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.
The Ruins of Katapor
The western Wastes of Ophidia are a vast and barren desert. The sweltering sun looms large over an ever-changing sea of sand dunes. The region has been abandoned ever since the Ahmunites cursed the land with their insidious application of the dark arts.
At its heart, however, the Wastes of Ophidia are home to the ruins of the once-mighty city of Katapor. Though not as grand or infamous as Nehkesharr, Katapor was a thriving metropolis in its own right. Known for its artisans, writers, and thinkers, it was the cultural center of the Ahmunite empire. Works that survived its downfall continue to be traded and sold across Pannithor, fetching high prices. Vases of exquisite detail, scrolls of elegiac poetry, and philosophic treatises of profound political insight and acerbic wit are but a few of the renowned treasures of Katapor.
Throughout the years, raiding parties have tried, and failed, to plunder the ruins. With each successive failure, its legend only grows larger. What precious artefacts or untold riches could lay waiting amongst the sand and rubble? Motivated by wealth and fame, two opposing armies brave the harsh terrain and strike out in search of the ruins.
After several grueling days in the desert, the armies finally catch a glimpse of the remains of Katapor, and each other, on the horizon. Without warning, a vicious sand storm kicks up and the armies are forced to shelter in place. The ferocious winds batter the land, carrying countless granules of sand and reshaping the landscape. By the time winds have slowed (but not entirely stopped), the armies find the ruins of Katapor have been buried. If they hope to lay claim to the treasure, they’re going to have to dig! With the winds still whipping around them, the two armies collide.
This scenario uses 5 Bluff Counters (two marked with a ‘0’, two marked with a ‘1’, and one marked with a ‘2’). Before deployment, turn the Bluff Counters number side down, so as not to reveal their value. Mix them up so neither player knows which is which. Then place them on the battlefield according to the map below.
The Bluff Counters follow all of the rules for Loot Counters. When a unit picks up a Bluff Counter, immediately flip it over and reveal its value. If the value is ‘1’ or ‘2’ the unit carries the Bluff Counter as normal. If the value is ‘0’ the Bluff Counter is destroyed and the unit is subject to the Swarm of Scarabs special Special Rule.
Note that the only terrain on the battlefield is three Sand Dunes. These count as Height 2 Hills and are subject to the Shifting Sands Special Rule.
Special Rules
Shifting Sands
At the beginning of each turn roll 2D6 and a Scatter Die for each Sand Dune. The Sand Dune will move a number of inches equal to the result of the 2D6 in the direction indicated by the Scatter Die. If a ‘Direct Hit’ is rolled, halve the number of inches (rounding down) and move the Sand Dune in the direction indicated by the small arrow.*
If a Sand Dune would move into contact with another Sand Dune or the board edge, it will instead end its movement 1” away.
If a Sand Dune passes through or ends its movement on any portion of a unit’s footprint, that unit counts as being Disordered until the end of its following Turn. Additionally, units with the Fly special rule will suffer D6 hits with Piercing (1) as they are knocked to the ground. Note that damage taken in this way does not trigger a Nerve test.
A Sand Dune that ends its movement on any portion of a unit’s footprint is simply placed underneath. Note that this has the potential to impact the Height and Line of Sight of units on the battlefield.
If a Sand Dune ends its movement on top of an unclaimed Bluff Counter, no unit will be able to pick it up as it becomes buried too deep. If and when the Sand Dune moves off, the Bluff Counter will once again be eligible for pick up.
Swarm of Scarabs
When a unit picks up a Bluff Counter with a value of ‘0’, it has unwittingly sprung an ancient trap! A seemingly endless Swarm of Scarabs pour forth from the ground, assaulting the unit with a flurry of bites and scratches. Roll 18 Attacks hitting on 5+ against the unit (the profile of a Desert Swarm Horde). Note that damage taken in this way does not trigger a Nerve test.
Victory Conditions
At the end of the game, add up the value of all Bluff Counters that you control. Your opponent does the same. The player with a higher total is determined the winner. If the totals are the same, the game ends in a draw.
Author’s Note
*A Scatter Die, for those unfamiliar, is a relic from the days of Warhammer Fantasy that is still used in some Games Workshop rules sets. If you’re anything like me, you have a handful of these gathering dust at the bottom of your dice bag. They feature four sides with arrows and two sides with ‘Direct Hits.’ Note that the Direct Hit symbol still has a tiny arrow on it, which is necessary for this scenario. If your version of the Scatter Die does not have the tiny arrow on the ‘Direct Hit,’ simply keep rolling until you get an arrow but still move the Sand Dune half distance.
If you don’t own any Scatter Dice, you can pick them up for a few dollars on eBay or ask your local gamers to borrow one. Alternatively, Mike Rossi has suggested rolling a D8 and using the top face as an arrowhead.