In Part One of this mini-campaign your Silver Bayonet unit was tasked with escorting the Mayor of Prague to brigade HQ for a military court appearance. While progressing up the road, your unit encountered the Ghosts of Christmas Past and Present. Today we have two more scenarios to finish the War on Christmas.
Random Event Generator – Roll a D10 every other turn (2, 4, 6, 8 etc) and consult the table:
- 1-2: Happy Horrordays – choose one friendly figure to take a Terror check at -3 as they are assaulted by visions of Krampus, dead relatives, and the futility of life.
- 3-4: He Sees You When You’re Sleeping – intrusive thoughts of what your soldiers could have done differently or times when they’ve wronged someone make it hard for them to concentrate. All attacks this turn are made with a -1 modifier.
- 5-6: Let It Snow – a quick blizzard sets in and limits visibility, blinding soldiers who attempt to find enemies in the distance. Range is limited to 12″ for friendly figures – monsters ignore this as they’re accustomed to the wintry weather. This will last until the next random event is generated.
- 7-8: Silent Night, Deadly Night – soldier’s intuition tells the unit to keep quiet for a moment. Figures cannot fire ranged weapons this turn.
- 9-10: All They Want is You – the quiet is broken by a surge from monsters in the snow. Choose D3 of the furthest monsters from your figures and move them once toward the closest friendly figure. If monsters enter combat they will attack as normal.
The Mayor: use a figure from your collection that looks appropriately inept and unarmed. The figure has the stats of an Infantryman but has no equipment.
Bodyguard: friendly figures can step between a monster and the Mayor if they wish. If the Mayor is engaged in melee combat, a friendly figure within 3″ can come to their rescue. Move the Mayor as if they had Backed Off, then move the rescuing friendly figure into combat with the monster. The monster will receive a +1 Melee modifier as they are enraged.
Scenario Three: The Ghost of Christmas Future
Having force marched up the road, the unit soon comes upon a great clearing. The skies are gray and overcast, while ravens layer the ground ahead. The road ends roughly at the gates to a massive cemetery – this wasn’t on the map at all.
The cemetery gates have a hanging sign barely holding on that reads “Pražský Cintorín”. The Mayor has a look of sheer terror on his face and exclaims “it’s the Prague Cemetery! but how could it be?”. He falls to his knees as a ghostly apparition approaches the unit from behind, totally unseen by the rearguard. The ghost reaches out and touches the shoulder of The Mayor and he suddenly appears near death.
Orders are clear – we must make it past this cemetery. Your scout has mentioned lurking shadows moving from headstone to headstone. You can see open graves – they look disturbed, as if something exited out of them.
Set-Up
This scenario is played on a 3′ x 3′ table. The table should be covered loosely with graves – if you don’t have cemetery terrain, rough ground or rocks would work to look like a very old graveyard. Trees are scattered throughout.
The players unit deploys wholly within 6″ of the center point of one board edge. Place four clue markers – one in the very middle of the board and three equally spaced 8″ from the center toward the center point of the three other board edges not chosen by the player.
Place a Ghoul on each clue marker, then an additional one in the center point.
At the end of turns 1,2, and 4, place another Ghoul on the table at the center point of a random table edge.
Special Rules
The Ghost of Christmas Future has almost incapacitated the Mayor. He can only move 2″ each activation. A friendly figure may give up their action to add 2″ to his movement if they start their activation within 2″ of him. He may only receive this bonus twice a turn.
There are many open graves in the area. Each time a friendly figure finishes a move, roll a die. On a 1, place a Revenant 6″ away in a random direction (roll a D10 and the direction it is pointing is the random direction). Your soldier has disturbed the living dead!
The scenario continues until there are no friendly figures (including the Mayor) left on the table. Friendly figures may only exit the table on the board edge opposite the starting edge. The Mayor must exit the table in order to succeed.
Scenario Three Clue Table | |
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Ace of Spades | Rooting through a disturbed grave, this figure finds the printed obituary of The Mayor. It is three sentences long - so short for someone who believes themself to be so important. There is no wake or funeral mentioned in the obituary. The date is six months from now. Seeing this, the Mayor is terrified, but has been given grim resolve. He believes he can change Prague before he exits this mortal coil. The Mayor's speed is now 6", and all figures melee weapons count as Blessed as they are invigorated with a martial spirit to see the mission through. |
King of Spades | The soldier tips over a coffin and out spills a Vampire, hissing and showing razor sharp teeth. Place a Vampire 8" away from the clue marker, wherever the player sees fit. |
Queen of Spades | Digging through some papers laying on an undertaker's graveside table, the figure comes across notes and sketches of terrible depravity. This figure must take a Terror Check at -3. |
Jack of Spades | Moving through the mists, the soldier comes upon a grave that is wide open with a massive stone heading it - ORLOK is written in gothic lettering. From behind the stone, a Vampire steps out, leering. Place a Vampire 8" away from the clue marker, wherever the player sees fit. |
Rewards
Units receive the following bonus experience points for this scenario:
• +1 experience point if the unit Investigates three or more clue markers.
• +1 experience point if the unit kills three or more Ghouls.
• +2 experience points if the unit escorts the Mayor off the table.
• +2 experience points if the unit kills at least one Vampire.
Scenario Four: Living Deliciously
Harrowed by their experience in the cemetery, the Silver Bayonet unit and The Mayor approach the camp of Brigade headquarters. Posted pickets stop the unit in the dim light, but the unit Officer hurries them through with a pass written by high command.
The Mayor is shuffled off to an officer’s tent while the unit takes a well-needed rest. A major holiday meal has been prepared by camp cooks – everything an exhausted soldier could want and more. Unit members take off their packs and bedrolls and begin enjoying the meal and libations.
Even though they’re tired to the bone, the soldiers cannot get to sleep – they keep watch around the bivouac fire and eat cold pork and potatoes. Guard mounts changeover a few times and by the time the soldiers drift off to sleep it is three in the morning.
The dim moon light is still shining when the soldiers are awakened by a ear-splitting scream – it sounds like it’s about 200 yards away. It continues and then ends in a hoarse gurgling noise.
While the Guards company are putting on their clothing, gear, and forming, the Silver Bayonet unit have already equipped and begun running toward the danger.
Set-Up
This scenario is played on a 3′ x 3′ table. The table should have some tents, campfires, log piles, etc. that make it look like a military camp. Trees and bushes are scattered about.
The players unit deploys wholly within 6″ of the center point of the board. Place four clue markers 12″ from the center point directly toward the middle of each board edge.
On each clue marker place a Cultist of Krampus (use the stats for Possessed). Tt could be a Cultist model, just know that they’re all Possessed.
Special Rules
The Mayor is missing. Your unit must find him. The scenario continues until you find him and destroy The Krampus that is threatening brigade headquarters.
Ace of Spades | The pathetic form of the eviscerated Mayor lays near a stump with GREED written on it in blood. The figure finding this clue must take a Terror Check at -3. |
King of Spades | Searching for clues, the soldier disturbs a pile of dead leaves that contain a holy symbol used by the local people to ward off ghosts. This figure's attack count as Blessed for the rest of the scenario. |
Queen of Spades | The investigating soldier finds the banner of their regiment laying in a gully with no idea as to how it got there. Figures within 6" of this figure have +3 Courage when required to take Terror Checks. In addition, figures within 3" count their melee attacks as Blessed as they are given intense pride from their banner. |
Jack of Spades | Gruß vom Krampus. The horned one is here, and he's pissed. He's gorged himself on some Mayor meat but needs more. Place Krampus (use the stats of a Demon) at the center point of a randomly determined board edge. |
Rewards
Units receive the following bonus experience points for this scenario:
• +1 experience point if the unit Investigates three or more clue markers.
• +1 experience point if the unit kills tow or more Possessed.
• +2 experience points if the unit finds the remains of the Mayor.
• +3 experience points if the unit kills The Krampus.
Campaign Wrap-Up
My experience with these scenarios has been that they are very difficult – it may make sense to do this mini-campaign with a more experienced unit. If you fail a mission, re-rack it and try again. I hope this has inspired you to play more Silver Bayonet and also research some of the folklore of the time, especially some of the Victorian-era stories mentioned in the first article. Above all, take some time to spend with your family – happy hobby holidays from Goonhammer Historicals!
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