Arragoth is a small but rapidly growing town inhabited primarily by humans and located on the borderlands. The local tribes and clans of evil humanoids have long viewed the inhabitants of the town as unwelcome invaders in their territory.
A series of vicious but uncoordinated raids on Arragoth by the tribes nearly decimated the town. Then a band of adventurers answered the town's desperate calls for aid. These adventurers defended the town against the raids and launched counterattacks that drove off or destroyed the raiders. The town flourished again under the guardianship of the adventurers -- until today!
The repulsed tribes and clans of humanoids regrouped and formed a truce among themselves. United by a common, intense hatred for the town of Arragoth and its adventurers, they vowed to destroy the accursed place, leaving no stone standing, up to their dying breaths. This newly formed horde blazed a trail to Arragoth in fire, blood, and destruction.
Witnessing the utter ruin of everything in the horde's path, almost all of the townsfolk abandoned their homes and fled. A stream of humanity flows southward toward the nearest settlement, away from the certainty of death.
But the town is not entirely abandoned. A handful of stout defenders remained behind to fight the ravagers. The outer defenses of the town have fallen with heavy cost to both the horde and the town's defenders. Outlying buildings have been put to the torch.
Now the surviving defenders have retreated to the center of the town, hoping either to defeat the horde there or at least buy time for the fleeing column of refugees to escape. Although little more than mercenaries, these adventurers are willing to fulfill their bond with their blood and their lives.
The rooftops in the center of town are linked by a network of bridges intended to let the defenders shift easily between buildings. Buckets of water and earth stand ready to put out small fires set by the invaders. Even with these preparations, however, the defenders must act fast when fires start, because fire spreads quickly through the wooden buildings.
The defenders are in position and the horde is advancing again. There is no quarter here; this is a fight to the death. Download the scenario and fight the battle now!
Map: This scenario is played on the Thieves Quarter map from Fantastic Locations: Cities of Peril.
Terrain: Terrain effects remain the same as printed in the War Drums rulebook, the Errata/FAQ, and the Rooftop Clarification article (all available here) except as noted below.
fire (terrain): A creature that enters or activates in a square of fire terrain takes 5 fire damage. For the purposes of this scenario, also treat fire as difficult terrain. Fire terrain can be represented by the fire tokens provided with the scenario download or by any other convenient tokens -- pennies, DDM damage markers, cotton puffs, and so on.
ladders and bridges (terrain): Any creature with the Animal, Magical Beast, or Mounted type may not use the ladder terrain to move between rooftop and ground squares or use bridge terrain to cross a bridge.
Each player picks one side, choosing to be either the attacker (Horde) or defender (adventurers).
The attacking player builds a 200-point warband with up to 10 creatures. Allowed creatures are any that are legal in an LE or CE warband AND which have the keywords Gnoll, Gobliniod, Orc, or Reptilian. All of the attacking player's creatures except non-mounted Animals or Magical Beasts have the following special ability: Torch (replaces attacks: place a fire token in an adjacent rooftop square [see definition below]).
The Defending player builds a 200-point warband with up to 10 creatures. Allowed creatures are any that are legal in an LG or CG warband AND which have the keywords Dwarf, Elf, Gnome, Halfling, or Human. All of the defending player's creatures except non-mounted Animals or Magical Beasts have the following special ability: Extinguish (swift: when in a rooftop square, remove a fire token from an adjacent square or this creature's square).
The attacking warband is placed first. It can be set up in any or all of the start areas (A and B).
The defending warband is placed second. Defending creatures can be placed in any ground-level or rooftop square that is at least 5 squares from a short map edge (those containing the exit areas).
Adjacent: Rooftop squares are not considered adjacent to ground squares except for the purposes of the Torch special ability. A creature with the Torch special ability may not treat rooftop squares as adjacent to ground squares for any reason other than the Torch special ability.
Spreading Fire: At the start of each round, before rolling for initiative, place a fire token in all rooftop squares that are adjacent to at least one rooftop square which contained a fire token at the end of the previous round. If there is a fire token in a bridge square at the start of a round, the fire jumps across the bridge; place a fire token in the bridge square at the other end of the bridge. Fire tokens are never placed in ground-level squares.
Morale and Routing: This is a battle for survival. Neither side makes morale checks at half-damage. If a creature fails a morale check or routs for another reason (e.g., Cause Fear or Turn Undead), it routs as normal toward the nearest exit. Creatures from both sides can use either exit.
The Attacker wins
- if all defending creatures are eliminated, or
- if the rooftop squares of 6 or more buildings are completely covered by fire tokens at the point when initiative is rolled for a round, or
- if every building has more than five rooftop squares covered by fire tokens at the point when initiative is rolled for a round.
The Defender wins
- if all attacking creatures are eliminated, or
- if, at the point when initiative is rolled for round 3 or later, there are no fire tokens on the map, or
- if no other victory conditions are met at the end of round 8.
Variant -- The Ballista and the Champion
The adventurers brought an Arcane Ballista to help defend the town against the horde … and the horde's champion, a mighty combatant that they hope will aid them in the destruction of the town.
Each side has 250 points to build its warband. The creature limit remains 10.
The defender's warband must include an Arcane Ballista. The Ballista may not use ladder terrain to move between rooftop and ground squares or use bridge terrain to cross a bridge.
The attacker's warband must include a champion. The Champion must be a creature that is legal in an LE or CE warband AND must include the keyword Giant AND must cost 38-58 points (qualifying creatures are listed below). The Champion may treat rooftop squares as adjacent to ground squares if they have the special ability Melee Reach #. Creatures in rooftop squares gain cover against Melee Reach attacks from ground-level squares. Line of Sight rules for rooftops remain unchanged.
- Use different point-value warbands (50-1,000 points) or different creature limits in the warbands (8-20 creatures).
- Limit each side to one creature type (Goblins vs. Halflings, Orcs vs. Dwarves, Humans vs. Gnolls, etc.).
- All miniatures are treated as Unique (no more than one of any creature in a warband).
||Ogre War Hulk
About the Author
Jason Sallay (aka Foxman) lives in Calgary, Alberta (Canada) with his wife Carolyn and two young boys. He first started playing D&D in 1987 and hasn't stopped since. He works in the IT industry in desktop support. Jason originally started collecting D&D miniatures for his tabletop game and then began playing the D&D Miniatures game "to get more use out of them."