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The Chamber Pot
(Chapter 2)
Scenario 4: The Chamber Pot
- This scenario is inspired by the Last Orders! scenario from the Border Town Burning campaign by Christian Templin & Stuart Cresswell
The most popular “tavern” frequented by warbands, the Chamber Pot, was established by innkeeper Alfdolt Zickigmann in a large abandoned stable/barn after the Doom. Located just outside Cutthroat’s Den, nights often get rough in the Chamber Pot as all kinds of patrons can be found here from impoverished folk to other…things. Thank Ranald that Alfdolt does not allow weapons inside…right?
A bar fight occurring in 2 or 3 different levels of a building.
The warband which solely has standing models remaining at any time wins the game.
The first Random Fortune Discovery made is the Chapter Goal.
No rout tests, but warbands can rout voluntarily.
Optional Victory Value: 1
Scenario Summation
2 or 3 larger pieces of Urban terrain
Optional tables, benches, barrels, etc.
Pit fighter model
Random Fortune markers
What You Need For The Game
Settlements
All
Reward
Nothing, except what you might find.
Set up two or three pieces of terrain representing two floors of the tavern, and optionally the basement or roof. Each floor should have an area roughly no smaller than 10”x10” and no larger than 20”x20”. All floors are connected by stairs or possibly other points of entry/exit (like trap doors, a balcony, windows, a chimney!). Place tables, chairs, or any other obstacles that you feel will enhance the game. Use paper markers if you do not have actual models available. Remember to mark which end of any stairway is the top.
Terrain (urban)
Warbands can field no more than 1 hero and 9 henchmen in this scenario, but the warband with the lowest warband rating can choose a number as low as 5 to be the maximum henchmen allowed for all warbands if they wish. Monsters, simply defined as any model with the Large Target rule, are not let into the tavern. Note, in some warband lists obvious monsters lack the large target rule (Trolls and Trained Bears, for example). Use common sense as to what is and isn’t a monster.
In order of warband ratings lowest to highest, each player chooses one of their heroes and places its model in a randomly determined floor within the tavern. After this each player randomly determines one henchman and places its model on a randomly determined floor. Continue deploying one warrior at a time in this manner until the maximum number of models is reached or your models run out. Finally, after all models have been placed, if on any given floor you only have one warrior while your opponent(s) have several, you may take any one of your warriors from another floor and add it to the floor with your lone model.
Deployment
After deployment place Random Fortune Markers. Since the table is much smaller than in normal games, players can choose the floor a random fortune marker is located in, but markers should placed as far as possible from all warriors and other random fortune markers on that floor. Roll a D66 for any Random Fortune Discoveries after the first (see the Chapter Goal, below).
Random Fortune
You Can’t Bring That In Here: All weapons, bucklers and shields have been confiscated for this game, so all warriors use fists in close combat. This includes models with natural weapons which are assumed to be muzzeled or restricted in some fashion. Worn armour can be used (light, heavy, helmets, etc.) and miscellaneous equipment can be carried.
Special Rules
No Treasury: Warriors are “on leave” while their comrades guard the warband’s encampment. Treasure chests or other storage containers holding your treasury does not need to be brought on the table.
“Wha’d You Say?”: During turn 1 no charges can be made. The brawl begins only when the warriors (in their cups) fully understand that they have been insulted.
Geronimo!: Warriors may try making a Diving Charge from tables, bar counters, stairs, or any other terrain pieces players agree to.
Chapter Goal: The first successful Random Fortune Discovery automatically finds the Chapter Goal of the turn (do not roll on the random fortune table). The Chapter Goal is a carried item. If no random fortune discoveries are made, the last random fortune marker on the table is automatically the chapter goal (no need to make a discovery test).
Whatever You Can Find: Being forbidden to bring their weapons into the bar means that the warriors must make do with whatever comes to hand in the Chamber Pot. At the start of each turn, any warrior can look about for a blunt implement to use as a bludgeoning weapon. This could be an ale mug, a stool, or a dog’s bone. Only warriors capable of gaining experience may attempt to search. If a search is attempted the warrior may not charge, but can otherwise act normally. Roll a D6 adding +1 if the warrior is not in close combat. On a 4+ they find an improvised weapon, otherwise nothing useful catches their eye. On the roll of a natural 6 the model finds something special, roll on the Special Find Chart below. A warrior searching for a weapon while in close combat automatically strikes last that turn regardless of success.
Range: Close Combat Strength: As user
Special Rules:
Clumsy: Not designed for combat, using an improvised weapon drops WS and BS by -1.
Concussion: Injury rolls of 2-4 are treated as stunned.
Cheap: When rolling a natural 1 to hit in close combat the improvised weapon has broken and becomes useless.
Unwieldy: A warrior with an improvised weapon may not use a second improvised weapon to gain an extra attack.
No Critical Hits: Improvised weapons never cause critical hits.
Projectile: A warrior may treat the improvised weapon as a missile. The weapon is automatically lost after it has been thrown.
Range: 6”; Strength: As user
No Long Range: improvised weapons do not have any range penalties.
Improvised weapon
1- That Was My Beer! You grab the wooden mug of a patron to use as an improvised weapon. They later demand your warrior pays 5 GC for their drink, damages, and the trauma of loosing their beverage. Deduct 5 GC from the sale of any wyrdstone in the post game. Alternatively, if you are using the Bounties optional rules, you can refuse to pay (do not loose 5 GC) and the warrior gets the Money Owed Bounty placed on their head.
2- The Pit Bull. You encounter Buzz “Pit Bull” Kopfschaden, a pit fighter who, amused, shouts out a few tips. If your warrior passes an immediate Leadership test, Buzz joins your warband for this game, even if you cannot normally hire pit fighters. Place a model for Buzz next to your warrior. If you fail the test, Pit Bull remains in place watching. Any warrior coming into base contact with Buzz can attempt to get the pit fighter to join them by passing a successful Leadership test. Warriors can only make one attempt during the game. Once he has joined a warband no further tests can be made.
3- Rusty kitchen knife. Use as a normal dagger for the rest of the battle, but it breaks once the game is over. Enemies taken out of action with this weapon make only one post battle Serious Injury roll.
4- Dropped purse. Find a Pouch with D6 Gold Crowns. Not a weapon but a carried item for this game.
5- Haug Hideaway Map. You find a dishrag with what looks like a treasure map drawn upon it! This light carried item is an objective to the Haug’s Hideaway Side Quest. If you are not playing this side quest, the map can be sold for 5+D6 gold crowns instead.
6- Chamber Pot. You have found the namesake of the tavern! If you successfully hit using this improvised weapon your opponent is automatically taken out of action, passing out due to its foul contents. Once you have successfully hit with the chamber pot, it is discarded (before the smell overwhelms you too). The chamber pot is a normal improvised weapon against undead or demons.
Special Find Chart
Once a special find has been made the item will not be found again, cross it off the Special Find Chart. Players who roll the number of a crossed off special find will discover the find which is closest to the number rolled. If two finds are equally close to the number rolled, the player can choose between them.
Starting the Game
Determine order of play normally.
The game ends when only the models of one warband are left standing. This warband wins. Models which are knocked down or stunned are not considered to be standing. No rout tests have to be taken during this scenario, however warbands may voluntarily rout at any time.
Down but not out: Drunken fighters are not very lethal with their groggy blows. Any warriors taken out of action during the game can roll twice for Serious Injuries and choose which result to apply.
Ending the Game
+1 Survives
+1 to the Winning Leader (the lone hero in this scenario)
+1 Per Enemy Out of Action (your hero only)
+1 to Hero or Henchmen Group for taking Out of Action an opposing Hero. Should a hero take out of action another hero this would be an additional +1 to the normal experience point for taking an enemy out of action.
Experience
Scenario Characters
Buzz “pit bull” Kopfschaden, Pit Fighter
An itinerant pit fighter, Buzz travels from city to city earning his keep in fighting pits. Having taken many head shots over his career, Buzz’ memory often fails him.
M WS BS S T W I A Ld
Save: none (helmet 4+ against stun)
Equipment: Morning star, spiked gauntlet, helmet.
4 4 3 4 4 1 4 2 6
Skills: Weapons Training.
Spiked Gauntlet: Spiked gauntlet counts as an additional hand weapon and a buckler.
Immune to fear: Buzz has seen it all. He fears nothing.
Special Rules:
Mercenary Market: If you are using the optional Mordheim Mercenary Market rules, Buzz will offer to directly join the winning warband if your warband can hire pit fighters. During the post battle sequence pay just his hiring fee of 35 GC (no need for bidding). Otherwise the Pit Bull will become available on the mercenary market for everyone next turn.
The warband which secures the Chapter Goal will earn an additional reward once all scenarios in chapter 2 have been played.
Chapter Goal
Note, this is added to the victory score of you warband’s leader even if they did not participate in this scenario.
Inform your campaign administrator if you find the Chapter Goal.
If playing Side Quests, inform your campaign administrator if you posses the haug’s hideaway map, an objective for the Haug’s Hideaway Side Quest. Then roll the appropriate number of dice on the Haug’s Hideaway Discovery Table.
If playing with Bounties, inform your campaign administrator if your warrior suffered the Money Owed-bounty.
Fill out your end of chapter data sheet and send it to your campaign administrator.