dimanche 5 décembre 2021

Chapter VIII : The Offering

Number of heroes : 3
Difficulty : 2

The Offering


Thanks to the clues gathered in Arkamir - and especially the one passed down by the dying brother, in his final breath - the adventurers have a far clearer picture of their enemy's intentions.  They know the location of the abandoned fort where the Hyperboreans and the treacherous Turanians, and their victim, are meant to meet.  They also know that if they intend to save the Witchman's intended victim, this will not avert the ritual itself that the Witchman has already begun preparing.  The demon will still rise, and an appropriate substitute will be needed to appease it, lest it break its bonds and go on the rampage.  The Hyperborean Emissary is the perfect candidate to feed to the beast, but even taken by surprise, she will be no easy target...

Objectives
-  The Heros win a minor victory if they kill the Emissary before the end of turn 8.  They win a major victory if a Hero manages to carry the Emissary off-board within the same time frame, as this will help them greatly during the final showdown.
-  The Overlord triumphs if the Emissary is on-board and alive at the end of turn 8.

Game length
The scenario lasts 8 turns.  The Heroes play first

Scenario Map
The playing surface is 7 x 7 hexes, gridded A to G (columns) and 1 to 7 (rows).  It portrays a crumbling mud-brick fort and way-station, abandoned to the elements for over a decade.  The exterior walls are intact in places, and pierced with high wooden doors, but in other sectors they have been reduced to rubble.



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.  They also have the assistance of any Turanian soldiers converted to the cause during the previous scenario (3 in the current campaign).


Brude (set up in B1)

Chimène (set up in B1)

Zoraya (set up in A2)

Turanian Infantry (set up in A2).  These allies can be commanded by any hero.


All Heroes begin with 5 Energy Gems in the Fatigue Zone.  If any heroes are bearing wounds from previous adventures, the effects of this is now taken into account.



The Overlord
The Overlord's forces are as follows :

5 Grey Turanian Scouts (set up in B2, B4, C2, C3, D4)

4 Blue Turanian Infantry (set up in B4, C2, C5, E3)

4 Grey Mercenary Archers [use Kothian Archer tile] (set up in B5, C7, E2, G4)

1 Grey Emir [use Captain tile] (set up in E5)



The Overlord begins with 6 Energy Gems in the Available Energy Zone, and 6 in the Fatigue Zone.  He or she recovers 5 each turn.

 

Ravens
When an Event is played, the Overlord can choose one of the following : 


Reinforcements : 4 Reinforcement Points

The Construct : the Hyperborean Emissary sacrifices the lives of her men to bring a mighty Dynwocor out of its drug-induced torpor.  The Overlord chooses a tile, which is replaced by that of the Dynwocor (8 wounds).  All the figures belonging to that tile are removed from the board (but may be summoned as reinforcements).  The Dynwocor appears in the same zone as any one of the removed figures.  This event may only be played once, and does not require the Emissary to still be in the game.

Let the Dead Rise ! : Assisted by her master, the Witchman, the Hyperborean Emissary raises an army of the dead.  Each dead figure on the playing surface is replaced with a Mummy.  A Hero, an Emir, or the Dynwocor is replaced with an upgraded Grey Mummy, the others by an ordinary Grey Mummy.  The corresponding Mummy tiles are positioned at the end of the River.  This event may only be played once, and is not available if the Emissary is at 0 PV.


 




The River

1 : Grey Turanian Scouts
2 : Grey Mercenary Archers
3 : Blue Turanian Infantry
4 : Grey Captain (6 wounds)
5 : Raven
6 : Empty
7 : Empty
8 : Empty


Reinforcement Zones
There are two reinforcement zones (A2, D1)


Equipment Cards
There are seven Treasure Chests (D1, F2, D5, E4, A7, D7, G7), each needing a Complex Manipulation with 1 success to open.  The Equipment Deck is made up of Chainmail, Two-handed Sword, Zingaran Bow, Parrying Dagger, Explosive Orb, Life Potion and the spell Mitra's Healing.

 

The spell Mitra's Healing may be cast once by the Hero that finds it, be he or she a magic-user or not.  It may only be cast during the scenario, and is lost beyond it.


Terrain

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

All doors are locked, and require a Complex Manipulation with 2 successes to open.  Overlord figures can unlock a door for the cost of two movement points.   Once unlocked, a door is no longer a hindrance to movement.

Doors are vulnerable to the Wall Breaker skill, exterior and interior walls are not.

Except where a door or a pile of rubble is present, the fort's walls are considered to be higher than anything likely to be represented on the board.  They are 12cm high and vertical.

If rubble is present in a zone, it is considered to fill the entire zone, which thereby requires an additional 1 movement point to leave, but not to enter.

Heros and Allies may leave the board by any board edge zone.  This costs 1 movement point.  The Hero or Ally may not return.



Other House Rules

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



SSRs

-  Holed up

At the beginning of the scenario, the Overlord places markers numbered 1 to 8 on the tabletop, and then secretly writes down one of the numbers.  This represents the zone that the Emissary is holed up in.

The Emissary is uncovered and placed on the board if a Hero or Ally enters the designated zone; if the event "Let the Dead Rise !" is played; if the Overlord decides to activate the Emissary.

Her tile is placed at position 1 of the River.  The Emissary has 6 Wounds, and the spells Recall, Yajur's Awakening and Pestilential Swarm.

 

-  So much for diplomatic immunity

Every time the Heroes reduce the Emissary to 0 PV, they may choose to kill her.  This ensures them a minor victory, but will make things much harder in the final showdown.  Alternatively, the heroes may knock her out.  She is now an object of Encumbrance Level 6.  Her tile remains in the River and may not be dredged.  A Hero carrying the Emissary who receives at least three wounds in hand-to-hand combat, must drop the Emissary.  She immediately comes to, with 3 Wounds the first time, then 2 and 1 thereafter.

Should the Emissary have 0 PV at the end of the scenario, but still be on the board, she is considered to have been killed.


-  Here they lay

Any figures killed during the scenario are left laying, unless they are brought on as reinforcements, or until the "Let the Dead Rise !" event is played.

 

-  Two down, three to go

The Grey Captain tile represents the three remaining Emirs.  At the beginning of the scenario, place a "3" marker next to the figure.  The first time the Overlord activates the Grey Captain, he must choose, as the tiles only action, to have one of the Emirs escape, taking the demon's victim with him.  Reduce the score on the marker by 1. The next time the Overlord activates the tile, he may choose to have one of the Emirs escape.  If it reaches 0, remove the Captain from the tabletop.

Each time the Captain reaches 0 PV, this represents one of the Emirs being killed.  Reduce the score on the marker by 1 as above.

When the Captain attacks, roll an additional red die for each additional point on the marker beyond 1.

Losing the Emirs, or having them escape, does not affect victory conditions for the Overlord, but the less emirs escape, the greater the advantage the Heroes will have in the final scenario.  Should none of the emirs escape, the heroes have recovered the father they intended to sacrifice.  This does not end the adventure, as the ritual must still be stopped, but the Heroes will have a very significant advantage in the final confrontation.


-  Staunch allies

If an Ally is killed during the scenario, roll one yellow die for him at the end of the game.  If no hit is showing, the ally was only stunned, and will be available for the following adventure.


-  You shall pay for your crimes

Every Hero, except those who have all of their Energy Gems in the Wound Zone at the end of the scenario, gain +1 XP for each Emir killed


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