I'm still waiting for the game to come in the mail, since I was late for the normal KS, I'm not sure if the regular 3 mission game is really that fun .... so maybe try and make a campaign for it, since I was trying to think of a story for the sons of ragnarok where a member of the first team was sloughtered by an assult on the main HQ building while some fled a guy somehow ended up wondering the streets near the Valhala Bar where he was attacked in there and it all started off, but I havent returned to that for several weeks ... Anyone with a version wanna help try and group build a few campaigns to give some meat on this skeletal concept?
My first go at this whole making a campaign thing, I'll try to incorporate your little snippet into a story, I've just read the little story summary on all the missions and tried to put them in chronological order, and tried to put sins and acolytes that would synergize with the story, and each sin to their own mission. I made this campaign with KS version in mind, sorry retail
Special rules for campaign mode
-You have a team of 14 characters you choose, but only 7 will be in play per mission
-When a hero "dies" he is instead knocked out. Remove him from the game, and if you choose to play with that hero in another mission he starts with 1 wound. If he also died with max corruption he will start with 1 additional corruption as well. These effects will stack so you can potentially start with a hero that has 2 wounds 2 corruption.
-If a hero survives a mission if he has any upgrade cards he will only keep 1, the hero will heal all wounds, but will stay at the current corruption he has for the next mission
-You must start with the living heroes of the previous mission.
Haven's Last Stand
After being set back in their efforts to corrupt Haven form within, the Hell Club called upon the outer realms to bathe the city in its own blood. The heroes need to hunker down and stop the unclean forces of the Apocalypse
Sin: Pride - If hero is alone, ignore 1 def
Acolyte: Police - if hero is alone, give 1 wound
Reason: Raise the apocalypse track by 1 if any number of heroes are killed this round!
After the attack on the Sons of Ragnarok HQ, Baldur the only surviving member of the Sons of Ragnarok realized that although his team could destroy anything that got in his way they weren't keen on actually saving the city of Haven, much less the world, and underestimated the destruction and damage they could do. He knew he needed to get outside help to rid the demons of the Hell Club, and much more importantly take vengeance for Odin, Heimdall, and the others. As Baldur was looking for some abominations to kill he notices a bunch of FAITH members scavenging for weapons. As an expert at finding things and making weapons he offered his help, he knew he couldn't take on the Hell Club by himself, and he knew that he had to take a stand, perhaps Haven's last stand.
Start with Baldur
The Darkness Within
The Hell club, using ancient magics from Haven's dark past, initiates a control spell to plunge the city directly under its control. The heroes must conduct an ancient cleansing Ritual in the streets of Haven to counter the Hell Club's dread magics, before the city is irrevocably turned!
Sin: Lust - if hero is on same space as other hero both get 1 corruption
Acolyte: Nuns - if summon on district cover 1 district action with corruption
Reason: Raise the apocalypse track by 1, if 4 or more districts are corrupt, and this missions uses dark past cards, which are really strong, hopefully Lust can speed up the revelation of these . You'll also start off every round putting 2 corruption tokens on the board, and with the nun's ability you'll be raising the track by 2 every round, and revealing dark past cards all the time.
I'm not much of a story teller, so idk how to go from here haha, but my thinking of why this should be the 2nd mission is because the Hell Club is just now doing some "dread magic" and you gotta clear it before they control the whole city
Traitor Hero is permanently removed from the campaign
Battleground of Souls
If the traitor hero is revealed and survived the previous mission, the sin player can spawn it once as a 5/5 monster on the "summon monsters phase"
The Hell Club has unleashed vicious spirit magicks that will ensorcel the good denizens of Haven. The Heroes must save their souls before its too late.
Sin: Sloth - if attacked hero lose 1 movement speed
Acolyte: Doctor - hero cannot heal for rest of the round
Reason: Yall gotta rescue people fast!, what better way to slow down than with sloth? if you attack you'll have a hard time revealing innocents and rescuing them. Doctors there so you're slow and easy to kill
You have to rescue the citizens after you cleanse the city!
Into the Breach
The heroes, becoming ever more aware of the Mayor's Shady connections to the Hell club, must charge through Haven and save its people from their own systematic corruption.
Sin:Greed - roll 1 extra die against must upgraded hero
Acolyte: Hobo, turn over 1 upgrade card until end of the round
Reason: synergizes pretty will with the sin ha
Gotta Save more people, and now you find out the Mayor is in cahoots with the Hell Club too!
Side Quest: Place the Mayor card on top of the Apocalypse deck, the sin must play this card, the hero who kills this monster can permanently hold onto 1 equipment card forever.
Haven in Flames
The Hell Club has given up on corrupting the city of Haven, and launches a full assault to destroy the last city. They open the gates to fiery Gehenna and release the avatar of Sin, endowed with otherworldly strength. It wants only to destroy. And it must be stopped.
Sin: Wrath- everytime monster is destroyed, i can move a monster, unless hero takes 1 corruption
Acolyte: Firemen, when summoned can spawn a fire token
Reason : Gotta destroy monsters, and end up in monster free districts, hard to do that when I can move everytime you destroy a monster or take a corruption. Also get to raise the corruption if one district has at least 2 fire tokens in it, and it'll be cake with the fireman acolyte
Hell club is tired of you redeeming the city(the past two missions) and decides to try and straight up kill the team
The Beast we Become
Each victory over the Hell Club's demonic forces has taken its toll over the heroes, both in body and spirit. For one the burden of Haven's freedom has become too much to bear, and surrender has become the only sane option. Now, while wrestling with their own dark past, the heroes of FAITH must deal with their greatest challenge yet; the defection of one of their own amidst the fray! They must deal with the traitorous ex-hero and destroy the avatar of Sin before the war becomes essentially unwinnable.
Sin: Envy, whenever hero takes an upgrade, take a wound, or eveyrone else gets a corruption
Acolyte: nuns - spawn corruption token, and block D/A
Reason: Corruption story, and they get a corruption at the end of each turn.
The heroes are preparing to face off the hell club, however the hell club has one last surprise. One of their heroes will forever be with the hell club.
The traitor hero permanently belongs to the sin, the heroes cannot use this hero for the last mission
Rise of the Hell Club
Sin has the traitor as 7/7 monster in his reserve, may summon this instead of a hell club monster
This is it; the final chapter. The heroes must destroy the Hell Club itself!
Sin: Gluttony, when hero gain action, sin gain 1 reaction, 1 hero gain upgrade, sin gain a card
Acolyte: Police, when alone, hero takes 1 wound
Reason: Probably one of the best sin, if not the best. and its box matches the mission sheet
I have not play tested this at all, any constructive criticism is welcome. What do you guys think? Its a pretty hastily put together "campaign" but it was fun thinking of the sins and the acolytes with complimenting end of the round stuff. I already suspect that the campaign mode may push the win rate of the sins to 60/40 instead of what I think, and a lot of others think of 50/50.
Ok to begin with I'll start with the standard game continuation in the campaign sense from my perspective and preferences, no one should take this as anything more then a suggestion of what I think would be a better way to use the basic rules ... and then I'll start with the first campaign premises for Team Alfa being the precursor for Team Ragnarok ... Sorry for not replying sooner, it has been a busy month ....
1st. Main team delta is used and other expansion can be added in to play the campaign as it carries on, yet all characters remain self contained within one campaign and are not carried over to the next campaign...
2nd. Following that we assume that all characters are fair game, but in a single scenario no more then 7 can be used. That also indicates that we will not be using the idea of wounded or unconscious, but rather using the premises of perma death, once the hero dies, that is end game for that character and he will not be carried over to the next part of the campaign ... this is also to create a difficulty curve that would even out the usage of carry-able equipment, transferring it from one scenario to the next....
3rd. After each scenario only up to 3-5 equipment pieces can be carried over to the next. depending on the stage of the story at hand....
4th. Tile randomness, the game being tile heavy, I see no reason why the game should not use it as long as the shape of the map remains the same ....
Now then on to Team Alfa campaign....
Using the games set used story in the rule book, we're starting with Team Alfa without Leah, Morgana and Rocco witch shall be replaced by any other fitting characters....
Apocalypse track starts at 0
Acolyte is Hobo
Sin will be Pride
As the call came in through the transmitters, the team began to notice the swaying tides as they began to luge closer as though a giant squid had just gripped the pier with its tendrils and was willing to tear it down and drag it down into the deeps. Then came the Splashes as figures dripping with sea water clattered to the pier. The large disgusting green misinformed shapes began to move towards the team, Brad got off a few shots to cover his team as they began to pull back towards the streets where the coated figures awaited them, with planks of cardboard covering the grew protrusions from their bowls. Surrounded by the enemy they were forced to retreat.
First objective: Kill at least 5 Hobo's
The map should apear like a large angular coridor
Laid out in the order if randomized....
Story Pt.2 :
As the coated planked figures fell, a shaking tremble came over the pier as a large shadow approached from the sea, an ear piercing scream howled through the night sky, by a voice so foreign and unfamiliar that it could not belong upon the human earth. This howl seem to give vigor to the large misinformed beasts of the sea as they launched forward at a greater speed then their bodies would seemingly be capable of. The Team began calling in for evac as the Sniper began his descent from the tower crane. There was little time to gamble, the escape must have been committed to soon.
Objective 2: Either defeate 3 abominations or Regroup in a single tile.
The ocean gushed and moaned as a large shadow finally rose from within its ever shaking motion. The giant greenish beast of sinful existence stood at the end of the pier as the team watched down the onslaught of seemingly endless abominations, The large sea beast bellowed out a roar unlike anything else on earth as the fallen coated figures from before began to rise again.
Objective 3: Escape to singular tile 1 or 3 with entire group; Defeat the Sinful existence; Find and destroy the controller.
[Short explanation - the players must achieve either of the 3 objectives, escape and controllers defeat lead to one branch of the story while sins defeat lead to another....]
The remaining story is pretty much for the players to enclose to....
Next scenario: Mission Shellshock
This is the scenario after defeating the sin successfully.
Apocalypse Tracker at 1
The flashing lights of the hospital rooms flashed as the team went through to the special FAITH emergency ward hidden within the hospital. The midnight air was still and silent as though tense wires were wrapped around the entire city as it waited for the wretched fingers to play the unholy melody of the accursed. The group had just survived a horrible ordeal and had been going through some severe issues, the nights creatures crawled their way into their minds as the last gasping scream of that beast echoed as a disgusting gnarl at the night sky. The team had seen horrid things in their past but such a beast would leave its marks even on the strongest and greatest of men, like the acid soaked claw grinding against a chalk board, it doesn't go away lightly.
The group was attended to as they were given time to catch their breath and awaited their fisicians, the rooms remained silent, as though the middle of the night had quenched the last of the insects outside depriving them of any form of breath. Suddenly a screeching noise as though a body soaked in blood was dragged through the halls came from outside each door. The group was separated no more then two in each room. They all rushed to the doors to find them locked, as a creeping sensation of dread surrounded them. They were unarmed as the Doctors had taken their weapons away.
Objective: escape the rooms and reach the storage room.
[Explenation - To escape the room each player must roll under a penalty of -1 die 3 damage to the door or 3 sense to lockpick. Players must reach room 5 and their all stuck in 1,3,8,10 players choose to either stay together or separate, hint: unchosen characters will be stuck in the unchosen rooms.]
Special Rule: Players that die leave a small marker on the location of dead character to indicate equipment's location, for it must be picked up to be used and not handed over to the next chosen Character.
The team had finally reached their arms as the gurgling voices approached, the deranged and disfigured doctors were already rushing down the halls, yet this noise this scene, far too familiar.
[Condition, any characters from the first scene that had survived and are present in this scenario, shall suffer 2 corruption to symbolize the overcoming madness.]
The creatures were cornering the team as a sense of dread coated the halls, like a thick vapor clinging to the walls. There seemed to be a figure down the hall far away from the team as it stood silently watching, the misformed doctors surrounded him as though willing to sacrifice all to this shape.
Objective: Clear a path; Hold up[survive 3 rounds within the storage room, as in within the structure in location 5]
As the figures dwindled in numbers the team finally seemed to be gaining the upper hand, when suddenly a large shadow appeared from the outside, it seemed peculiar, on the ground it seemed no different from the trees outside as though branches projected by the street lamps, but the irregular motion, the sway and the sound of a creeping and unnerving howl. It was unmistakable another of those beasts had found them, hunted them down like foxes, sniffing them out and now it had finally trapped them within a this hole. As the Malformed medical staff continued to rush down the halls, a crackling sound echoed through the halls. There stood a grey disgusting worm like creature, misinformed and wretched was its existence unconquerable to any of kits subjects. While they were small and lumbering this stood like a towering colossus within the room where storage was concerned.
[Situation: The players trapped in the storage room or present, gain 1 corruption and if any characters from the previous scenario are present they gain +1 corruption to this effect.]
Objective: Defeat the sinful existence, defeat the controller
[Victory upon the sin will result in a successful campaign and will carry over the surviving Team Alfa characters to the other campaigns as with hidden agendas to symbolize Corruption; controller defeat will cause a delay but lead to a 3rd section of the campaign. Defeat will result in the teams death and carry over to the 3rd section as a new team would be sent to deal with the rising situation.]
I'll carry on with the other stories and details tomorrow, I'm a tad tired out at this particular moment of writing. Detail for this Campaign idea, this section of the design is only taking into account the base set and figures that come with it as enemies, the remaining heroes can be added from expansions as leased .... I just hope this might help people who are not from the kickstarter to begin with and have not yet bought into the full game expansion craze ...
Campaign section 2 path, fleeing or defeating the controller in prologue mission.
Mission: The Ritualist
Apocalypse track start at 2
Acolyte - hobo
Sin - Pride [The actual avatar shall not be used]
Through the dark streets the team arrived at the corner of the designated dinner where the FAITH recon operatives had noticed the figure in question. The dinner was empty and devoid of any life, as they searched the interior, there was a full cup of warm coffee on one of the tables as a strange stench rose from the kitchen, one of the fixers decided to take a look, witch they soon regretted, behind the separation between the kitchen and the seating area, there lay a mutilated corpse of a person with a suit the body was chopped and battered as though used for a meal, there were several bags of meat prepared for storage as it was carefully packed into a plastic cooler. The team pulled out as a noise came from down the road, as they ran through the misty night there was soon a silence as the noises ceased. That was when the rustling came from down a side alley a group of the coated figures from the pier emerged.
Details: Players start on tile 5; D stands for dinner and that tiles presence is optional.
Objective: Reach Tile 9.
Breaking through the mist the group could finally push aside the threats and reached the source of all the noise that had called out to them. Before them stood a Giant among men a muscular monster that has gripping a dark haired man by the back of his head, beside him stood a thin tall man with spikes piercing his skin, the man only grinned to them as he pulled back holding a leather bound parcel in his hands, as he vanished a the large figure tossed the man aside to the ground. On a closer inspection the group could discern two other figures in the street. One was a plump chef with a cleaver in his hand as he was covered in a fare few bullet holes, the figure also seemed to coated in pale green fluids as though bleeding from within. There lay a small girl figure with what seemed a porcaline mask clinging to her face, it was almost like a creature of its own as the small protrusions from it muscled movements as the mask was slowly breaking away. The Large man screamed as he called out to the streets.
Objective: Kill the Hell club member; Push back the sin and acolyte minions for 3 turns.
The mist soon began to clear as the first rays of dawn cut through them, the decimated beasts began to melt away leaving behind a slime like texture as well as a wretched stench that soaked into the streets. The wounded man from the incident was still on the side of the street bleeding out as the team slowly regained their ground. There was an ear piercing scream from the coast as more wretched creatures began to rise from the sewers. At the end of the street near the Dinner stood a pair of small round leather bound figures holding hands. As they pointed their hands at the Faith operatives the creatures began to approach with renewed vigor.
Objective: survive the full onslaught of the minions.[The sin player is allowed to revive all minion, no more then 2 per tile]
The successful epilogue of this mission will lead to The police archives mission, while failure shall connect to Fall of faith mission.
After Mission The Ritualist
Mission: Police Archive
Apocalypse track start at 2
Acolyte: Hobos, or in case you have the expansion police officers
Sin: Pride, Still following only the main factors of what you get in the core set.
After the street incident the FAITH investigation team tracked down several records of this Group hiding behind the sinful existence. The research indicates that a file within the Police Archives should contain a detail that could lead the Organization to there whereabouts. The man in the streets seemed to be a ritualism from an ancient school of mystic arts. Morgana had mentioned them several times before and it seems that the sinful beasts are being brought about by the ancient arts held within the stolen tombs of this school. The injured man was the last survivor of their encampment in the far north region.
As the team arrived at the Police Station they found the doors unlocked and the center floor empty. It seems that something was a foot. As the team separated they searched the building.
Detail: for the sake of the scenario, these tiles are not considered next to each other 1,4,7 and 6,9
Objective: Find the survivor in room 4
As the team located a survivor, he was hiding in a small office aiming his gun at the door, the mans leg was torn as though a set of razor sharp claws had scratched at it again and again. The man panicked at first firing a shot at the first person that entered the room. Luckily the shot missed and hit the lamp in the next room. As they calmed him down, the man explained that a group of people began disappearing in the precinct as he was filling out the papers about the pier incident a few days ago. After a while before the team arrived everyone was attacked by the missing people that just showed up at the station that day, there was something strange about them, a look in their eyes that just seemed in human, as though they were glancing at something beyond you. After the team explained their destination the man remarked that the Archives are at the end of the Station across the cell block.
Detail: enemies begin to spawn at tile 2 and 6; The officer is a bystander token and the player helping him move has movement -1
Objective: Reach tile 7
As the team reached the archive, the group set up a defensive chock point by the door as the officer limped off to the back searching for the file. Within minuets he found it, as he read out the contents a large tentacle emerged from within the dark crevices of the shelf's and gripped him by the neck, knocking the man to the floor. The team turned to look as they saw the man trying to crawl away, as the wretched protrusion grabbed him by the legs. The man could only scream out as he was dragged away, Evidence locker 12 behind the cells. As he disappeared into the dark corners of the room, there were a few flashes as a gun was fired before the silence drenched the room. The shelf's began to tumble and slide away as a large creature emerged.
Details: Pride avatar spawns in tile 7 with 2 wounds; 3 abominations spawn in tile 9.
Objective: Defeat the sinful existence; reach tile 10 and survive for 2 turns
End results with
A- The team calms down as the large pale greenish beast falters to the ground deflating and slowly fading like a flabby squid stranded on the coast. With their master gone the other creatures fare little as they easily fall with a few shots. The team reaches the evidence lockers as they break in and wonder what was the officers name even, the poor man dragged away by such a horror, to be resolute enough to put the duty of protecting this accused city even in death. That man was probably the last decent soul in this dark wretched city.
B- As the team reaches the lockers and locates the pages, they are forced to call in an extraction as they escape through the parking lot, once again forced to fall back from such a beast, is there even a way to kill them for good. Faith had recorded three instances of defeating this creature yet, each time, it returns anew. Stronger, better and less then anything upon this earth.
Both results lead to the mission Assault on the Asylum ....
Returning to the previous branch in case of failure of mission Shellshock...
Mission: Hospital Quarantine
Apocalypse track start at 3
After the incidents of the missing team, the FAITH foundation quarantined the hospital and restricted access to all outsiders. Regrouping and with preparations at hand the remaining agents were sent in to cleanse the sinful beings within the structure.
Details: each character gains 1 free equipment card, 3 random equipment cards from the failed mission shall be distributed across the map in a random dice roll 1D10 to indicate the location of the last teams equipment.
Objective: Locate the eminent threat
The assault team broke through the corridor infested by the subjugated beings that wreaked of the sinful corruption. Along the way they could sense a source of dread laying in wait for them deep within its fortress. At the end of the corridor stood a coated figure that commanded the corrupted men. As it noticed the team he reached out its hand ordering the abominations to attack the agents.
Detail: The controller spawns in tile 9 when players reach tile 7 or 10; 3 abominations spawn in tile 6 and 2 minions in tile 8.
Objective: Push back the minions[defeat 6 minions]; defeat the controller
As the team cleared out the area, they suddenly felt the wretched stench as a large shadow equated over the halls. As the lights flashed and broke a large figure twisted and disfigured stood at the far end across from the agents. It screamed in a disgusting un natural voice as the halls shook with the reverberating tension. All the remaining creatures began to crawl out of all crevices.
Detail: Sin player may spawn +1 minion.
Objective: Defeat the Sinful manifestation.
The Next mission is a successful defeat of Pride in the Police Archives....
Mission: Assault on the Asylum
Apocalypse Track on 3
After defeating the sinful beasts in the Police Station, the Faith agents recovered construction contracts concerning the Asylums new wing witch held several secret passages leading to a facility underneath the base floors. As they breached the back entrance to avoid the gates throughout the entrance to the facility, they were moving along the floors towards the indicated construction site. Along the way they could hear the people riling in the cells locked away like animals, as they screamed about horrors from beyond, stenches of wretched things from beyond. One man noticed them and jumped forward pleading for help, raving about the doctors and their experiments. Screaming about the darkness beyond the layers of our reality.
Details: Sin player can only spawn doctors in segment 1 and they can not be attacked until the Sin player initiates first combat.
MAP 2 segments
Players Start at tile 1 and move in, second set unrevealed till objective 1 is complete.
Objective: Reach tile 5
Upon reaching the indicated location in the construction papers the team found merely an empty cell, within witch there was a bed with a rolled up mattress and a few rusty bars on the window, Upon observation there seemed to be nothing out of the ordinary, till one of the team members noticed, a small switch hidden behind the bars. It was tucked away in such a manner that under normal circumstances you'd never even notice it being there. upon flipping it, the bed shook as it began to lift up from one end along with the floor revealing a staircase to the lower segment that the construction contracts were for. Descending deeper they could feel the air from the passage clash with the cold surrounding of the asylum, so thick and warm, as though standing in a room with a fire place, it was a tad unsettling, and yet the sense of dread did not go unnoticed.
Detail: Sin player may begin summoning Abominations and Controller. Prepare to summon 2 hellfire club members at random selection.
Objective: Explore the inner chambers. reach tile 10
In the depts the team found a crimson room with 2 figures awaiting them, as they confronted the new adversaries the bellowing scream came from above and the sound of dragged meat clumped down the stairs.
Detail: Summon the sin and controller. no further summons will be allowed.
Objective: Defeat the Sinful beast; Defeat the strange figures within the chambers.
Both results Lead to the mission Fall of Faith.
Final mission for second branch, and depending on the resolution of the mission Assault on the Asylum, the players face the Sin with 2 other hellfire club members or the remaining undefeated helfire members, without any sins, but both sin's [Pride and Sloth] Abominations are able to spawn.
Mission: Fall of Faith
Apocalypse Track on 4
Acolyte: Sin player chooses
Sin: Sloth or both Pride and Sloths abominations only, no sin abilities.
The agents returned from their mission in exhaustion, as they wandered to the infirmary they began to prepare for the end of day briefing, along the way they met the young man the spiritualist that they recovered from a few nights prior, as they conversed over the secret chambers, the mans attentions was drawn to a soldier from FAITH's guard troops, the man was twitching and acting rather peculiar, as he called out to him the figure slumped over as the large disgusting tendrils reached out from within his body wrapping another tentacle around his face. The team immediately realized that the headquarters have been compromised.
Detail: the players retain all wounds and can only heal 1 each charecter. the Sin player spwans 4 abominations and 6 acolytes.
Detail: map tiles 3,7 ; 6,10 and 8,9 are not considered next to each other.
Objective: defeat the creatures; Retreat to tile 7 [Armory- gain 1 equipment card]
As the team pushed back the enemy, they seemed to just keep coming, where was the source? Where is the enemy commanders? The team had to act fast to clear this situation. The ritualist followed them, but then recalled his tools, he needed to reach the command console to locate the threat soon.
Objective: Reach Tile 10
Detail: Once complete the Sin player spawns Sin, or hellfire members, following the situation of the Asylum map.
After reaching the control room the team quickly understood the severity of the situation, the Facility was over run, the enemy was too numerous. More then half of the agents within FAITH have been either captured or killed, with the latter being the prominent conclusion. It was clear that FAITH has fallen, the ritualists tools were in a locker near the corner of the room, after retrieving it the team reached their decision. They needed to get this man to safety so he could worn the other exterior branches about the situation, but to make sure he had a chance to escape, they had to make the difficult decision. They had to remain behind to hold off the enemy and to ensure they payed for this.
Detail: Sin p[layer is permitted to spawn under all possible situations.
Objective: Lead the Ritualist to the tile 1 [1 player must carry a bystander with penalty -1]
After reaching the entrance, it became apparent that the enemy was coming from within, since the passages were still safe, pushing the man out the entrance they activated the emergency lockdown, sealing the FAITH headquarters away from the outside world. Ready to face the ever unyielding enemy hoards they stood their ground to the bitter end.
Objective: Perform a final stand, the player that defeats the most enemies receives the MVP award.
Well thats that for the Team Alpha campaign ... sorry for any grammar errors .... after a few weeks I'll post the first few missions for Sons of Ragnarock, I haven't thought of any other team campaigns a short 2 or 3 missions campaign could be done for the men of faith, but since their ks exclusive, I dont think their applicable to most of the other ppl that might buy the game down the line ....