samedi 3 mai 2025

Chapter IV : An Ape, Several Kegs, and a Hostage

Number of heroes : 4
Difficulty : 2

An Ape, Several Kegs, and a Hostage

 

Based on the scenario "An Ape, Several Kegs and a Hostage"

Unknown Author 

 


 

 

After the betrayal by Shaan'Hya that almost cost Ardon its entire treasury, Gawayn has become increasingly paranoid and isolated. He has already lost the backing of Eadric, who has turned towards Chimène.  Kerim, although honour bound not to rebel against the acclaimed Lord of Ardon, offers only lukewarm support and finds any excuse he can to distance himself from the hall.

Gawayn now only seems to trust a rather vile mercenary named Constantius, a Kothian who is as mad as his Emperor Strabon.  He encourages Gawayn's worst traits, and the Hall of Ardon has become a place of debauchery.

To attempt to ensure the vacillating loyalty of the nobles, Gawayn has given Constantius free reign.  The brigand decided to prevent what he perceived as a dangerous wedding alliance between two of the noble houses, by abducting the bride.

The stricken father of the bride to be has called on Chimène to save her.  The warrior nun gathers her companions - Ygritte, Brude and Zoraya whose wounds have more or less healed, and prepares to champion her cause.


The four heroes find the keep of Ardon in uproar. Constantius is amusing his drunken henchmen with a travelling circus of fire-breathers and the antics of their trained Grey Ape. His comrades in arms have overrun the keep; a few of the guards are also still loyal to Gawayn.  Fortunately, for the moment, the kidnapped girl is unharmed, languishing in one of the cells and no doubt trembling at her uncertain fate.


Objectives

-  The Heroes win if the future bride, Gitara, is able to flee the keep by the end of turn 6.

-  The Overlord triumphs otherwise.

Game length
The scenario lasts 6 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..)

Zoraya (set up in..)

 

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.  Several weeks have gone by since The Treasure of Ardon, so Recovery is possible.



The Overlord
The Overlord's forces are as follows :

5 Green Henchmen [use the Pirate tile] (set up in .., .., ..)

5 Orange Henchmen [use the Pirate tile] (set up in .., .., ..)

4 Blue Brythunian Infantry [use the Bossonian Guards tile] (set up in ...)

Grey Ape (set up in ...)

Constantius (set up in ..)




The Overlord begins with 9 Energy Gems in the Available Energy Zone, and 3 in the Fatigue Zone.  He or she recovers 7 each turn.

 

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


Reinforcements : 2 Reinforcement Points

 

The River


1 : Green Henchmen
2 : Grey Ape (6 wounds)
3 : Blue Brythunian Infantry
4 : Orange Henchmen
5 : Grey Ape
6 : Constantius (4 wounds)
7 : Event 1
8 : Empty


Reinforcement Zones
There are one reinforcement zones (.., .., ..).


Equipment Cards
There are three Treasure Chests (.., ...), each needing a Complex Manipulation with 2 successes to open.  The Equipment Deck is made up of 1 Life Potion, 1 Leather Armour, and 1 Mitra's Mace.


 

 

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

-  Keg of Pitch

The kegs of pitch used by the fire-breathers are placed around the keep, six in all (..., ...).

If the Grey Ape is in the same area as a keg of pitch, he can pick it up and throw it as his attack.   The usual rules for throwing objects are used, the Grey Ape using his Melee attack value.  The keg of pitch explodes in the zone it lands in.

The Overlord may also explode the pitch kegs by expending the melee attack of an activated model in the same zone.

All figures in a zone affected by an exploding keg, take a two red dice area attack.  The usual defenses against area attacks may be used.  The keg of pitch is removed from play.

A Hero may pick up a keg of pitch and transport it, it counts as 6 encumbrace.  If such a hero is wounded, the keg of pitch is immediately dropped, but does not explode...unless an Overlord figure then throws himself on it, of course !


 

 

-  Gitara's Cell

The door to the cell is both locked and reinforced.  It requires a Complex Manipulation with 3 successes to open, and is immune to the Wall Breaker skill.

 

-  Gitara

As long as Gitara's cell door is unopened, she cannot be harmed.

As soon as the door is opened, the heroes take the Gitara tile, as an Ally.  Any hero can activate Gitara by spending an energy gem, and may give her additional movement points within the usual limit, but she may only be activated once per turn. 

A Hero in the same area as Gitara gains the Bodyguard skill.  Only such heroes can spend energy gems to defend Gitara.

 

-  Reinforcements

The Overlord can also bring on reinforcements in either of the portcullis zones (marked with 1 and 2).  Only one portcullis can be used per Event.

If reinforcements come through a portcullis, they close it behind them.  Remove the corresponding token and replace it with a portcullis token.  When a portcullis is lowered, no further reinforcements can come through it.  As long as it is lowered and not destroyed, no Hero can leave the keep by it.

 

-  Destroying a Portcullis

A Hero in an area with a lowered portcullis, and carrying a keg of pitch, can perform a Complex Manipulation requiring 3 successes to correctly place and ignite the keg, and destroy the gate.  The explosion causes no harm to any figures in the area.  The heroes can now flee the keep through the destroyed portcullis.

 

-  Fleeing the Keep

A Hero or Ally can flee the keep from any of the outer areas of the west edge of the map, by spending one movement point.

A Hero or Ally can also flee via the areas marked 1 and 2 on the map, as long as it does not contain a portcullis that is not destroyed. 

Once a model has fled, it cannot return to the combat zone.  The Overlord's units cannot leave the keep in any way.

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