can can form rat kings): The recent rainfall has flooded the sewers and swollen the rivers, forcing the rats out of their lairs and into the streets! What starts as a fairly typical battle soon becomes a fight to keep the hungry rats from running off with whatever fingers and toes are within their reach.

The Piper's Call (3 players - 2 Attackers (each with set hires + 1 chosen henchman) vs 1 Defender (40SS crew)): You were able to stop up your ears with wax when the piping started, but the others weren’t so lucky. Now they’re marching to the Piper’s tune, leading a pack of hungry rats and enthralled rat catchers to deal with you once and for all. You’re surrounded on all sides...good luck!

 

 

 

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Story Encounters from Ripples of Fate:

 

Paper Delivery -

  • Two players (Attacker and Defender)
  • Required markers:  4 Citizen Markers (Ht 2, 30mm), and a 30mm Paper marker for every non-Peon in the attacking crew.
  • The attacker is trying to (1) Interact to sell the papers to the citizens (1 VP each).  The defender is trying to discard the paper markers (1 VP each).

Break Quarantine -

  • Two players (Attacker and Defender)
  • Special rules involving making it harder for the Attacker crew to get across the table, but also to push the Defender models out of the way.
  • The Attacker Crew sets up on one board edge and wants to get to the opposite board edge (scores for getting models within 6" of the opposite board edge).  The defender deploys on the center line and scores VP for Attacker models on the original board edge (so can't just kill everyone).

Kill the Traitor -

  • Two players (Attacker and Defender)
  • Required markers:  Three 30mm Ht0 Ward Markers (provide a bonus to the Traitor's Df and Wp in proximity are removable)
  • Defender hires a free model from the attacker's faction (limited to cost 6SS or less) to be the Traitor.
  • Special rules for deployment.
  • VP Conditions:  After the first turn, if the Traitor is in play the Defender gets a VP, else if the Traitor is not in play the Attacker gets VP.

Persuade Your Forces -

  • Three playersPlayers each choose a Master and hire a 25SS crew that they're not going to start the game in control of. 
  • Players start the game only in control of their Master, all of the other models start out Unaligned.
  • Masters have to issue a Challenge Attack Action against an opposing Master.  The winner of the opposed duel gains control of the least expensive Unaligned model.  The first time a master is killed or sacrificed, the bystander gets three Unaligned models.
  • Players score 1VP per non-Master model in play in their crew at the end of the game.

Train Robbery -

  • Two players (Attacker and Defender)
  • Required terrain:  3" by 6" Ht 2 Train terrain piece
  • Required markers:  Four Ht 0 30mm Loot Markers (placed if the Train derails)
  • The Train starts on one board edge, pushes itself 12" each turn towards the other board edge and then departs for Ridley the turn after it reaches the board edge.  The attacker is trying to place scheme markers in the path the train.  The Train derails if it contacts a scheme marker during its 12" push.
  • Defender wins automatically if the train departs for Ridley.  Otherwise, Attacker gets 1VP for derailing the train and 1VP per Loot marker claimed.  Defender gets 1VP per unclaimed Loot Marker at the end of the game.

Burn the Hangar -

  • Two players (Attacker and Defender)
  • Required terrain:  6" by 6" Ht 2 Hangar terrain piece. (Blocking, impassible, climbable, hard cover, so more of a platform than an open structure)
  • Attacker gets VP for (1) Interact with the Hangar (limit once per model).  Defender gets 1VP for killing or sacrificing models that were near the Hangar.

Protect the Workers -

  • Two players (Attacker and Defender)
  • Required models:  Four Rail Workers (added for free to the Defender's crew)
  • Rail Workers deploy within 3" of center of table.  Defender deploys within 6" of the Rail Workers.  Attacker starts the game buried (get to activate while buried and get placed near the board edge before activating).
  • Attacking minions of 5SS or less can be "respawned"
  • Defender gets 1VP for each surviving Rail Work in play at the end of the game.  Attacking crew gets 1VP every time a Rail Worker is killed or sacrificed.

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Is there a better way to view these? The drop downs containing the Stories are black text on a dark gray background (in tiny lettering).  I can copy and paste it out, but I figure there is some setting in here that I am overlooking.  Changing background didn't make any difference... but I'm not seeing too much else I can do... but again, I may be missing it.

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6 hours ago, Grayfax said:

Is there a better way to view these? The drop downs containing the Stories are black text on a dark gray background (in tiny lettering).  I can copy and paste it out, but I figure there is some setting in here that I am overlooking.  Changing background didn't make any difference... but I'm not seeing too much else I can do... but again, I may be missing it.

Unfortunately the other poster decided to set that text to black in a smaller font.  :( 

I absolutely hate it, but it's readible to me if I switch to Wyrd (Light) theme.

 

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Thanks Solkan!  I nearly messaged you, but I found the option.  I kept looking for something like theme up at the top with everything else you could change... not in the bottom left corner.  Much more readable now without having to copy and paste.

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On 9/22/2016 at 5:34 AM, pugwhan said:

Has anyone transcribed this awesome resource into a printable/downloadable version?

I haven't heard of anyone taking that challenge on yet. Do you mean like a complete, uninterrupted .pdf list? I can try and tackle that at some point, maybe when (I assume) GG 2017 hits?

Also, I am aware I haven't done Ripples of Fate, Divergent Paths, or the most recent Chronicles Story Encounters yet. They're on my docket; I haven't forgotten about this thread nor the TtB Index.

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On 8/17/2016 at 7:55 PM, Grayfax said:

Is there a better way to view these? The drop downs containing the Stories are black text on a dark gray background (in tiny lettering).  I can copy and paste it out, but I figure there is some setting in here that I am overlooking.  Changing background didn't make any difference... but I'm not seeing too much else I can do... but again, I may be missing it.

Sorry, I'm not sure how that text reverted to black like that. Should be fixed now!

Also, I finally included Ripples of Fate and most recent Chronicles. Let me know what else I can improve!

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On 8/18/2016 at 6:19 AM, Grayfax said:

Thanks Solkan!  I nearly messaged you, but I found the option.  I kept looking for something like theme up at the top with everything else you could change... not in the bottom left corner.  Much more readable now without having to copy and paste.

There's been talk and rumbles before about transcribing all this in a different format. A PDF, Google Doc, Dropbox?

Part of my original decisions on small-font and EXTREMELY brief synopses have been to remain as a reference and an index similar to my original TtB Index; not an unabridged encyclopedia that could actual run each scenario (which feels a little copyright infringe-y if I'm not too careful), but a starting point for casual players and Story-Encounter-Tournament-Organizers alike to find a new scenario.

Is there enough demand for such an update though? If this list is too unwieldy now as a Spoiler-filled Forum post, I can change; I just need to know there's a demand for it before I commit to the man hours to pull it off (or maybe I'll take up @LordZombie on some help...). Thoughts?

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Indeed. I would be up for helping out. I would agree that putting the whole encounter might be a little on the side of copyrights. Some of those you have to pay to get them so I am sure Wyrd would not like us just posting them up for free. 

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13 hours ago, Malistrad said:

There's been talk and rumbles before about transcribing all this in a different format. A PDF, Google Doc, Dropbox?

Part of my original decisions on small-font and EXTREMELY brief synopses have been to remain as a reference and an index similar to my original TtB Index; not an unabridged encyclopedia that could actual run each scenario (which feels a little copyright infringe-y if I'm not too careful), but a starting point for casual players and Story-Encounter-Tournament-Organizers alike to find a new scenario.

Is there enough demand for such an update though? If this list is too unwieldy now as a Spoiler-filled Forum post, I can change; I just need to know there's a demand for it before I commit to the man hours to pull it off (or maybe I'll take up @LordZombie on some help...). Thoughts?

I think the complaint about format is that the list as it displays on the forum, or copy/pastes out of the forum, is difficult to work with due to all of the things like the spoiler tags.  I'm honestly at loss to figure out how to get the lists in the first post printed out properly.  My last attempt printing to PDF produced a document with six blank pages where the lists should have been.  :(

So keeping it at the current overview content but providing it in an offline-safe or printer friendly format would likely be an improvement.

 

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Updated, including a new section, "Worldwide Events," which includes Divergent Paths.

Still pondering on a solution for the "printer-friendly" list that doesn't require me to update two locations with each update. Will let you know if anything develops!

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Summaries for the new boxes.

 

Backdraft:

  • Booze Hunt.  1 player.  25 SS, Henchman led crew.    No schemes used.  Neutral Models(2 whiskey Gamin).  Summary:  Ten turns to try to steal booze from two whiskey Gamin before they escape the table.
  • Everything is Fine.  Neutral models(Fire Golem).  Markers (Twelve 50mm Flaming Debris Markers).  “Everything is on fire, your people are scattered and confused, there’s an angry Fire Golem coming right for you, and a bunch of people that want you dead just showed up with loaded weapons.  That’s fine, though.  Everything is fine.”
  • Demolitions Crew.  4 players.  40SS Henchman led crews.   Neutral models(Joshua Fitzsimmons and Saboteurs, though technically they’re just used as terrain/markers).  30mm Bomb markers.  Summary:  Interact with Fitzsimmons or Saboteurs to place bomb markers (1VP at end of game, not capped).  Saboteurs added on turns 3 and 5.

Undying box:

  • Too Much Manos.  Single player, 25SS, Henchman crew.  Puzzle scenario trying to defeat Manos, Mourners, and a Grave Golem.
  • Catch the Wanyudo!  Neutral model (Wanyudo).  Summary:  At the end of each turn, after the first, a crew earns 1VP if it interacted with the Wanyudo more than the other crew.  But Killing or sacrificing models activates the Wanyudo, directed towards whoever just killed/sacrificed that model.

 

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