This scenario is based on The Lost King and Defeat or Die, Conan App Scenario n°s 26 and 27, unknown authors
The heroes have managed to steal some important scrolls from Natohk's camp. Zarese, thanks to her accumulated knowledge as High Priestess of Ibis, recognises the language as the now-dead Stygian dialect of Kuthcheme. Why does Natohk communicate with his ministers in Old Kuthcheme ? What strange magic could have brought forth the jackal-headed guardians glimpsed among the tents ?
The key to this mystery seems to be the ruins of Kuthcheme itself. Marotte, Cadmendin and Shevata accompany Zarese into the eastern reaches of Shem, to a perilous place known for its ancient and legendary evil.
When they reach Kuthcheme, imagine Zarese's surprise when she sees that its main temple, which has been sealed for three thousand years, is standing open. Who could possibly have gotten in ? Perhaps Natohk sent Aetulla to recover Thugra Khotan's ancient and evil sorcery ?
Objectives
- To win, the Heroes must piece together the puzzle, find Shiva's body and the empty tomb of Thugra Khotan by the end of turn 9. Killing the Giant Spider will give them a head start for the second part of the scenario.
- The Overlord wins the game if the Heroes do not, giving him a bonus for the second part of the scenario. He also wins if all of the Heroes are killed.
Game length
The scenario lasts 9 turns. The Heroes play first
Scenario Map
The scenario is played over two separate maps, which are nonetheless connected.
The first map is 6 x 9 hexes, numbered 1A1 to 1F9 and portrays a Stygian temple. Unusually, however, the inner sanctuary is underground (on the second map).
The second map is 3 x 6 hexes, numbered 2A1 to 2C6, and portrays the top level of a vast underground gallery beneath a Stygian temple. In hex 2B1 is the inner sanctuary, with Thogra Khotan's tomb inside.
Heroes
In the campaign setting, the following heroes take part in the adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.
Zarese of the Silver Moon
Marotte
Cadmendin
Shevata
The Heroes all set up together in hex 1C9. All begin with 3 Energy Gems in the Fatigue Zone.
If any heroes have been wounded during the campaign, the effects of this are now taken into account. To take into account Zarese's knowledge of a healing spell, however, one Hero (chosen at random if players cannot agree) may rest once, as per the campaign rules.
The Overlord
The Overlord's forces, are as follows :
A Giant Spider (sets up in 2A6)
3 Green Mummies (1D3)
2 Orange Mummies (1B8)
3 Grey Mummies+ (1C1, 1A3, 1C3)
3 Blue Mummies+ (1C1, 1A3, 1C3)
3 Grey Stygian Assassins (special set-up and rules, see SSRs)
The Overlord begins with 9 Energy Gems in the Available Energy Zone and 4 in the Fatigue Zone, and number recovers 5 each turn.
Ravens
When an Event is played :
- Reinforcements (4 Reinforcement points). See "Reinforcement Zones" for special rules pertaining to this.
The River
1 : Orange Mummies
2 : Grey Mummies+
3 : Blue Mummies+
4 : Grey Stygian Assassins (3 wounds)
5 : Green Mummies
6 : Giant Spider (6 wounds)
7 : Raven
8 : Grey and Blue Mummies+ (the Overlord chooses, each time, which tile to activate, but both tiles move together)
Reinforcement Zones
When a Mummy is slain, do not remove it but lay it down instead. The lain down figure loses its colour and becomes both a reinforcement zone,and a reinforcement figure, for any type and colour of Mummy.
When Mummies are brought on board by a Raven, they may be of any type and colour the Overlord chooses (as long as there are bases of that colour remaining unused).
Equipment Cards
The equipment deck is made up of 2 Torches and 3 Antidotes. See SSRs for how to acquire and use them.
Terrain
If the game is played on 3D terrain, the House Rules for this apply.
No Hero may leave the board, except to move between boards 1 and 2 in either direction.
Any doors are locked, including to Overlord characters excepting Assassins, but are destroyed by the Wall Breaker skill, or if they take 3 hits.
Other House Rules
If players are in agreement, any or all of the other House Rules may apply
If young or inexperienced players are taking part, it is advised that the "no communication" House Rule not be used. Communication should, however, be kept to a reasonable amount to avoid slowing play or "quarterbacking".
SSRs
- The Stairwell
Four stairwell markers, one of which bears a green tick mark on the back, are selected. The Overlord player shuffles them, and places them in 1B2, 1B4, 1D4 and 1B6. He places four corresponding markers, of any type, in 2A1, 2A3, 2A6 and 2C3. These pairs of markers represents stairwells, but three of them have crumbled to the point where they are too dangerous to use.
A hero in a hex with a face-down stairwell token may make a Complex Manipulation requiring 2 success to reveal it.
Overlord creatures can move up or down any of the four stairwells, except for the Giant Spider who cannot move up to Level 1.
Heroes can use a stairwell without first having revealed it. If they do so, they reveal the token. If it does not bear a green tick, the stairwell crumbles, is removed, and is no longer useable; the Hero is placed on the corresponding hex on level 2, and takes one Red die of damage. Characters with the Leap skill ignore one hit.
- Spider Eggs
The Overlord takes markers numbered from 1 to 10, shuffles them and places them face down in 10 different hexes of his choice on level 1, no token must have more than one other in an adjacent hex (and if available may place 3D "Spider Egg" tokens over them)
When a Hero moves into a hex containing Spider Eggs, he may choose to spend an additional movement point to do so.
The token is then revealed. On a 1 or 2, it is a Torch; on a 3, 4 or 5, it is a vial of spider poison Antidote. Take the corresponding card from the Equipment Deck.
On a 6-9, these are live spider eggs, which will hatch in the presence of the Hero. The spiders make a close combat attack immediately with one red die and one orange die, before being removed from play. Their attack dice are re-rollable, unless the Hero spent the additional movement point to enter the hex.
On a 10, the Hero has found Shiva's body, which is one of the victory conditions; they recognise the famous Zamoran thief, and realise he must have found a way to force the entry to the temple-tomb. A Simple Manipulation will allow the Hero to find a "Fangs of the Serpent" dagger and an Explosive Orb.
- Torches
A Hero who throws or drops a Torch into a hex will burn all laid-down Mummies in that hex, removing their figures permanently from the game.
Any Spider Egg token will also be revealed and then, unless it is a '10' immediately removed from play with no effects.
- Spider Venom
Note : this SSR, and the following one, will also be used in the second part of the scenario, in which Large Spiders will make an appearance.
If an attack by a Spider Egg causes a wound or wounds, the Hero does not suffer damage as usual. Instead he places a number of Poison tokens equal to the damage on either the Melee Attack or Move space of his Hero Sheet. Each Poison token on an action space reduces by 1 the exertion limit of that action.
A successful attack by the Giant Spider does damage as usual and also places one (only) Poison token in this way.
- Antidote
A Hero who discards an Antidote may remove all the Poison tokens from his Hero Sheet. Use the Antidote wisely, as it may also come in useful in the second part of the scenario !
- Stygian Assassins
The Overlord places six Assassin tokens in the following hexes : 1B1, 1B5, 1C4, 2B1, 2B3, 2C5.
If he plays the Stygian Assassin tile, he may move any or all of these markers, but a marker may not change levels.
When an Assassin token enters the same hex as a Hero, or if a Hero enters a hex with an Assassin token, the Overlord rolls two dice of any one colour of his choice.
If he obtains at least three symbols, he must replace the token with a Stygian Assassin (3 wounds), otherwise the token is discarded. If a Stygian Assassin appears in this way during the Overlord's turn, his initial movement ends, and he may now attack.
Only one Stygian Assassin can be in play at any one time; whilst one is, the previous rules are all ignored.
After the third Stygian Assassin has been placed, discard all remaining Assassin tokens.
- Pitch Black
The second level is plunged into darkness. No line of sight exists between two different hexes, unless a Torch has been dropped in the target hex or is being carried by a Hero in that hex.
A Stygian Assassin has the "Precision Strike" ability whilst on the second level.
- The Tomb of Thugra Khotan
When a Hero enters into hex 2B1, he finds the sarcophagus of Thugra Khotan...and sees that it is open ! It is suddenly obvious who "Natohk" truly is. The shock forces all of the Heroes to choose to Recover on their next turn, unless they choose to make a Complex Manipulation and obtain at least 2 successes.
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