Narrative Scenario – Fickle Flames of the Abyss

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.

  1. The terrain layout is predetermined and/or tied to a specific location in Pannithor.
  2. There are special rules for the terrain.
  3. The points-level is determined in the scenario and might be different for each player.
  4. The deployment zones are non-standard.
  5. The number of turns is non-standard.
  6. The victory conditions are different for each player.
  7. Special magic artefacts are available to each player.
  8. Special spells are available to each player.
  9. There are more than two players involved in the battle.
  10. 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.

Fickle Flames of the Abyss

In the wake of the last Abyssal War, following the great flood, the Abyss visibly receded. The civilized nations breathed a collective sigh of relief at their narrow victory, and the armies headed home to mourn their dead.

A few years passed, and it seemed as if the Wicked Ones’ influence on Pannithor was waning. Scouts reported no activity from the Abyss itself, and their demonic forces had not launched so much as a minor raid.

While most generals took this as a small blessing, some viewed it as an opportunity. Now was the time, they argued, to launch a full-scale invasion on the Abyss and rid Pannithor of its foul presence once and for all. With their war-torn economies still in recovery, no leader was willing to finance such an operation, and the plan was by and large abandoned.

A few generals, however, were determined to see it through with or without the support of their leaders. These were the religious zealots, and those who had lost so much as the hands of the Abyss that their entire existence had been reduced to an unquenchable thirst for revenge.

With their holy pendants hanging proudly at their chests, they rallied as many brave, foolish, or loyal soldiers to their cause as they could find, and struck out alone to invade the Abyss. As they approached the edges of the violent, steaming rent in the earth, they found it to be eerily quiet, but not altogether abandoned…

Before writing army lists, determine which player will control the Forces of the Abyss and which player will be the Invader, and agree upon the points values. The Forces of the Abyss army list may only contain 75% of the points value of the Invader’s army list. For example, if the Invader fields 2,000 points, the Forces of the Abyss may only field 1,500 points.

Arrange the terrain in an agreed upon manner, reflecting the barren landscape at the edge of the Abyss. Rocky outcroppings, forests of dead trees, ruined buildings, toxic marshes, and weathered obstacles would all be appropriate. Pillars of flame, like those in the Unplugged GT terrain collection, are perfectly suited to this scenario (and pretty much nothing else)!

Table sides are predetermined, as shown in the map above. Roll off to see which player begins deploying first. No roll for turn order is necessary, as the Forces of the Abyss automatically receive the first turn.

Special Rules

Fickle Flames

Despite the staggering loss received in the recent war, the fires of the Abyss still burn wicked and bright deep beneath the battlefield. This close to the entrance, it is not uncommon for scalding gouts of steam to burst forth from the rocky soil in sporadic patterns. When enough pressure builds up, the steam is accompanied by violent geysers of flame reaching several stories into the air. These maim would-be invaders and heal the servants of the Abyss in equal measure.

At the start of each Round, roll 2D6.

  • If two separate numbers are rolled, roll a single D3 and apply it to the following:
    • All Forces of the Abyss units with any portion of their footprint inside one or both of the corresponding sections of the battlefield immediately remove D3 points of damage.
    • All of the Invader’s units with any portion of their footprint inside one or both of the corresponding sections of the battlefield immediately take D3 points of damage. Note that damage taken in this way does not trigger a Nerve test.
  • If doubles are rolled, roll a single D6 and apply it to the following:
    • All Forces of the Abyss units with any portion of their footprint inside the corresponding section of the battlefield immediately remove D6 points of damage.
    • All of the Invader’s units with any portion of their footprint inside the corresponding section of the battlefield immediately take D6 points of damage. Note that damage taken in this way does not trigger a Nerve test.

Holy Pendant

At the start of the game, the Invader nominates one Hero in their army to bear the Holy Pendant. The first time the Hero and any friendly unit within 6” of the bearer would take damage from the Fickle Flames, ignore it. The Holy Pendant absorbs that damage instead and is then shattered. It has no further impact on the game.

Victory Conditions

  • At the end of the game, add up the total Unit Strength of each player’s units that have the majority of their footprint in the Forces of the Abyss’ half of the battlefield (sections 1, 2, and 3). This is the total number of Victory Points that each player scores.  

Author’s Note

If neither you nor your opponent owns a Forces of the Abyss army, feel free to substitute them out for something else! Abyssal Dwarfs, Orcs, Goblins, and more have certainly been known to roam the lands surrounding the Abyss.

The Pillars of Flame in action at the Unplugged GT. This was back in the days of Warhammer, hence the common round time being projected onto the screen in lieu of the much superior chess clock for Kings of War.
We created these Pillars of Flame to be used as “forests” on our chaos-themed tables, but they have mostly been sitting in storage for the past several years. I can’t wait to crack them out and challenge Jon, our club’s resident Forces of the Abyss player, to a game!

About Greg

Greg is an avid Kings of War hobbyist, gamer, and podcast host from the Northeastern United States. On -/28 he'll be providing you with a range of different articles, mostly focused on the hobby and narrative sides of Kings of War.

View all posts by Greg →