dimanche 8 juin 2025

Chapter VI : Au Nom d'Ibis

Number of heroes : 3
Difficulty : 2

Au Nom d'Ibis

 

Based on the scenario "Au Nom d'Ibis"

Frédéric Henry 

 



Helped by Constantius' treachery and Gawayn's passivity, the Hyperborean Emissary has seized control over Ardon.   She has ushered in a reign of terror, or brutal murder and a fear of the dark.

A message sent to her superiors in the bleak north, brings the reply that no help can come for the moment.  The Emissary smiles evilly at this : it means she has her hands free in Ardon, and when it is utterly hers, she will proclaim herself Witchman, and none amongst her gaunt comrades will dare challenge her claim.

One dark night, she slips from the keep, in company of one of the demons that constantly whispers in her ear.  She heads for the cemetery, where she will raise the army she needs to submit this place utterly...

Fortunately, Chimène still has some eyes and ears in the Great Hall, a few willing to die to save the glory of Ardon.  The dog Constantius has hunted down most of them, but not all.  It is lucky he fears his new mistress more than he desires her attention...

The warrior nun is in no condition to slay the woman who unjustly occupies her throne.  That task will fall to her faithful companions : Zoraya and Brude.  A third man volunteers for this most perilous of missions - Gawayn.  Although her companions urge against it, Chimène, an ardent follower of Mitra, believes that salvation comes from the quest for pardon.

When they arrive, it is almost too late : inhabitants and warriors of old alike have begun to stir in their graves... 



Objectives

-  The Heroes win if they kill the Hyperborean Emissary before the end of turn 8.

-  The Overlord triumphs otherwise.

In my campaign game, a victory for the Overlord in this scenario means the fall of the Pillar of the North, which will have wide-reaching implications for the world of Hyboria



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 the cemetery of Ardon, with its graves and barrow mounds.


 

 

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.


Brude (set up in C7). 

Zoraya (set up in C7).

Gawayn (set up in C7). 


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.  

Gawayn has healed any wounds he might have; the other heroes may make a Recovery attempt.


The Overlord
The Overlord's forces are as follows :

Hyperborean Emissary (set up in G2), with Pestilential Swarm and Teleportation.

A Wight  (set up in B1); use the Black Demon or the Swamp Demon tile, as you choose.





Green Mummies (use the tile with Armour of 2 and Jinx), representing the archaic dead of Ardon

Blue Skeletons (use the Mummy tile with Armour of 3), representing accomplished warriors 

Red Skeletons (use the tile with Armour of 0), representing inhabitants

Orange Skeletons (use the tile with Armour of 1), representing young warriors 



The Overlord begins with 9 Energy Gems in the Available Energy Zone, and 3 in the Fatigue Zone.  He or she recovers 5 each turn.

 

Ravens
When an Event is played, the Overlord can choose from the following events : 


Reinforcements : 20 Reinforcement Points the first time, 10 Reinforcement Points thereafter

These can be used to raise any Mummies or Skeletons, anywhere on the playing surface, but no more than two per hex.  There can be no more than five figures per tile. 

The Mummy and Skeleton tiles begin the scenario in the River; despite no figures being attached to them, they are not flipped over and thus cannot be dredged. 


 

 

The River


1 : Hyperborean Emissary (5 wounds)
2 : Wight (10 wounds)
3 : Blue Skeletons
4 : Red Skeletons
5 : Event 1
6 : Wight (10 wounds)
7 : Orange Skeletons
8 : Green Mummies


Reinforcement Zones
There are no reinforcement zones (.., .., ..).


Equipment Cards
There are eight Treasure Chests (A1, B1, D1, E1, G1, G3, G4, G6), each needing a Complex Manipulation with 2 successes to open.  The Equipment Deck is made up of 2 Life Potions, 2 Javelins, 1 Scale Mail, 1 Crossbow, 1 Ecu and 1 Epee.

There are also three Holy Relics scattered over the playing surface (A6, E3, E5).  One of them is an Explosive Orb, use any appropriate cards with a Hindrance of 1 for the two others.


 

 

Terrain

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

All doors are unlocked.

Doors, Interior walls and Exterior Walls are vulnerable to the Wall Breaker skill.

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

-  Holy Relics

The Holy Relics must be located, or prised from their supports, or dug-up...in all cases, they are initially placed face down.  They are only placed face-up when a Hero in the same hex, succeeds a Complex Manipulation requiring 3 successes.

A Hero carrying one of the first two Holy Relic counts as three figures, for purposes of blocking Hindrance caused by Overlord figures in the same hex.  A Hero carrying the Explosive Orb Holy Relic (the Holy Hand Grenade !) does not benefit from this special rule.

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