mercredi 24 février 2021

Chapter V : Cornered

Number of heroes : 1
Difficulty : 2

Cornered !

This scenario is inspired by Yara's Trap, Conan App Scenario n° 30 (unknown author).  Most elements are, however, my own.


No sooner had Rudraige and Cadmendin forced their way past the Hyperborean Emissary and her cohorts, than Chimène instinctively slipped back into cover, knowing that none of her enemies still alive were aware of her presence.  Rudraige and Cadmendin, for their part, quickly realised and approved of the choice she had made.

Chimène found Gawayn, whose wounds had caused him to slip into unconsciousness.  On the following morning, she tries to convince him to follow her east to Turan, but the Night Chaser will not abandon Rudraige.  The chaos left in the Hyperborean's wake will be easy enough to follow, after all.  Chimène shrugs and the two, although bound by the same quest, must for now go their separate ways.

The Emissary, following the magical scent of the scroll, soon sets off in pursuit of the Brythunian Lord and his companion.  The obvious problem for the fugitives, was the little girl they had rescued from the village, and that both men took turn to carry on their shoulders.  That would not be possible for very long, their armour was already heavy for their weary bodies, and they could not risk resting, if they feared the child might be harmed.  It only took a moment for the two men to agree; Cadmendin split off and headed west with the child, whilst Rudraige drew their enemies northwards, away from civilisation and any more villages to burn.

That was five weary days ago.  Rudraige has shaken off his pursuers for now, but something else has caught scent of him, a Werewolf and his wolf pack.  They have herded the Brythunian into a dense forest in which they have the upper hand.  He must find a way to throw them off his trail, and a way out of the thick undergrowth, or he will surely perish out here in the Northland wilderness, his bones never found...






Objectives
-  The Hero wins if he or she manages to exit the board
-  The Overlord wins if the Hero does not

Game length
The scenario lasts 10 turns. The Hero plays first.

Scenario Map
The playing surface is 8 x 8 hexes, gridded A to H (rows) and 1 to 8 (columns).  It portrays a dense forest with thick undergrowth.


Heroes
In the campaign setting, the following hero takes part in the adventure, with any equipment he had or has acquired, and spells selected using the campaign game method.

Rudraige (sets up in H5)

He begins with no Energy Gems in the Fatigue Zone.  If the hero is bearing wounds from previous adventures, the effect of this is now taken into account.



The Overlord
The Overlord's forces are as follows :

A Werewolf (set up in A1)
1 Dire Wolf (H1)
3 Grey Giant Wolves (A1, H1, D8)
3 Red Giant Wolves (A1, H1, D8)
3 Blue Giant Wolves (A1, H1, D8)


The Overlord begins with 2 Energy Gems in the Available Energy Zone and 6 in the Fatigue Zone. He recovers 3 each turn.


Ravens
When an Event is played, the Overlord can choose between :

Skilled Hunters : 2 Reinforcement Points

Lap it Up : Remove all Energy Gems from any one zone on the board (see SSR "Throw off the Scent")


The River

1 : Blue Giant Wolves
2 : Grey Giant Wolves
3 : Red Giant Wolves
4 : Dire Wolf (4 wounds)
5 : Raven
6 : Werewolf (6 wounds)
7 : Empty
8 : Empty


Reinforcement Zones
There are three reinforcement zones, in A1, H1 and D8


Equipment Cards
Four "Treasure Chests" (use other more appropriate markers) are placed in F1, F2, G3 and H7.   If possible, connect them together with an appropriate terrain feature, such as a stream.



The Equipment Deck is made up of cards A and B, an Empty Chest, and a Javelin [the latter along with the grisly remains of the Werewolf's last hunt].

Revealing the contents of a "treasure chest" is a complex manipulation requiring 0 successes, plus 1 success for each Level the Hero is above ground (see "Terrain").  Hindrance caused by enemies on ground level is indicated under "Terrain".



Terrain

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

The Hero may only leave the board if he has two lettered cards in hand, including card C; and only by zone A6, A7 or A8, spending 1 movement point to do so.

Trees may be climbed.  For each movement point spent (or 3cm climbed, if using 3D terrain), the Hero moves up 1 Level, to a maximum of 3 (or the physical height of the tree, if 3D terrain is being used and the model tree is smaller).
A Hero in a tree can be attacked by an enemy character with Leap, providing that before the attack, the character scores at least as many hits on a free red die as the Level the Hero is at.
A Hero in a tree can be freely attacked by the Werewolf, who is assumed to have some throwing weapons and/or be lithe enough to climb.

It is possible to Leap between trees, one success is needed (if the House Rules are being used, refer instead to them; however since the forest is thicker than any 3D set-up could reasonably portray, consider a leap to be 3cm per hex crossed).

If the Hero is above ground, enemies in the zone create one hindrance for each two full characters.  The House Rules covering hindrance by a enemy character who would have to climb to reach the friendly character performing the action, are suspended during this scenario.


Other House Rules

If players are in agreement, any or all of the other House Rules may apply.  It is strongly recommended that those pertaining to the Blocking skill are used.



SSRs

-  Follow the breadcrumbs

As soon as the Hero recovers card A or B, place two more "Treasure Chests" in B3 and C6.  Prepare a second, separate, Equipment Deck made up of card C and a Hornet's Nest (use an Explosive Orb).

If the Hero recovers both A and B, take the second Equipment Deck and randomnly place the cards beneath the two related Treasure Chests, then reveal them.

Only if the Hero has at least two lettered cards in hand, and one of them is card "C", may he leave the board by one of the allowed zones.


-  I'd go faster if I dropped this...

Whilst the Hero is carrying neither armour nor shield, he has 2 additional Energy Gems that can only be used for Movement (use red gems for this).
This applies to a Hero who begins the scenario without armour or shield, or who drops it during the scenario.  If either armour or shield are picked up again, the additional Energy Gems are set aside.


-  Mother Nature can throw a mighty punch

If the Hero draws the Empty Chest card from the Equipment Deck, he has disturbed the lair of some poisonous creature.  Place a Poison Token on a randomnly determined action space with an exertion value; the exertion value drops by 1.




-  Throw off the scent

Once each turn, the Hero may move an Energy Gem from his Available Energy Zone to the zone he is currently occupying, representing him leaving blood to throw the wolves off.  When he does so, add an extra Energy Gem in the same zone.

When the Overlord activates a Giant Wolf or Dire Wolf tile, he must pay, as an extra activation cost, the number of Energy Gems currently on the board.  The Werewolf is unaffected.
The Overlord may always, however, activate the tile on the '1' space of the River, even if he does not have enough Energy Gems to do so, as long as he has at least one Energy Gem, and paying all his Energy Gems in this case.

These Energy Gems can be removed from the board, by the Overlord :
1)  If the Werewolf moves through the zone
2)  If the Dire Wolf ends its movement in the zone
3)  If the appropriate Event is played


-  All by myself

Victory for the Hero awards an extra +1 XP.

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