Saving this in one lump here so i can delete the campaign and restart a modified version.
Necroquest
Necroquest is 25 players and is a plagiarised version of Hero quest set in the necromunda underhive using the most current version of the game (Dark uprising edition). One player will take the role of "Hive Master" who's task is to take the Companions on a suitably grim and harrowing adventures through the dark………
The Companions are comprised of 1 leader,1 champ and 2 followers with players deciding who has role of leader between themselves. The Companions can be from any house and uses the appropriate house list and options eg Goliath genecrafting .Each companion can have a total cost of 250creds including any weapons,equipment etc. The more basic the weapons are kept to start the more options there are for story development, so if possible get players to tone down starting with plasma or power weapons or just plain not allow them.
Once players have created their plucky souls the HM will need to create a map using either zone mortalis board or sector mechanicus board (I would leave the latter till you've got the hang of gameplay)
When using zone mortals boards only set up what the party can actually see (so rooms behind bulkheads are invisible until door is opened).
The game will have two separate parts one being when there are no hostiles present where the role playing part comes in, such as searching for loot or hacking a terminal where players can act in any order and do anything within the HMs discretion and parameters.
The other is where you use the rules from Necromunda apart from each player will roll individually for priority, with the HM using any spare activations at the end of round.
Players can loot any hostile they have put out of action and it is up to the HM to decide on how fruitful this is, always err on the tight side for most enemies with regards credits or wargear and possibly make any looted weapons ammo scarce till after game trading can happen.
EVENT
Taking the hideout.
The party have to find a new base of operations and have been told of the whereabouts of an old chirurgeons premises just on the outskirts of the badlands.
The Premises have been reoccupied by a gutter gang of Cawdor. The party will have to clear the hideout before going to make contacts at the Trade post of Port Perric.
https://yaktribe.games/community/media/img_20210826_195737-jpg.64055/
Rough map for game 1 which will be a hideout takeover mission, the game will start with sentry rules for the mobs until a "hero" is spotted, if they are the doors open and the sentries are reinforced by group in 2nd room if they can take out all guards without raising alarm they will have to pick the lock or force the doors at which point its back to sentry rules for room occupants if none notice sounds of door going. (additional chance to be spotted if door forced or automatic depending on how much force was used...)
2nd room champ holds key card for main door to room 3 small door needs picking or forcing, door at end of corridor to back of room 3 is unlocked.
3rd room ld will use overseer on champ till he is last left at which point will suicide charge.
Rewards are a;
Base of operations with autochirurgeon. Allows of to act as medical escort for d6x10creds. Or other party members for 2d6x10.
1 x chem synth.
ancient terminal access point; each party member can roll on table.creds can only be received once. If rolled again ignore result nothing gained.
EVENT
The Toll crossing.
a ramshackle toll has been set up on the route to the tech bazaar by
"The Toll men" the Outlaws allow the party to approach the crossing, they will challenge one of the party to take on Guntz the prize fighter,in return for safe passage across.... Snigger, snigger...
The outlaws will attack the party if the prize fighter is defeated, they will happily wait till one combatant has downed the other in unarmed combat (armour is still used but no melee or sidearms).
whlst the fight is still being fought the outlaws will not take any actions to spectator, the unengaged party members may move freely,however if they attack anyone the game switches to standard combat as the outlaws try to kill the party.
The party can either sneak or fight their way through the Toll, if they do not defeat the toll men now they will have to get past them to return to the hideout.....
Rewards; (if outlaws are defeatedband party can claim battlefield).
D6 x 10 creds.
any weapons looted are already in a bad state of repair and only fetch 5creds for a pistol, 10creds for a basic weapons, 15creds for special & 20creds for heavy weapons. If a party members try to use any outlaws weapon it will not have any spare ammo and automatically fails any rolls.
now using;
https://yaktribe.games/underhive/campaigns/saga_of_the_gentle_giants_.15148/