samedi 9 mai 2020

Chapter I : Cry Freedom

Number of heroes : 3
Difficulty : 2

Cry Freedom

This scenario is largely based on "Les Loups du Roi" (by Doucefeuille et Bêêêêlit)

An emissary sent by the White Hand to meet with a key rebel lords of northern Turan is returning home, with an escort of Turanian soldiers and, as a gift from the emir, five slaves facing a terrible doom in Hyperborea.

A fortuitous meeting occurs with a Brythunian hunting party just as the Turanians are setting up camp.  The Hyperborean remaining out of sight, Turanians and Brythunians have no reason to fight and prefer to break bread together.

Suddenly, from a hilltop on the opposite side of the camp, a red-headed woman seems to surge out of nowhere.  Along with the Turanians, the Brythunians draw their swords to bring her down, but she cuts open a tent set apart from the others, from which the slaves spill out.  At the same moment, the tumult brings the Hyperborean out of her tent, and the hunting party realise they were about to pick the wrong side.





Objectives
-  To win, the Heroes must get at least one of the five slaves across the village to safety by the end of turn 10.
-  The Overlord wins if the Heroes do not, and immediately if all five slaves are killed.


Game length
The game lasts 10 turns.  The Heroes play first


Scenario Map
The game is played on a 8 x 7 hex surface.  It portrays a camp in the barren windswept plains of the Northlands, with seven bivouacs.
For set-up purposes, A is the leftmost hex column, and 1 the topmost hex row.





Heroes
In the campaign setting, the following heroes take part in this adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.

Rudraige  (sets up in B8)
Gawayn (sets up in B8)
Ygritte (sets up in B1)

Rudraige and Gawayn set up with 5 gems in the Fatigue Zone, Ygritte with 2 gems.



The Overlord
The Overlord fights with :

A Hyperborean Emissary equipped with Drain d'Energie, Withering and Ymir's Rage.  She sets up in B3.

5 Red Turanian Infantry (1 in C2, 1 in D3, 1 in C4, 1 in E5, 1 in F4)
5 Orange Turanian Infantry (1 in C3, 1 in D3, 1 in E5, 1 in D8, 1 in F7)
5 Purple Turanian Guards, who use the Pict Warrior tile (1 in C3, 1 in C4, 1 in D4, 1 in E3, 1 in F7)
3 Grey Turanian Scouts (1 in C2, 1 in F4, 1 in D8)


The Overlord begins with 5 gems in the Available Energy Zone and 6 gems in the Fatigue Zone.  He recovers 7 each turn.

Ravens
When an Event is played :

Foraging party : 8 points of reinforcements


The River

1 : Red Turanian Infantry
2 : Hyperborean Emissary (6 wounds)
3 : Purple Turanian Guards
4 : Raven
5 : Grey Turanian Scouts
6 : Hyperborean Emissary
7 : Orange Turanian Infantry
8 :  -


Reinforcement Zones
There is one reinforcement zone, located in F6


Equipment Cards
There are seven barrels (treasure chests), one per bivouac.  They contain a Javelot, an Ecu, a Dague de Parade, a Pirate Saber, 2 sets of Leather Armour, and a Zingaran Breastplate.  Opening them is a Complex Manipulation requiring 1 success.  If a bivouac containing a barrel has a Fire marker of intensity 3 or more (see SSRs), the barrel is destroyed.





Terrain

If the game is played on 3D terrain, the House Rules for this apply.

The Heroes may leave the board but may not return.

All bivouacs are vulnerable to the Wall Breaker skill.



Other House Rules

If players are in agreement, any or all of the other House Rules may apply



SSRs

-  Freedom !


If no figure belonging to the Overlord is in any of the hexes B1, C2, C3, C4, C5, C6, C7, B7 or B8 at the end of the Hero's turn, place the 5 slaves in hex B1. If this has not been possible before, place them in hex B1 on turn 5.

Each of the five slaves has 1 life and 0 defense.  They cannot attack, and do not defend.  A Hero in the same hex as them may, however, use gems to give them active defense.

The slaves will run through the 8 hexes previously listed.  During the Hero's end of turn upkeep phase, they will move up to two hexes, stopping if an Overlord figure is in their hex, or before entering into such a hex.


-  Let it burn !

A camp fire is blazing in hex C6.  A Hero can grab a firebrand here, which is a Simple Manipulation.  At the end of the Heros' turn, each hero with a firebrand can set fire to a bivouac in the same or adjacent hex.  The Hero rolls two orange dice (no reroll possible) for a result of X, and places a marker representing a fire of intensity X.  Any figures in the bivouac take X damage.  The firebrand goes out.

-  Fire !  Fire !

To keep a fire of intensity X under control, there must be X Overlord figures in the hex at the end of his turn.  Any figures in an adjacent hex, even from an unactivated tile, may be freely moved into such a hex, as long as they did and do nothing other than attempt to put out the fire.  If at any point there are twice as many figures as X, the fire is put out.

-  Out of control

At the end of the Overlord's turn, for any bivouac with a fire of intensity X, in whose hex there are less than X Overlord figures, one energy gem is removed from the Book of Skelos per point of difference.  The bivouac is then considered to have burnt down.  It no longer exists, and the fire marker is removed.

-  Those who will not serve will die

The Overlord regains one energy gem (placed in the Available Energy zone) for each slave killed.  He can never have more than the initial starting 11 gems.


-  XP gain

An additional +1XP is gained for each Hero eligible for XP, if at least three slaves escape.

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