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The Sacrifice – PVP

Your warband turns a corner and finds themselves witness to a grisly spectacle. A massive bonfire burns at the center of an ancient amphitheater, the fire glows with an eldritch light that mirrors the Pyre that burns in the distance. Around this fire several cultists chant in tongues, overseen by their leader, a figure entirely obscured by ornate robes. One of these cultists begins to chant with a greater intensity than the others, and as though a spirit has possesed them, this cultist runs headlong into the conflagration. The fire briefly surges in intensity as the screams of the cultist intermingle with the chanting, and after a few terrible moments a creature emerges from the flames- a dervish composed of half burned corpse, half whirling fire. You begin to quietly leave this grisly scene without being noticed, but it is too late! Several of these burned creatures have noticed you and begin to move on your location.

The Antagonists consist of the following recommended Units:

  • 1x Archimandrite
  • 4x Kheres
  • 4x Moroi
  • 5x Cultists
  • 5x Cultists

Place 9-12 pieces of terrain around a central objective (Labelled ‘P’ on the above map). Feel free to mark this objective with something fun and thematic- this is the Pyre and will be important later. The Pyre should be a 3 inch diameter piece of terrain that is treated as both impassable and obscuring.

Before deployment begins, place the Archimandrite and one unit of the cultists within 6 inches of the Pyre, in the zone marked with a solid purple circle.

During deployment, after both players have deployed a unit, place an antagonist unit anywhere on the board, as long as the unit is a minimum of 6 inches away from the player deployment zones, the boundary of which is marked with dashed purple lines. Continue this pattern of “first players then antagonists” placing units until all units have been deployed.

Playing

Once a round, the Archimandrite may, as a free action, direct a cultist that is both within 6 inches of the Pyre and within the Archimandrite’s command range to sacrifice themselves by jumping into the flames.
Remove one cultist from the board, roll a D6, and consult the following list

  • On a 1 or a 2, the un-god is pleased with the faith of this sacrifice, and the cultist emerges from the flames as a kheres. Add a kheres model to the existing kheres regiment, and all models in the warband gain Blessed until the end of the turn.
  • On a 3, 4, or 5, the un-god is amused with the faith of this sacrifice. Add a moroi unit to the existing moroi regiment, and all models in the warband gain the ability to use their Memories of Old action as a draw event until the end of the turn.
  • On a 6, the un-god is displeased with this sacrifice, and nothing happens. The cultist’s faith was insufficient, and so they die a painful death!

If either the kheres or moroi regiment has been destroyed, and a sacrificed cultist would be added to this regiment, instead create a new regiment of the appropriate type and place it as close as possible to the Pyre, outside of engagement range of all enemy models. Place the command card for this regiment at the bottom of the command stack.

Upon death, the Archimandrite drops a treasure token. The warband that holds the treasure at the end of the 10th round, or the player that returns this token to within 3 inches of their respective table corner, counts as having claimed the treasure for this game.

This work is in no way endorsed or related to Para-Bellum Games