Noctvale
Campaign

Scenarios

Use these rules in every scenario unless the scenario states otherwise.

Scenario Rules

Use these rules in every scenario unless the scenario states otherwise.

Random reward rolls use the Reward Roll Rule.

Each scenario's Rewards section lists Experience awards, if any. Awards are always per fighter — see Scenario Experience.

Battle Setup

Choose or roll a scenario first. The scenario then tells players how to determine the battlefield location.

A scenario may:

  • Name a fixed battlefield location.
  • Tell players to roll on the Battlefield Location Table.
  • Provide its own smaller battlefield location table.

The battlefield location determines which Survival table the winning retinue uses after the battle.

Looting Buildings

Before deployment, players agree which terrain pieces are buildings.

A fighter inside a building may use a Loot action to search that building. Each building can be looted once per battle. After resolving the loot roll, mark that building as searched.

Loot found this way is added to the retinue's post-battle rewards. It cannot be equipped or spent during the battle.

Many Hands: If 2 or more friendly fighters are inside the same building when a fighter loots it, add +1 to the loot roll. A modified result cannot exceed 11. Check natural double 1 and natural double 6 before applying this modifier.

Roll 2d6:

2d6 Find
2 Mishap: Trap — resolve 2 Might hits and 2 Skill hits against the fighter. The fighter rolls defense as normal.
3–4 Empty Room — no reward.
5–6 Loose Goods — gain 5 Crowns.
7–8 Useful Find — gain 10 Crowns.
9–10 One-Handed Weapon — after the battle, the retinue gains 1 legal One-Handed melee weapon.
11 Relic — set aside 1 recovered Relic until the Economy step.
12 Bonus: Hidden Cache — set aside 1 recovered Relic and gain 10 Crowns.

Loot the Dead

[Fluff text here]

Battlefield Location

Roll on the Battlefield Location Table.

Terrain

Set up a 3' × 3' battlefield with high-density terrain.

Deployment

The player with fewer activations in their retinue has initiative. If both players have the same number of activations, each player rolls 2d6. The player with the highest result has initiative. Reroll ties.

The player with initiative chooses a battlefield edge for deployment. The opposing player uses the opposite battlefield edge. Each deployment zone extends 6" inward from that battlefield edge.

Each player divides their retinue into 3 deployment groups as evenly as possible. If the fighters cannot be divided evenly, that player chooses which groups contain the additional fighters.

Starting with the player with initiative, players alternate setting up one deployment group at a time within their deployment zones until both retinues have been deployed.

Rifling Their Pockets

When a fighter takes an enemy fighter Out of Action with a Melee action or Mercy Kill, roll 2d6 for the defeated fighter:

2d6 Crowns Found
2 Mishap: Hidden Blade — the searching fighter suffers 1 Might hit and 1 Skill hit. The fighter rolls defense as normal.
3–5 0 Crowns
6–8 5 Crowns
9–10 10 Crowns
11 15 Crowns
12 Bonus: Heavy Purse — 20 Crowns

Add the Crowns found and any Crowns already carried by the defeated fighter to the victorious fighter's purse.

A fighter may carry a maximum of 50 Crowns. Any excess Crowns are lost.

Fighters taken Out of Action by ranged attacks, spells, or other effects cannot be searched. Do not roll for Crowns or collect their purse.

Escape

When making a Move action, a fighter may leave the battlefield through any battlefield edge if they have enough movement to reach it. Remove the fighter from the battlefield. They have Escaped and cannot return during this battle.

An Escaped fighter is not Out of Action and does not roll on the Casualty Table after the battle.

Ending the Battle

The battle ends immediately when only one retinue has fighters remaining on the battlefield. That retinue wins.

Rewards

Each retinue keeps the Crowns carried by its Escaped fighters.

The winning retinue also:

  • Keeps the Crowns carried by its fighters remaining on the battlefield.
  • Recovers 2 Relics.

The Forest Creeps Ever Onward

[Fluff text here]

Battlefield Location

This scenario is fought in a Hidden Grove.

Terrain

Set up a 3' × 3' battlefield with normal-density terrain. Include several buildings of varying sizes.

Place several movable tree pieces along both side edges that are not used as deployment edges. These trees mark the possible forest edges.

Deployment

The player with fewer activations in their retinue has initiative. If both players have the same number of activations, each player rolls 2d6. The player with the highest result has initiative. Reroll ties.

The player with initiative chooses a battlefield edge for deployment. The opposing player uses the opposite battlefield edge. Each deployment zone extends 6" inward from that battlefield edge.

The two battlefield edges not selected as deployment edges are the possible forest edges.

Each player divides their retinue into 3 deployment groups as evenly as possible. If the fighters cannot be divided evenly, that player chooses which groups contain the additional fighters.

Starting with the player with initiative, players alternate setting up one deployment group at a time within their deployment zones until both retinues have been deployed.

Looting

Use Looting Buildings.

Relics found through Looting Buildings are recovered by the finding fighter's retinue.

The Advancing Forest

The left and right possible forest edges are judged from the deployment edge of the player who has initiative, looking toward the opposing deployment edge.

At the end of round 1, roll 1d6:

1d6 Forest Edge
1–3 Left forest edge
4–6 Right forest edge

The forest advances from that edge for the rest of the battle.

At the end of each round, the forest covers 6" farther inward from the advancing forest edge. Measure from that edge each time:

End of Round Forest Covers
1 6"
2 12"
3 18"
4 24"
5 30"
6 36"

Move the tree pieces inward to mark the new forest edge.

Any fighter inside the covered area is taken Out of Action.

Escape

When making a Move action, a fighter may leave the battlefield through any battlefield edge except the advancing forest edge if they have enough movement to reach it. Remove the fighter from the battlefield. They have Escaped and cannot return during this battle.

An Escaped fighter is not Out of Action and does not roll on the Casualty Table after the battle.

Ending the Battle

The battle ends immediately when all fighters have Escaped or been taken Out of Action.

If any fighters remain on the battlefield at the end of round 6, they are taken Out of Action.

Rewards

The retinue that recovered the most Relics through Looting Buildings wins.

If both retinues recovered the same number of Relics, the retinue with more fighters who Escaped wins. If there is still a tie, the battle is a draw.

Each retinue keeps the Relics it recovered.

The winning retinue recovers 2 additional Relics.


There's a Reason They Have a Horn

[Fluff placeholder]

Battlefield Location

This scenario is fought in a Hidden Grove.

Terrain

Set up a 3' × 3' battlefield with normal-density terrain. Leave a central clearing roughly 10" across.

Place several buildings around the edge of the clearing. Before deployment, players agree which terrain pieces are buildings.

Deployment

The player whose retinue has fewer activations has initiative. If both players have the same number of activations, each player rolls 2d6. The player with the highest result has initiative. Reroll ties.

The player with initiative chooses a battlefield edge for deployment. The opposing player uses the opposite battlefield edge. Each deployment zone extends 6" inward from that battlefield edge.

Each player divides their retinue into 3 deployment groups as evenly as possible. If the fighters cannot be divided evenly, that player chooses which groups contain the additional fighters.

Starting with the player with initiative, players alternate setting up one deployment group at a time within their deployment zones until both retinues have been deployed.

Place the unicorn at the center of the clearing after both retinues have been deployed.

Looting

Use Looting Buildings.

The Unicorn

The unicorn is controlled by the scenario rules below. For targeting, engagement, and attacks, the unicorn and every fighter in both retinues count as enemies.

M CC RC Mt Sk Wi Sa W
8" 4 5 3 4 5 6

Horn and Hooves — The unicorn's Melee attacks use +2 Might / +0 Skill. When the unicorn's Melee action immediately follows Charge during the same activation, add 1 Might die to the Strike Pool for that Melee attack.

Fear (8") — The unicorn projects Fear (8").

When the unicorn reaches 0 Wounds, it is taken Out of Action. Place the Horn token in base contact with the unicorn before removing it from the battlefield.

Unicorn Activation

At the end of each round, before checking whether the battle ends, the unicorn activates if it is not Out of Action. It performs 2 actions, resolving each action one at a time.

If at least one fighter is within engagement range, the unicorn makes a Melee action against the closest engaged fighter. If no fighter is within engagement range, the unicorn Charges the nearest fighter it can reach. If it cannot reach a fighter with Charge, it Moves up to 8" toward the nearest fighter by the shortest route.

If several fighters are equally close, randomly determine which fighter the unicorn acts against or moves toward.

Harvesting the Horn

A fighter within 1" of the Horn token may use Interact to pick it up.

A fighter carrying the Horn token may leave the battlefield through any battlefield edge when making a Move action if they have enough movement to reach it. Remove the fighter from the battlefield. They have Escaped with the Horn token and cannot return during this battle.

If a fighter carrying the Horn token is taken Out of Action, place the Horn token in base contact with that fighter before removing them from the battlefield.

Ending the Battle

The battle ends immediately when a fighter escapes with the Horn token. That fighter's retinue wins.

If no fighter escapes with the Horn token, the battle ends at the end of round 6.

At the end of round 6:

  • If one retinue has a fighter carrying the Horn token, that retinue wins.
  • If the Horn token is on the battlefield, the retinue whose fighter took the unicorn Out of Action wins.
  • If the unicorn is not Out of Action, it escapes into the trees and the battle is a draw.

Rewards

Each retinue keeps any Relics it recovered through Looting Buildings.

The winning retinue also:

  • Recovers 2 Relics.
  • Gains 30 Crowns.

If a fighter Escaped with the Horn token, that fighter gains +1 Experience.


Scorched Stores

The dead don't need grain, but the living cannot fight without it.

Somewhere among the ruins, two retinues have found the same stores — sacks of grain, casks of oil, crates of dried meat that mean the difference between marching and starving. Neither side means to share.

Burn what you cannot carry. Guard what you cannot spare. When the smoke clears, only one larder still stands.


Battlefield Location

Roll on the Battlefield Location Table.

Terrain

Set up a 3' × 3' battlefield with normal-density terrain. Include 3–5 buildings of varying sizes. Before deployment, players agree which terrain pieces are these buildings.

Deployment

The player with fewer activations in their retinue has initiative. If both players have the same number of activations, each player rolls 2d6. The player with the highest result has initiative. Reroll ties.

The player with initiative chooses a battlefield edge for deployment. The opposing player uses the opposite battlefield edge. Each deployment zone extends 6" inward from that battlefield edge.

After choosing battlefield edges, each player sets up one Stockpile marker anywhere on their own half of the battlefield, on the ground floor. A Stockpile cannot be placed on elevated terrain. The player with initiative places their Stockpile first, then the opposing player places theirs.

Each player divides their retinue into 3 deployment groups as evenly as possible. If the fighters cannot be divided evenly, that player chooses which groups contain the additional fighters.

Starting with the player with initiative, players alternate setting up one deployment group at a time within their deployment zones until both retinues have been deployed.

Looting

Each building set up for this scenario holds a hidden store of its own. A fighter inside one of these buildings may use a Loot action to search it. The first fighter to search a building finds 1 Relic for their retinue — no roll is required. Mark that building as searched; it cannot be searched again this battle.

Torching the Stockpile

A fighter within 1" of an enemy Stockpile may use Interact to douse it in oil and set it alight. The first fighter to do this places a Blaze token in base contact with that Stockpile.

If a second fighter from the same retinue — a different fighter than the one who placed the Blaze token — uses Interact against a Stockpile that already has a Blaze token on it, the Stockpile is destroyed immediately. Remove the Stockpile and the Blaze token from the battlefield. The two fighters do not need to act in the same round.

Ending the Battle

The battle ends immediately when a Stockpile is destroyed. The retinue that destroyed the enemy Stockpile wins.

The battle also ends immediately when one retinue's activation count reaches 0. The opposing retinue wins.

Rewards

Each retinue keeps any Relics it found through Looting.

The winning retinue also recovers 1d6 Relics.