Based on the scenario "Le Trésor de Tranicos"
par José Chaves, Jérôme Saffetti, Itai Perez et Julian Lemonnier
Rattled by the betrayal that almost cost him his life, Gawayn has begun to favour allies from outside of his eorldom. Despite her having tried to kill him, he named Shaan'Hya, the Zamoran, as his Treasurer.
As the saying goes, trusting a Zamoran with your gold, make a warm bed for the wolf in the sheep pen. This ancestal wisdom did not take long to prove.
One day, when Gawayn had ridden north with most of his warriors to investigate rumours of a Hyperborean attack, Shaan'Hya rid herself of the remaining loyal guards, and then opened the gates to a bunch of henchmen and mercenaries. They were to steal as much of Ardon's treasure as possible and load it into waiting carts; all would then flee to asylum in Zamora, where their ill-gotten gains would fulfil even their darkest desires.
That, at least, was the plan, but a loyalist guard who had managed to escape, knowing his lord too far off to intervene, brought word to Chimène. Without hesitating an instant, she and her allies, Ygritte and Brude, ran up to the keep to thwart the plot.
Whilst Ygritte and Brude made for the chambers where the majority of the treasure was kept, Chimène saw a chance to stake a renewed claim for Ardon. She remained in the courtyard, where she brazenly called Shaan'Hya to reckoning.
It went precisely according to plan...despite appearances. Chimène was thrown into the pit, and the keep's wolves were let off their leash to devour her alive, whilst the inhabitants of the castle looked on.
Precisely according to plan...if the warrior-nun is able to survive. They would also have to preserve the treasure, for an eorldom without any resources would be nothing more than another helpless victim in the path of Hyperborea's rage.
Objectives
- The Heroes win if they prevent the Overlord from getting at least 9 units of treasure out of the keep by the end of turn 8, at which point loyalists from Ardon will put a stop to their attempts.
- The Overlord triumphs immediately if he gets at least 9 units of treasure out of the keep. It will be enough to ensure lifelong comfort in Zamora, any more would be just a bonus.
Game length
The scenario lasts 8 turns. The Heroes play first.
Scenario Map
As the action takes place indoors, it is recommended using the Castle map and following the set-up of the official scenario.
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.
Chimène (set up in ..)
Ygritte (set up in..)
Brude (set up in..)
Chimène begins with 5 Energy Gems in the Fatigue Zone, the others with 4. 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 Red Henchmen [use the Pirate tile] (set up in .., .., ..)
5 Green Henchmen [use the Pirate tile] (set up in .., .., ..)
5 Orange Henchmen [use the Pirate tile] (set up in .., .., ..)
5 Blue Brythunian Infantry [use the Bossonian Guards tile] (set up in ...)
5 Grey Wolf-Dogs [use the Hyena tile] (set up in ...)
Shaan'Hya [use the Kerim Shah tile] (set up in ..)
The Overlord begins with 9 Energy Gems in the Available Energy Zone, and 2 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 : 6 Reinforcement Points
To Arms : the Overlord can activate another tile, anywhere in the River, for 1 energy gem only. It does not count as the 2nd activation of the turn.
Hand in hand : The Overlord can pass a treasure chest from one zone to another, as long as a chain of friendly figures exists. Enemy presence is not a hindrance. If the last zone in the chain is in a reinforcement zone, a figure can leave the playing surface with the chest. This can be done twice each time the event is activated.
Eadric arrives : Although Eadric is still a fence-sitter in this conflict, he mistakenly assumes Chimène is the guilty party and takes Shaan'Hya's side. The Overlord can add Eadric in a reinforcement zone. Use the Zaporavo tile, which replaces one of the two Event tiles in the River. Eadric has 6 PV.
The River
1 : Red Henchmen
2 : Green Henchmen
3 : Shaan'Hya (6 wounds)
4 : Event 1
5 : Orange Henchmen
6 : Blue Brythunian Infantry
7 : Grey Wolf-Dogs
8 : Event 2
Reinforcement Zones
There are five reinforcement zones (.., .., ..)
Equipment Cards
There are eight Treasure Chests (.., ...), each needing a Complex Manipulation with 2 successes to open. The Equipment Deck is made up of 2 Life Potions, 1 Dagger, 1 Crossbow, 1 Explosive Orb, 1 Conan Sword, 1 Axe and 1 Halbard.
Terrain
If the game is played on 3D terrain, the House Rules for this apply.
All doors are unlocked.
Doors are vulnerable to the Wall Breaker skill. Interior and Exterior walls are not.
Heros may not leave the board by any board edge zone.
Other House Rules
If players are in agreement, any or all of the other House Rules may apply
SSRs
- The coffers
The coffers, whose value of 1 or 2 is hidden until they are carried off-board by the Overlord, are placed according to the scenario instructions.
Picking up, carrying, or setting down a coffer is not an action, and does not interrupt an Overlord figure's base move. An Overlord figure carrying a coffer cannot attack, and can only benefit from 1 additional movement point. At the end of his or her move, the Overlord figure sets the coffer down, to get his breath back.
An Overlord figure in a reinforcement zone may leave the combat zone, as a move, at which point the value of the coffer is revealed and added to the Overlord total.
A Hero can pick up a coffer as a Simple Manipulation. Their encumbrance value is 2.
- The Horn of Valour
When the first Hero is put out of action, the Keep's Horn of Valour is sounded, no doubt by a loyal guard. This alerts the loyal troops in town. The turn counter moves forward 1 space, meaning the Overlord must hurry.
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