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Scenario 7: Last Orders!

It can be found on the ambiguous borders of the Chaos Wastes. Managed by coolheaded landlord Knute Alsgaard, the Last Hope inn remains neutral ground, a sanctuary where in theory, anyone is permitted to enter. The Last Hope has been built to withstand the worst kinds of predators in the territory. It is as much a fortress as it is a watering hole for exiles.

Visitors relinquish any weapons they are carrying upon strict inspection. Sometimes these are returned to their owners. Alsgaard is an astute dealmaker and the Last Hope acts as a trading post that supplies arms and opulent goods to travellers and warriors. Patrons suffer the Norse proprietor’s inflation in isolation. The potent house ale never disappoints a dwarf.

An unlikely mix of clientele frequents the Last Hope. Here is where daring adventurers from Bretonnia may come to discuss music with a Vampire. It is where a Kossar dines frequently with warriors of the Kurgan tribes. Imperial soldiers exchange information with elves while casting a shifty gaze over at the ogres who brought in whoever they pleased to do illicit trade with.

On this particular evening the owner of the holding decided to turn in early. Taking the evening off Alsgaard leaves his customers in the capable hands of a full complement of bar staff. A drink is spilled! The brawl begins…

terrain

This scenario takes place inside a large inn. The layout of the inn is decided by the players using any suitable terrain that they have available, although we would suggest the following:

The site of this ‘battle’ should consist of two or three sections, at least 10” x 10”, and not needing to be more than 18” x 18”. There is one section to represent each floor of the inn.

The ground floor is the location of the bar room. It should be relatively open. It should include a bar, a few tables plus several chairs or benches scattered around. Stairs lead up to the upper floor. There might be a wine cellar, a kitchen, a store room or a lavatory.

The upper floor of the inn consists of a series of rooms off a main hallway. Each room might include a bed. Add other furnishings you desire. Do not forget to include a marker to represent the top of the stairs from below. Add another set of stairs to the next level if you have one! The Last Hope is a fortress so it has another floor, which is in the open air. The roof!

warbands

The player who determined this scenario shall be used may also choose how many and which additional players take part in the brawl. Rather than players fielding their full warbands we suggest a maximum of 30 models in a multiplayer scenario.

In a multiplayer scenario each player randomly determines a Hero from his warband to take part in the scenario. On the second round of selection, each player randomly determines a non-animal Henchman (only Wardogs are allowed!). This is alternated each until the maximum number of models is reached. Any mounts and vehicles must remain outside.

set-up

The warbands are scattered about the inn when the trouble starts. Randomly determine which floor of the inn each warband member begins on. Then each player takes turns placing each warrior in his warband. Warriors may not be placed in hand-to-hand combat.

starting the game

Each player rolls a D6. The highest scoring player takes the first turn.

special rules

Diving Charges: Warriors may always attempt a Diving Charge from the tables and bar, irrespective of the height of the furniture. Stairs may also be used.

Unarmed: All weapons have been confiscated for this game. Armour can be worn including helmets and shields. Miscellaneous equipment can be carried.

Weapons Amnesty: Due to the generally non-lethal nature of the weapons used in this fight, players should roll twice for Injury for each warrior taken out of action during the game, and choose the best result. Injuries for Heroes are rolled twice. In some cases, which result is determined to be the best may be something the player has to decide for himself!

ending the game

The warriors have been indulging in the inn's refreshments and are now very refreshed indeed! No Rout tests are necessary – the winner is the player with the last standing model. Any player may voluntarily rout if the excitement becomes too much.

experience

  • +1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
  • +1 Winning Leader. The leader of the winning warband gains +1 Experience.
  • +1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.

random happenings

The following random happenings replace the events described in the Perilous Phenomenon section when using this scenario. At the start of each player’s turn, roll a D6. If the result is 1 then roll another D6 to determine which event takes place. Random happenings are commonplace in the Last Hope! More than one happening can occur during this scenario so players continue to roll for random happenings.

D6 Result

1. Kitchen Hands

The warbands are not alone in the Last Hope. Nearly a dozen hardened warriors are employed to run the inn and keep it safe from outsiders. Kitchen workers and bar staff enjoy a good brawl as well!
One randomly determined member of your warband, that is not knocked down or stunned, takes a single Strength 3 hit from the inn staff. These attacks will not cause Critical Hits.

2. The Buxom Barmaid

A busty serving wench flits about the bar, flirting with patrons. This barmaid has a body to die for…
The barmaid will approach a randomly determined model from your warband and invite him to defend her honour against the ‘nasty man over there’. That warrior must pass a Leadership test or move with all haste, escaping from combat if necessary, to charge a randomly determined model. First the player must roll to determine which warband (including his) and then roll again to see which model is the target. The optional rules for escaping from combat can be found in the rulebook.
The warrior will pursue and fight his new rival until one of them is taken out of action.
Warriors that are immune to psychology may ignore the barmaid’s advances.
All of the warriors know that attacking the bar staff can only result in them getting banned. No model will risk attacking the barmaid.

3. Liquid Courage

Heavy quaffing of Alsgaard’s intoxicating home brew takes its toll on even the most hardened of drinkers. Randomly determine which model fell off the wagon. The effects of the ale last the remainder of the battle. Models that are immune to poison ignore this effect.

D6Result
1Blurred. The model has -1 Ballistic Skill.
2Bungled. The model has -1 Weapon Skill.
3Drowsy. The model has -1 Initiative.
4Sluggish. The model has -1 Movement.
5Fortitude. The model has +1 Wound.
6Leathered! Roll twice on this table.

4. Renegade

There is a mercenary leaning against the wall. The veteran casually observes the mayhem, quietly sipping from his stein. Ducking crudely improvised projectiles, this renegade waits to offer his services.
The renegade approaches a random unengaged warrior of your warband. The model may pay him 3 gold crowns. Any models are assumed to be carrying some of the gold crowns from whatever is left in the warband’s treasury.
If paid, he'll toss a throwing knife at a target of the player’s choice. On a 1-3 the renegade pockets the gold and asks for more. The renegade continues to take a further 3 gold crowns until a knife is thrown or until the player chooses not to pay him.
The thrown knife will hit the target on a roll of 4+ with Strength 4.

5. Ogre Bouncer

The landlord has hired an ogre to work on the door. The bouncer is not at all happy that he has suddenly got so much hard graft to do.
Place the ogre bouncer at the doorway to the inn. See the Bestiary for the profile and rules of an Ogre. No roll for alignment is required. The bouncer is employed to charge towards the nearest hand-to-hand combat, engaging as many models as possible.
If no hand-to-hand combat is taking place then the ogre bouncer will stand his ground, watching for any further trouble.
Re-roll this result if the ogre has been placed already.

6. Ornamental Weapon

A member of the clientele has located a sword among the many trophies and decorations on display at the inn. The warrior sets to work trying to prise it free from the wall fittings. It appears to be stuck fast.
Determine a random model from the warband. If the warrior passes a Strength test he finds a sword.

Improvised Weapons

Being forbidden to bring their weapons into the bar means that the warriors must make do with whatever comes to hand in the Last Hope. At the start of any turn, a warrior can search the inn for a blunt implement to use as a bludgeoning weapon. This could be a bowl, a stein, a cooking ladle, the leg of a chair, or a local codger’s walking stick! Only warriors capable of gaining experience may attempt to search.

If a search is attempted, the warrior may not charge. Roll a D6: on a 3-6, the fighter finds something suitable, but on a 1-2, nothing close by will work and the warrior will have to make do with his fists. A warrior searching for a weapon in combat will strike last that turn, regardless of success. A warrior with a weapon may not improvise another.

If a weapon is found, treat it as a club with the following features:

Range: Close Combat Strength: As user Special Rules: Concussion, Breakable, Projectile

SPECIAL RULES

Breakable: If the warrior attempts a close combat attack with an improvised weapon and rolls a 1 to hit, the item has broken and becomes useless. The warrior must resort to his fists for the rest of the combat and may search for another weapon in the next turn.

Projectile: Alternatively, a warrior may treat the improvised weapon as a missile. The weapon is automatically lost after it has been thrown. A weapon is thrown as a missile using the following features:

  • Range: 6”
  • Strength: As user
  • Special Rules: Thrown Weapon