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.
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.
All entries in this series can be found here.
Sacrificial Glory
All denizens of Pannithor pay homage to the Gods. Be they Shining One, Wicked One, or something older. Through the construction of resplendent houses of worship or crudely painted symbols on the walls of caves. With prayers on worried lips or battle-cries let loose from rough throats. Devotion to the Gods goes without question. Sometimes, that devotion comes in the form of violent sacrifice.
Sacrificial grounds can be found scattered across every corner of the map. These gore-soaked lands thrum with vicious, magical energy built up through centuries of brutal offerings. They call out to nearby generals, subtly luring them closer. Armies on the march might come across unexplained barriers, such as a mountain pass recently obstructed by boulders, or a normally lazy river raging with rapids, which causes them to reroute. This detour inevitably leads them to the sacrificial grounds, with an enemy army thirsting for blood.
Rather than curse at the unexpected delay, the soldiers rejoice in the chance to earn glory before the eyes of their God. They have all heard the stories of those whose accolades upon the sacrificial grounds earned them gifts from the Gods. The magical energies pulse almost audibly as the armies charge heedlessly into battle. Win or lose, the Gods surely smile.
Mark off a 32” square in the center of the battlefield with two of the corners lying on the centerline, as shown in the diagram above. No terrain features should be placed within this square. This represents the Sacrificial Grounds which follow several special rules, detailed below. Arrange the terrain upon the rest of the battlefield in an agreed upon manner.
Sacrificial Grounds
Magical Aura
The very air around the Sacrificial Grounds is alive with a magical aura, fed by countless offerings made throughout history. It shimmers and pulses with a spectrum of colors, and has several effects:
- Units that begin a Charge completely outside of the Sacrificial Grounds and cross into the Sacrificial Grounds at any point along the way count as being Hindered. Note that units that begin a Charge with any portion of their footprint inside of the Sacrificial Grounds will not be affected and that units may move at the double into, through, or out of the Sacrificial Grounds without penalty.
- Ranged attacks that target a unit with any portion of its footprint inside the Sacrificial Grounds suffer a -2 modifier on rolls to hit. This includes all forms of ranged attacks, even spells targeting friendly units.
- Furthermore, Surge cannot be used to bring a unit that is completely outside of the Sacrificial Grounds into the Sacrificial Grounds. Instead, that unit will immediately stop just outside of the threshold. Units with any portion of their footprint inside of the Sacrificial Grounds may be targeted by Surge, but will suffer the aforementioned -2 modifier on rolls to hit.
Gift from the Gods
When a unit with any portion of its footprint inside the Sacrificial Grounds Routs an enemy unit also with any portion of its footprint inside the Sacrificial Grounds, that unit is bestowed with a gift from their God. The nature of the gift depends upon the alignment of the army:
- Good – A warm, brilliant light descends from the heavens and washes away worries and wounds alike. The unit immediately casts Heal (7). All normal targeting restrictions apply. This special casting is not affected by the Magical Aura special rule.
- Evil – A blinding bolt of forked lightning streaks down from the sky, searing the flesh of the enemy. The unit immediately casts Lightning Bolt (7). All normal targeting restrictions apply. This special casting is not affected by the Magical Aura special rule. Note that damage taken in this way does not trigger a Nerve test.
- Neutral – A gale-force wind drowns out the cacophony of the battlefield and buffets the enemy. The unit immediately casts Wind Blast (7). All normal targeting restrictions apply. If at least one successful hit is scored, in addition to being pushed, the unit sufferers the effects of Weakness. This special casting is not affected by the Magical Aura special rule.
Victory Conditions
- If you have no units with any portion of their footprint inside the Sacrificial Grounds at the end of any of your Player Turns, the game ends immediately and you lose. The Gods do not suffer cowards.
- Otherwise, at the end of the game, add up the points cost of all the Enemy units that were Routed while any portion of their footprint was inside the Sacrificial Grounds by a unit also with any portion of its footprint inside the Sacrificial Grounds. That is your score. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player wins; otherwise the game is a draw. For example, in a game where armies are 2000 points, you need at least 200 points more than your opponent to win.