Introduction
Flipping through Halpi’s Rift, the latest Kings of War supplement from Mantic, I found myself most interested in the scenarios. Don’t get me wrong, I do truly enjoy the twelve scenarios from the 3rd Edition rulebook and find them to be well balanced for tournament play. I also enjoy playing campaigns with custom scenarios that might be linked together to craft an immersive experience. However, I also like playing one-off games that use a stand-alone narrative scenario. To my knowledge, this is something that is currently missing in the Kings of War community, and through this article series, I hope to fill that void.
I plan to update this article series on an irregular basis, whenever a new idea strikes me. I welcome readers to play through and/or edit my narrative scenarios as they see fit. I also strongly encourage readers to create their own narrative scenarios. If you want me to publish your narrative scenario on -/28 for the rest of the community to enjoy, please send it to me at persongrl@gmail.com.
Elements of a Narrative Scenario
There are several key elements that separate a narrative scenario from a regular scenario. The only mandatory element is that there is a story behind the battle, including a clear motivation for all participants. This story can be generic enough to be applied to any army, or it could be written with specific armies in mind. The rest of the elements are optional. When crafting a narrative scenario, it’s best to focus on a few elements rather than get carried away trying to include them all.
- The terrain layout is predetermined and/or tied to a specific location in Pannithor.
- There are special rules for the terrain.
- The points-level is determined in the scenario and might be different for each player.
- The deployment zones are non-standard.
- The number of turns is non-standard.
- The victory conditions are different for each player.
- Special magic artefacts are available to each player.
- Special spells are available to each player.
- There are more than two players involved in the battle.
- There is a specific amount of time on the clock for the battle.
Essentially, a narrative scenario prioritizes story-telling over balance. It’s important not to move too far away from balance, as a heavily one-sided battle isn’t particularly fun for either player.
The Valley of the Wicked Woods
If one were to examine most maps of Pannithor they would find a conspicuously empty stretch of land between the fires of the Abyss and the freezing waters of the Northern Sea. Perhaps the civilized races are simply ignorant of this hard to reach corner of the world. Perhaps they are very much aware of the dangers it poses and choose to keep it secret. Or, perhaps, the strange magic that pulses out into the world has caused them to forget its very existence. Whatever the case, this area is not home to gently rolling plains. It is instead an area of rocky hills that encircle a cursed valley of wicked woods.
The wicked woods are unlike the lush forests guarded over by the forces of the Green Lady. The massive trees are comprised of gnarled branches that twist into nightmarish shapes. The vegetation coalesces into a thick mass of prickers and brambles which are nearly impossible to cut through. To enter these woods is a dangerous proposition, but yields a valuable reward. When the Hunter’s Moon hangs in the night sky, the black roses bloom. These roses possess unparalleled magical properties, which can be used to boost the potency of spells tenfold, heal even the deadliest of wounds, or ensure the success of a dark ritual.
It is on just such a night, and for just such a purpose, that your army has braved the journey to the valley of the wicked woods. As it turns out, you’re not alone…
Before deployment, set up the battlefield with five forests and four hills in accordance with the map below:
The forests in this battle are so overgrown and dangerous that even the most seasoned ranger must proceed with caution. Units with the Pathfinder special rule that wish to ignore the movement penalty or ignore the effects of a Hindered charge caused by the forests must take an immediate D6+2 hits with Piercing (1) and Vicious. Damage resulting from these hits does not cause a Nerve test. Units with the Strider special rule must roll a D6 after completing a charge ending in or passing through the forests. Only on a 3+ will the unit’s charge not be Hindered.
Victory Points are awarded at the end of the game as follows:
- 1 Victory Point for each forest you control
- The player with the most Unit Strength within the forest is the one who controls it. Units that are partially within the forest contribute half their Unit Strength (do not round up or down).