Louth Wargaming Association

Storylines and Scenarios

 
If like a lot of people you have problems setting the scene for your quests we have here a series of plotlines, ideas, place names, types of quest and places where you can get ideas for them.

At the moment we are running a set of games set a round the Undead.

There’s the Dalindale Zombie crawl where the game is simple go for a pub crawl while annihilating zombies or ghouls. As you get drunker it gets harder and you get paid by the authorities, a bonus. Also there is the Vampire hunt where you race across the roofs of the ancient city of your choice then down into the stagnant sewers. Or you can storm the fortress of this vile beast, battle the thralls, loot the treasury and make the mistake of inserting a half pound of prime beef through its shirt.

You can use different types of vamps: in the future or past, sci fi or fantasy.

This is the first Inquisitor scenario.
Scenario 1. Wyvern’s Wings Public House
Location: In public House /Club The Wyverns Wings.
The Inquisititor is meeting an informant (Captain B Dragovich) about an ongoing investigation when a second Inquisitor arrives looking for the informer because he has stolen an artefact from them.
Objective 1: Escape with Captain B Dragovich to car dock on canal side
Exit via cellar (Informant may have other ideas)
Objective 2: Informant must not die.
Additional information. Club is on three levels 1st floor Dance floor, Ground floor Main bar room, then cellar.

N.P.C s
Capt B Dragovich
Ws Bs S T I Wp Nv Sg Ld
60+2D10 55+2D10 60+2D6 50+2D6 55+2D10 60+3D10 75+2D6 55+3D6 80+2D6

Equipment. Twin stub pistols with las sights with flechette rounds 4 reloads for each pistol. Gun skull. Flack armour on all locations except head bionic right leg average +1 armour +1D10 damage in close combat.
Abilities. Dodge; Deadeye shot; Quick load; Gunfighter.


NPC
Brostin Normovich.
ws bs S T I Wp Sg Nv Ld
60 50 75 55 50 60 60 70 55


Equipment Shotgun with 36 rounds and shock maul offensive t-shirt (sister of battle doing something with a shock maul)
Abilities: Deadeye shot. And making perfect wyverns kiss (1 shot brandy 2 shot poteen fill rest with mead)

Scenario 2 Keystone shuttle port Excise yard.

Two weeks after scenario one.

Start location: shuttle and excise yard. The first Inquisitor is transporting the artefact back to the surface to question a local noble about information found in the artefact. When he arrives at port an anti-grav cargo ship is unloading onto the dock. The ship is owned by Capt. Dragovich who now has his squad with him, waiting to ambush the first Inquisitor and his squad and steal the artefact back.

Objective 1 for Captain Dragovich: Steal the artefact the size of a large book.
Objective 2: Activate port defences and bring down the ship.

A small group of 5 Arbites + 1 Enforcer at port called Keystone port authority will attack whoever shoots first and those that draw weapons in their direction.

Capt B Dragovich
Ws Bs S T I Wp Nv Sg Ld
60+2D10 55+2D10 60+2D6 50+2D6 55+2D10 60+3D10 75+2D6 55+3D6 80+2D6


Equipment: Twin stub pistols with las sights with flechette 4 reloads for each pistol. Gun skull.
Flack armour on all locations except head.
Bionic right leg average +1 armour +1D10 damage in close combat.
Abilities: Dodge; Deadeye shot; Quick load; Gunfighter.


Henchman A + B Andre and Petrov Vodovich
ws bs s t i wp sg nv Ld
40 45 40 40 40 60 60 65 50
Equip
Autogun two reloads a) with revolver + 2 reload
b) Stub pistol and 2 reloads *2 short swords
Flak armour in all locations except head
Abilities
Andre – medic
Petrov – dodge

Henchman C Normovich Machinist mate 1st class
ws bs s t i wp sg nv ld
60 50 75 55 50 60 60 70 55
Equip multi-laser +1 reload
1 revolver + 2 reload
Short sword
+ Grenade launcher single shot 4 frag 4 blind
Flak armour on all locations except head
Abilities: deadeye shot

Henchman D 1st Mate Kevil Goshawk (dishonourable discharge from the navy)?

Ws Bs S T I Wp Sg Nv Ld
45 60 40 40 50 70 60 75 60
Equip
Long rifle +2 reload
Naval pistol +3 reload
Short sword .
Abilities
Rock steady aim, Deadeye shot


Keystone port authority Custom dept

Ws Bs S T I Wp Sg Nv Ld
Arbites 75 75 60 60 55 60 60 70 65
S Arbites 75 80 70 70 65 70 60 75 70
Enforcer 75 75 60 60 65 75 75 75 75


Equip
Arbites ;
Pump action shotguns with 12 executioner round each
Stub pistol 3 reloads each
1 Power maul each
Carapace armour on all locations
Enforcer;
Naval pistol +5 reloads
Power maul
Cyber Mastiff (Moribund)
Abilities
Dodge; quick load; lightning reflexes.
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