Saints Fate: A Three Player Skirmish Report

In last weeks post I described a recent three player skirmish scenario I designed. You can check out the details here. A couple of friends and I played it through one evening the other week to see how it actually worked. In short, it was amazing fun. But I’m always interested in what I can learn from the experience to take into future games.

The Scenario

A miraculous manifestation has occurred on the planet of Helios Magna. A Saint touched by the power of the God Emperor, has manifested among the ranks of the Adepta Sororitas, but her fate is uncertain. The Inquisition, ever wary of uncontrolled power, has dispatched a team of Lancet Hereticus Space Marines to capture her for interrogation. Meanwhile, a force of Chaos Plague Marines, the Ferrymen, seeks to claim the Saint for a dark ritual, hoping to summon a daemon of the Warp into realspace.

The Sisters of Battle, unaware of what forces are closing in, have fortified their shrine compound to protect the Saint. What follows is a brutal three-way battle where each faction must act quickly to achieve victory.

The protagonists included:

Order of the Veiled Light: crack team of battle sisters tasked with protecting the Saint at all costs. Comprised battle sister and flying assault troops. (Played by Marty)

Lancet Hereticus: Inquisition sponsored space marine fire team sent to capture the Saint to check for heresy and research. Comprised regular marines and a heavy weapons specialist. (Played by Sean)

Ferrymen: Small plague marine raider unit intent on capturing the Saint for the nefarious aims of the ruinous powers. Comprised plague marines and a mutated brother twisted by the rot of Nurgle. (Played by me)

The battlefield from the Battle Sisters side of the table.

How it Played Out

The aim of the three player skirmish scenario was to get the action happening quickly and make sure all three players were engaged throughout. All three factions entered the fray on turn one with frantic positioning as well as shots being exchanged. Initial casualties were quite light.

There was some difficult decision making for all players around how aggressively to go after the scenario objective vs protecting your team. Excitingly, all three factions had control of the Saint at one point in the game only to lose her to an opponent. This meant that the outcome of the game was always in question.

A cinematic brawl involving all three leaders culminated in the Ferryman captain sneaking the Saint away at the last minute to claim victory at the start of turn 6. A win for the nefarious forces of chaos!

Lancet Hereticus gunner observes the battlefield.

What Worked?

We used the One Page Rules skirmish ruleset: Grimdark Firefight, and it worked a treat. Fast, simple gameplay that had all three of us in the swing of things after the first move. With each player taking it in turns to activate a model this kept the game moving fast with no downtime for participants.

The victory conditions and time limit forced all three factions to engage with the objective pretty much immediately. It also kept each player battling on two fronts, no one was left out or ganged up on.

Finally, emergent play. All three players have some understanding of the 40K lore and got behind their faction and it’s aims. This definitely added to the immersion and I think colored some of the decision making as well. The cinematic three way duel by the captains at the end occurred completely emergently adding an awesome conclusion to the battle.

Mad scramble to secure the Saint in the alley next to the shrine compound. Marines, Plague Brothers and Battle Sisters all in attendance.

What Could Have Gone Better?

To be honest, not much. The battle flowed well and kept everyone engaged. The one thing I could have explained better at the start was the victory condition. There was a little confusion about how we achieved the win. We smoothed it out after turn 1, but clarity on this before we started would have helped.

Final Thoughts on Three Player Skirmish

All in all I succeeded in my goal of creating a fun, engaging, equal sided three-person skirmish scenario. The most important part was that we had fun playing. But I’ll be looking to see if I can come up with more three player scenarios in the future.

Of course, this battle now forms part of the Mordax Prime canon, my narrative setting for my 40K inspired gaming. With this victory for the ruinous powers, how will the Imperium authorities react? Will they mount a rescue mission? Or will the Saint become a tool of Chaos? We’ll find out in the next instalment…

The Joy of Designing an Engaging Three Player Skirmish Scenario

Three-player skirmish games can be very tricky to design. Without careful planning, you risk two players ganging up on the third, one player getting stuck waiting for the others to resolve their turns, or the action becoming lopsided. In this scenario, set in the grim darkness of the 41st millennium, I aimed to create a balanced and engaging experience where all three players remained in the thick of the action.

The Scenario: “The Saint’s Fate”

As you probably know, I love adding narrative flavor to my games. Whether D&D or Warhammer an engaging narrative creates much more opportunity for emergent play. I’ve recently developed a loose setting for my 40K inspired games as a way to develop an interesting and ongoing narrative. Consequently, I wanted to set this scenario in the same setting. For more information on Mordax Prime follow the link here. As for the scenario…

A miraculous manifestation has occurred. A Saint touched by the power of the God Emperor, has manifested among the ranks of the Adepta Sororitas, but her fate is uncertain. The Inquisition, ever wary of uncontrolled power, has dispatched a team of Lancet Hereticus Space Marines to capture her for interrogation. Meanwhile, a force of Chaos Plague Marines, the Ferrymen, seeks to claim the Saint for a dark ritual, hoping to summon a daemon of the Warp into realspace.

The Sisters of Battle, unaware of what forces are closing in, have fortified their shrine compound to protect the Saint. What follows is a brutal three-way battle where each faction must act quickly to achieve victory.

Board Setup

  • Board Size: 3ft x 3ft
  • The Saint: Begins inside the shrine compound, positioned on one half of the board.
  • Deployment:
    • Sisters of Battle are entrenched in and around the shrine compound.
    • The Lancet Hereticus Space Marines deploy in one corner opposite the shrine.
    • The Chaos Plague Marines deploy in the other opposite corner.
Table deployment map

Victory Conditions

  • At the start of Turn 4, an escape shuttle may arrive at the compound on a roll of 5 or 6.
  • Each turn after that, the roll threshold decreases (4+ on Turn 5, 3+ on Turn 6, etc.).
  • The player who has control of the Saint and gets her to the escape shuttle wins the game.

Note that the Saint begins in the possession of the Sisters of Battle.

Key Design Features

1. Balanced Start & Player Equality

  • The two marine factions begin an equal distance from the objective (the Saint in the shrine), ensuring no player has an immediate advantage.
  • Sisters of Battle start in a strong defensive position but must react to two incoming threats.
  • Both invading forces must contend with the Sisters and each other.

2. Quick Action & Continuous Engagement

  • The short board size (3ft x 3ft) ensures combat starts early, preventing long movement phases where nothing happens.
  • The Sisters’ defensive position means they will likely be fighting by Turn 1.
  • Since the Saint is stationary at the beginning, players must maneuver aggressively and fight over control.
  • The time limit ensures that all players must take action in order to win.

3. Preventing “Two vs. One” Situations

  • Both the Inquisition and Chaos forces have competing objectives, preventing an easy alliance.
  • The victory condition forces all players to engage—hoarding forces in a corner will not secure a win.
  • The randomized escape shuttle arrival means players must remain flexible; camping a spot isn’t a viable strategy.

Final Thoughts on the Three Player Scenario

This three player scenario creates a dynamic battlefield where all players are constantly engaged. It prevents downtime, discourages ganging up, and forces strategic decision-making. The next blog post will explore how this scenario played out in actual gameplay—did it live up to expectations, or were there unexpected twists? Stay tuned!

Title image is Sister of Battle by Anna Steinbauer. For more of her awesome art visit her site here.

The Significant Power of the Moral Dilemma

Roleplaying games (RPGs) have long been a haven for storytelling, strategic thinking, and escapism. But beneath the layers of dice rolls and character sheets lies an opportunity for deeper engagement—the moral dilemma. I love these conundrums in my games, both as a player and DM. These moments of ethical uncertainty transform a game from a casual pastime into an unforgettable experience. The same is true in leadership training, where presenting trainees with morally complex scenarios forces them to grapple with the consequences of their decisions. They also take trainees away from the black and white course content to the grey examples of real life. In both cases, moral dilemmas create engagement and challenge in ways that are uniquely impactful.

The Core of a Moral Dilemma

A good moral dilemma places players in situations where every choice carries significant consequences. In RPGs, these moments can range from choosing between saving a village or preserving an ally’s life, to deciding whether to betray a trusted NPC for personal gain. In leadership training, dilemmas often revolve around issues like resource allocation, interpersonal conflict, competing stakeholder outcomes, or the balance between individual and organizational values and goals.

The key is that there are no “right” answers. Instead, players or trainees must weigh their values, priorities, and the potential fallout of their decisions, creating a tension that lingers long after the choice is made.

Why a Moral Dilemma Enhances Engagement

  1. Emotional Investment
    When faced with a moral dilemma, players become emotionally invested in the story. They’re no longer just rolling dice or following a script; they’re making deeply personal choices that define their characters—or their leadership style. This emotional engagement ensures that the experience feels both meaningful and memorable.
  2. Immersive Storytelling
    A moral dilemma forces players to think beyond scenario mechanics and immerse themselves in the narrative. Instead of focusing on optimization, they start asking, “What would my character do?” or “What kind of leader do I want to be?” This leads to richer storytelling and more profound connections between players and their roles.
  3. Collaboration and Conflict
    In both RPGs and leadership scenarios, dilemmas can lead to heated discussions among team members. Differing values and priorities come to the forefront, sparking debates that can either strengthen the group’s bonds or test its resilience. These moments of collaboration or conflict mimic real-world dynamics, making the experience feel authentic.
  4. Growth Through Challenge
    Struggling with tough decisions builds resilience and critical thinking. In RPGs, players learn to accept the consequences of their actions and adapt to the evolving story. In leadership training, participants develop decision-making skills and gain insights into their own values and ethics.
The “it depends” arrow is where the most challenge comes from.

Crafting Effective Moral Dilemmas

To create a compelling moral dilemma in either a D&D adventure or a leadership training module, consider the following:

  1. High Stakes
    The decision should matter. Players should feel that their choice will significantly impact the game world or the people around them.
  2. Ambiguity
    Avoid clear-cut solutions. Each option should have both positive and negative outcomes, forcing players to wrestle with uncertainty.
  3. Relevance
    Tailor the dilemma to the characters’ or trainees’ goals and values. The more personal the choice feels, the more impactful it will be.
  4. Lasting Consequences
    Decisions should ripple through the story. Whether it’s a betrayed ally seeking revenge or a workforce demoralized by a tough call, consequences make choices feel real and meaningful.

Bringing It All Together

Imagine a leadership training session where participants roleplay the leaders of a company facing a crisis. A natural disaster has struck, and resources are limited. They must decide whether to prioritize aid for employees or allocate resources to the wider community. Each choice has implications for morale, public relations, and long-term stability. The discussions and debates that follow are rich with insights into team dynamics and individual values.

Similarly, in an RPG, the adventuring party might stumble upon a town cursed by a powerful artifact. Destroying the artifact will save the town but doom the adventurers’ quest to stop a greater evil. Do they sacrifice their mission to save innocent lives, or press on and let the town perish? These choices push players to think deeply about their characters and their place in the story.

Final Thoughts

Moral dilemmas are more than just storytelling tools; they’re catalysts for growth and engagement. Whether you’re running an RPG or designing a leadership workshop, introducing ethical challenges forces participants to think critically, act decisively, and reflect deeply on their values. The result is an experience that’s not just engaging but transformative—one that players and trainees alike will carry with them long after the session ends.

So, the next time you’re crafting an encounter or a scenario, don’t shy away from the grey areas. Embrace the complexity, and watch your players or trainees rise to the challenge.

Transforming Plots from Books and Movies into Exciting D&D Adventures

Alien movie poster

How often do you watch a movie or read a book, and think, this would make an awesome D&D adventure? If you are like me, all the time! The rich narratives found in books and movies offer a treasure trove of inspiration for creating compelling adventures. By adapting these stories into the D&D adventure framework, Dungeon Masters (DMs) can craft adventures that resonate with players, offering familiar yet novel experiences. Let’s explore how to convert the plots of the movie Alien and the book Sharpe’s Rifles into engaging D&D adventures.

The Movie: Alien

My favorite movie of all time. I remember watching it as a 16 year old on a rocking chair in my parents house. I kept the lights off, which coupled with the creaking of the old house added to the scary atmosphere. The bleak industrial sci fi, kick ass heroine and beleaguered crew had a big impact on me. Despite the fact there is an Alien RPG and others like Mothership and Those Dark Places I’ve always though that Alien is also great fodder for a D&D adventure.

Synopsis: In Alien, a spaceship crew responds to a distress signal on a distant planet, only to encounter a deadly extraterrestrial creature that picks them off one by one.

Conversion into a D&D Adventure

  • Setting the Stage: The adventure begins with the party receiving a distress call from a remote outpost or a derelict ship. The setting could be a mystical planes jumping vessel, a forgotten temple, or an ancient dungeon.
  • Initial Exploration: As the party investigates, they discover signs of an unknown threat—strange symbols, remnants of battles, or cryptic messages left by the previous inhabitants.
  • The Threat: Introduce a powerful, terrifying creature that stalks the party. This could be a homebrew monster or an adaptation of an existing creature like a mind flayer or a remorhaz.
  • Survival and Escape: The focus of the adventure shifts to survival. The party must use their wits and resources to outmaneuver the creature. The tension rises as they realize direct confrontation might not be the best option.
  • Climactic Escape: The adventure culminates in a high-stakes escape, where the party must make critical decisions to ensure their survival while sealing or destroying the creature to prevent further harm.

I can already picture the experience at the table. Slow dawning dread as they uncover the clues. Followed by a frenetic, time pressured escape. I want to play this already! In fact I will be including this in my regular campaign at some point in the future. So if any of my players are reading this, you better beware when you come across that ancient temple…

Bernard Cornwell’s books have plenty of D&D adventure inspiration

The Book: Sharpe’s Rifles

As a boy/adolescent in the 1990’s the Sharpe books and subsequent TV movies were a staple part of my media diet. Tales of derring-do aplenty with lots of inspiration for D&D shenanigans.

Synopsis: Sharpe’s Rifles follows Richard Sharpe, a soldier in the British Army during the Peninsular War. After a series of setbacks, Sharpe takes command of a group of riflemen and leads them on a daring mission to rally Spanish allies and defeat a superior French force.

Conversion into a D&D Adventure

  • Setting the Stage: Place the party in a war-torn region where they are part of a larger conflict. They are separated from their main force and must navigate enemy territory to regroup with allies. The enemies could be anything from a chaotic orc horde to well disciplined Drow.
  • Leadership Challenge: One of the party members (or a trusted NPC) must step into a leadership role, rallying a group of local militia or refugees. The focus here is on building trust and cohesion within the group.
  • Skirmishes and Guerrilla Warfare: The adventure includes a series of skirmishes against enemy patrols. The party must employ guerrilla tactics, using the terrain and local knowledge to outsmart a superior force.
  • Rallying Allies: The party seeks out local leaders or resistance fighters to bolster their numbers. This involves diplomacy, persuasion, and perhaps a daring rescue or theft.
  • Final Battle: The adventure culminates in a strategic battle where the party and their allies confront the enemy. The players’ earlier choices affect the strength and morale of their forces, adding weight to the final confrontation.

I envisage this adventure being played in the sandbox style. The players are provided with a map of the area. Potential ally and enemy locations are detailed. Now the party must decide where to rally allied troops and where to enact guerilla actions. The final battle could be at the key strategic location being held by the villains. Perhaps a cross roads, bridge over a chasm or a magical portal. Played as a short campaign this gives plenty of opportunity for player dilemmas and cinematic scenes. I know exactly where this sort of adventure can fit into my current campaign.

Final Thoughts

Adapting plots from books and movies into D&D adventures allows DMs to introduce players to thrilling, narrative-rich experiences. By drawing on the suspense of Alien or the military strategy of Sharpe’s Rifles, DMs can create adventures that challenge players in new and exciting ways. The key is to capture the essence of the original story while allowing for the flexibility and creativity that makes D&D unique. By thinking about the inspirations above I now have two potentially awesome adventures to run my players through. I cant wait.

Where are your go to sources of inspiration for your D&D adventures?

Competitive D&D: Is it for you?

competitive D&D in action

Just after Christmas, some friends and I had the exhilarating experience of participating in a Dungeons & Dragons competition. But by their nature roleplaying games aren’t a competition, I hear you say. Normally, I would agree. However, we thought we’d give it a go. You don’t get many opportunities to pit your D&D skill against other parties. After reading this you may see some merit in competitive D&D.

The tournament saw multiple groups navigating through the legendary Gary Gygax adventure: The Lost Caverns of Tsojconth. Although we missed the official tournament sign-up, our friend Rich, who was DMing at the event, graciously agreed to run a separate session for us. The event was organized by the local group DnD Fremantle, who have done a fantastic job fostering a vibrant D&D community in our local area.

The Challenge

The competition was structured in two intense 2-hour blocks, requiring rapid decision-making and strategic thinking. Initially, we struggled with the limited time to familiarize ourselves with our character sheets, spells, and abilities—only 15 minutes! It was a challenging start, but we quickly adapted to the fast-paced environment.

Rich, our DM, used a scoring system to evaluate our progress, awarding points for achieving specific goals in each encounter. The objective was to traverse as much of the adventure as possible within the 4-hour limit. In the real tournament 5 groups all ran through the adventure at the same time and their scores totaled at the end to determine the winning team.

The Party

From memory, we had 6 pre-generated characters to choose from: monk, wizard, warlock, fighter, cleric and rogue. As mentioned above, we had 15 mins to choose our characters and understand how they worked. Our final party comprised four level 9 adventurers:

  • Ethelrede, a stalwart human fighter
  • Cathartic, a devoted human cleric
  • Weslocke, a cunning Tiefling warlock
  • Dunil, a resourceful halfling rogue

There should have been five, but unfortunately one of our players was ill on the day.

Key Encounters

The adventure was very “old-school”, with seemingly random creatures dotted around an underground cave system. It did mean that you never quite knew what was around the corner. Some of our memorable encounters included:

  • The Mud Golem: Early in the adventure, we faced a formidable mud golem guarding a magical sword. This creature could only be damaged by magical means, which significantly limited our options. It was a close call, especially for my character, Dunil, who nearly perished in the encounter (only 2hp left).
  • Gem-Hauling Statue Faces: We successfully navigated a trap-laden room filled with gem-inlaid statues, managing to extract the gems without losing any limbs.
  • Friendly Pechs: In a refreshing twist, we encountered Pechs—goblin-like creatures who turned out to be friendly allies. This encounter provided a brief respite from the relentless dungeon hazards.
  • Chuuls’ Deadly Ambush: Crossing a river proved fatal as we were ambushed by paralyzing crab-like creatures, the Chuuls. This encounter ended in a total party kill (TPK), forcing us to restart. It was a humbling experience but one that bonded our team.
  • Fierce Formian Battle: Our session concluded with a fierce battle against Formians, ugly ogre like creatures with sinister eyes. This encounter tested our combat strategies and teamwork to the limit.
The incredible trophy made for the actual tournament!!

Lessons Learned

  1. Pre-Game Planning: It’s crucial to allocate more time for character selection and understanding character abilities. Knowing who will play which type of character and having a strategy for dungeon interaction can save valuable time.
  2. Team Urgency: The competition format instilled a heightened sense of urgency. Quick decision-making and effective communication became our focus, improving our overall gameplay.
  3. Adaptation: Adapting to the competition’s fast pace was challenging but ultimately rewarding. By the second half, we found our rhythm, coordinating efficiently as we navigated the labyrinthine caverns.

We ended the adventure with a score of 8 points, which included a -5 penalty for the TPK. While this might seem modest compared to the winning team’s 18 points, we considered it a solid performance for our first competitive run. More importantly, the experience was incredibly fun, thanks to Rich’s masterful DMing.

More Competitive D&D?

This competition has whetted our appetite for more. We’re already planning to enter the next tournament with lessons learned and a renewed sense of strategy. If you’re considering a competitive D&D experience, we highly recommend teaming up with friends and diving into the challenge. It’s an unforgettable way to test your skills and deepen your love for the game.

See you in the next adventure!