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A Vale Ablaze

Game ID: GID0012712
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Description

A Vale Ablaze contains four scenarios designed to be played in the setting described in In a Merry Green Vale, for adventurers who are the children of exiles from the Lysang clan trying to win back acceptance in their clan after an amnesty proclaimed by the Lunar authorities.

The first three scenarios are a cattle raid with a political twist, a sandbox-style rescue mission and a short but broo-tal affair. They can be played in any order. The last scenario is more complex: a mysterious creature is attacking a Lunar slave-farm; ordered by their chieftain to hunt the beast for the benefit of the imperial steward, the adventurers fall into a nest of intrigue where politics and myths are on a collision course. This is the “main course” of the book and is quite demanding both from players and game master. Furthermore, it could be very deadly, and should be run with players who have a good grasp of the local situation and Gloranthan realities.

All four scenarios have been written to kick-start long-term campaign dynamics: none has a "perfect" solution, since the best campaigns are woven from scenario loose-ends. The first three scenarios have been devised to introduce the PCs to three clans neighbouring Lysang territory, the Hiording, Antorling and Namolding, while the fourth will probably end with the adventurers banished for a year. This is deliberate, to give your campaign the occasion to expand beyond the Vale. A book of three Beyond the Vale scenarios is planned to fill up that eventful year.

Beyond the four scenarios, you will find Quick and Dirty rules for staging cattle raids, Quick and Dirty skirmish rules, a short write-up for the cult of Jajagappa, a whole new system to stat NPC and complete combat templates.

While the default setting of this sourcebook is Sartar under Lunar occupation, it contains advice on how to play the scenarios in 1625, later or even elsewhere.

- from the publisher's blurb

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