Affichage des articles dont le libellé est The Veiled One. Afficher tous les articles
Affichage des articles dont le libellé est The Veiled One. Afficher tous les articles

vendredi 3 juin 2022

Chapter VI : The Abomination (Part II) - The Adventure

The scenario is here.

The company descend into the catacombs, torches held aloft.  The webs are thick here, and the tunnels and halls that have been carved out of the bedrock are infested with spiders.


The first wave of giant spiders took everyone by surprise, and both Shevata's and Cadmendin's veins were burning with venom when it was over.  The Giant Spider took advantage of the confusion to drop right onto Cadmendin, but the warrior monk fended it off.  A spray of sticky web tangled up Zarese, however, and the undead advanced on her to tear her apart.

Marotte was carving an ichor-strewn path through the tunnels, however, and managed to find the ring.  The others followed in her wake.


A trembling in the earth - what others horrors were now stirring beneath this cursed temple ? - led to the roof to cave in, catching Marotte, but the warrior nun did not suffer too great a harm.  Whatever it was, it galvanised Cadmendin into action, and a mighty blow with his mace smashed the Giant Spider to pulp !


The adventurers had been using their torches to good effect, dropped or thrown, and had by now burned off all the spiders' eggs.  When Cadmendin leapt over the intervening boulders and brought his mace crashing down on the remaining two arachnids, the fight was over.  Shevata picked the lock on the last chest, and brought out the grimoire.  The company escaped througha narrow tunnel, which although cloying with spiders' webs, finally led out into the open air and freedom.

All that now remained to be done, was to use ring and grimoire against Thugra Khotan.  As the company travelled back home, news reached them that a certain Conan, a Cimmerian, had been appointed General of the armies of Khoraja by their Princess, Yasmela.  He was said to be mustering an army that he intends to lead to the Shamla Pass, hoping that the forces of Thugra Khotan and Kutamun will break upon it.  The company turn north to join him...

Victory through and through for the heroes.

Each hero gains +1 XP, except for Cadmendin who gains +2 XP for slaying the Giant Spider.

Zarese has acquired, for one use only, the Halo of Mitra spell, whilst Shevata has a one-use Guerison of Mitra, and also picked up a Staff of Mitra.  Marotte has the Ring of Binding, whilst Shevata carries the Grimoire that contains the spell that will activate it.

The heroes made haste on their journey north, but passing through a couple of small towns on the way, were able to heal their wounds.  They also had enough antidote on them to flush the remaining spider venom out of their systems. 

lundi 5 juillet 2021

Chapter VI : The Abomination (Part II)

Number of heroes : 3-4
Difficulty : 2

The Abomination (Part II)

This scenario is based on The Lost King and Defeat or Die, Conan App Scenario n°s 26 and 27, unknown authors
 

The heroes have discovered that Natohk, the Veiled One, is none other than the mighty sorceror of Kutcheme, Thogra Khotan, awoken from millenia long sleep.

The Warrior of Mitra who accompanies them recalls that his Order played a pivotal role in the sack of Kutcheme.  Old tales have it that, unable to breach the tomb of Thugra Khotan and put a dagger through the heart of the sleeping mage, the priests of Mitra dug tunnels beneath the temple, and placed in them magical artefacts designed to destroy the magician if ever he awoke.

The adventurers must thus plunge deeper into the darkness.  Eternal Guardians placed by Stygian priests to guard the tunnels against ill-doers are but one peril they face : for the Spider Queen has made these tunnels hers.




Objectives

-  To win, at least one Hero must flee the temple with either the Ring or the Grimoire.  Reuniting both will, however, give them a considerable advantage in the final showdown with Thugra Khotan.
-  The Overlord wins the game if the Heroes do not

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

 
Scenario Map
The scenario is played over a 6 x 8 map, numbered A to F and 1 to 8.

It portrays a series of tunnels cut into the bedrock beneath an ancient Stygian temple.  A hexside entirely blocked by rocks or a wall is impassable; such obstacles should be placed to create a maze-like quality to the map board, although single-hex wide corridors should generally be avoided.

If the players wish, they may roll an orange die for each hexagon.  If the die shows two hits, the  roof above has crumbled.  The hex requires an extra movement point to enter, except for Large Spiders and the Giant Spider.


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.

Zarese of the Silver Moon
Marotte
Cadmendin
Shevata

The Heroes all set up together in hex E8.  All begin with 5 Energy Gems in the Fatigue Zone (6 if the Overlord won the previous scenario).

If any heroes have been wounded during the campaign, the effects of this are now taken into account.

If they were poisoned during the previous scenario, poison tokens are placed on the corresponding Melee Attack or Move space of their character sheet.

 

The Overlord
The Overlord's forces, are as follows :

A Giant Spider (does not set up on board)
10 Grey Large Spiders (A1, A1, D1, D1, E2, E2, E6, E6, F4, F4) [use the Giant Scorpion tile, with a reinforcement value of 1]
4 Orange Mummies+ (B8, C5, E4, F8)
3 Grey Mummies (D6)



The Overlord begins with 8 Energy Gems in the Available Energy Zone and 3 in the Fatigue Zone, and recovers 5 each turn.

If the Overlord won the previous scenario, however, he or she begins with 10 Energy Gems in the Available Energy Zone and 3 in the Fatigue Zone, and recovers 5 each turn.


Ravens
When an Event is played : 


-  Raven n° 1 : Reinforcements (3 Reinforcement points). The Overlord can choose only Large Spiders as reinforcements

-  Raven n° 2 : Collapse.  If the Overlord plays this tile, it must be the first tile activated that turn.
The Overlord chooses any hex on the board, attacks it and rolls two red dice for damage. However, each hero present that succeeds a Complex Manipulation (affected by Hindrance) with at least two successes can make an immediate free move into an adjacent non-impassable hex before any damage occurs.  A Hero with the Evasive skill adds one success to his roll. 
The damage counts as a ranged attack for active defense (ie. only using the bonus from a shield, not from a weapon).
After collapse, a hex that was free of debris requires an additional movement point to enter it, except for Large Spiders and the Giant Spider.


The River

1 : Grey Large Spiders
2 : Raven n° 1
3 : Giant Spider (6 wounds).  If the Giant Spider was "killed" in the previous scenario, it has only 2 wounds for the present one.
4 : Grey Large Spiders
5 : Grey Mummies
6 : Raven n° 2
7 : Grey Large Spiders

8 : Empty

It is deliberate that no Orange Mummies+ tile is included in the River


Reinforcement Zones
Place reinforcement zones (Spider Egg clusters would be a nice touch) in eight random hexes, with none having more than one other reinforcement zone adjacent.  They may be destroyed : see SSRs.


Equipment Cards
Place 5 treasure chests in A6, C3, D1, E3 and F7.

Set up a corresponding equipment deck with a Ring, a Grimoire, a Staff of Mitra, a Halo of Mitra spell, and a Mitra's Healing spell.  The spells can be cast only once, but may be used by any Hero that possesses them and not just by a Spell Caster.

Set up a second equipment deck made up of 2 Torches and 2 Antidotes.  See SSRs for how to acquire these.


Terrain

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

Heroes may leave the board only by hex C1.  If they do so, they may not return.




Other House Rules

If players are in agreement, any or all of the other House Rules may apply
If young or inexperienced players are taking part, it is advised that the "no communication" House Rule not be used. Communication should, however, be kept to a reasonable amount to avoid slowing play or "quarterbacking".


SSRs

 

-  Spider Spider Burning Bright

A Hero may drop or throw a torch to burn all Reinforcement Zones in the target hex and any adjacent hexes

The torch is discarded.

 

-  Mitra's Fire

When the Overlord activates a Large Spider [Giant Scorpion] tile, he may normally activate 4 Large Spiders.  However, if any Large Spider wishes to enter a hex occupied by a Hero carrying a Torch, he may activate only 3 Large Spiders.


-  Spider Venom

If an attack by a Large Spider causes a wound or wounds, the Hero does not suffer damage as usual.  Instead he places a number of Poison tokens equal to the damage on either the Melee Attack or Move space of his Hero Sheet.  Each Poison token on an action space reduces by 1 the exertion limit of that action.  Should an exertion limit be reduced to 0, the Hero dies.

A successful attack by the Giant Spider does damage as usual and also places one (only) Poison token in this way.

 

-  Antidote

A Hero who discards an Antidote may remove all the Poison tokens from his Hero Sheet.


-  Itsy Bitsy Spider

When activated, the Giant Spider is removed from play if already in play, and may then attack any hex on the board.

Every Hero in the attacked hex may, in the order they choose, make a Complex Manipulation (subject to Hindrance) requiring two successes.  A Hero carrying a torch adds one automatic success.

If all Heroes who attempt it fail their Complex Manipulation, the Giant Spider may make both its normal attack and its Web Projection attack, in the order of its choice, and ignoring all hindrance for the latter.

After its attack or attacks, the Giant Spider is placed in the target hex.  As an exception to the standard rules, it may then move, but takes any hindrance into account. 


-  Eternal Guardians

When a Hero enters or leaves a hex containing a Mummy+, the creature may make an immediate and free attack, as it is had just activated.  The Overlord may not however use energy gems to reroll any dice from this attack.


-  Looting the Dead (Again)

Each time a Mummy+ is killed, lay down the model.  A Hero who performs a Complex Manipulation requiring 1 success may successfully search it.  Remove then the model, and draw a card from the second equipment deck.

mardi 4 mai 2021

Chapter V : The Abomination (Part I) - The Adventure

The adventure is here.

The Fellowship of Light approach the temple-tomb of Thugra Khotan from the south, surprised that the dome of energy no longer covers it.  What mystery is this ?

Shortly afterwards, the dessicated body of the Prince of Thieves is found up against an exterior wall.  The trail in the sand makes it obvious he crawled out from the temple, badly wounded, to die here.

 

The company splits into two groups, Cadmendin and Shevata using the door just in front of them, whilst Zarese and Marotte skirt around the edge of the temple.  The priestess' Magical Barrier seals several mummies outside.

Meanwhile, Cadmendin and Shevata are involved in heavy fighting.  The monk is under attack from all sides, whilst the rogue shimmies up to the top of the wall and uses her throwing daggers to halt any reinforcements.

Zarese finds the only stable stairwell, and runs down it to the shrine.  This is where she discovers the empty sarcophagus that once contained Thugra Khotan.  All is now clear ! [well, not quite, as in a more roleplaying fashion, I let the girls figure out what had happened, and they came to some hilarious conclusions. For the eldest, the Prince of Thieves had stolen the mummy (why ?  and then errr, what, dragged it outside with his dying crawl ?  Where it was maybe eaten by bandage-loving jackals ?).  For the youngest, Thugra Khotan had turned into...a Giant Spider !  We had a good laugh as they pieced the plot together].


Yes, if Natohk is communicating with his servants in Old Kuthcheme it is because...he is none other that Thugra Khotan, awoken from a millenia-long sleep by the foolish daring of Zamora's Prince of Thieves...

With that settled Zarese held mummies, giant spider and assassins at bay with her Mystic Barrier, allowing Marotte, then Shevata and Cadmendin to join her and cunningly survive the horrors lurking in the lower level of the temple.  As the light of Mitra pushed back the shadows, Cadmendin was able to tell his fellow adventurers that, long ago, men and women of his order hid magical items beneath Kuthcheme, to slay Thugra Khotan should he ever rise again.

 

A mighty victory for the girls, in a very interesting scenario with lots of adventure and opportunities.

Each of the heroes gained +1 XP, except Cadmendin.  Having slain a Stygian Assassin, he receives an additional point, for +2 in all.  Cadmendin and Marotte each have a Torch, Zarese and Shevata an Antidote, and Zarese also picked up the Fangs of the Serpent and an Explosive Orb from the thief's corpse.  Only Marotte was wounded (1 wound).

The Fellowship of Light must now descend into the catacombs beneath the temple, to try to put a definitive end to the evil of Thugra Khotan !

vendredi 1 janvier 2021

Chapter V : The Abomination

Number of heroes : 3-4
Difficulty : 2

The Abomination (Part I)

This scenario is based on The Lost King and Defeat or Die, Conan App Scenario n°s 26 and 27, unknown authors
 

The heroes have managed to steal some important scrolls from Natohk's camp.  Zarese, thanks to her accumulated knowledge as High Priestess of Ibis, recognises the language as the now-dead Stygian dialect of Kuthcheme.  Why does Natohk communicate with his ministers in Old Kuthcheme ?  What strange magic could have brought forth the jackal-headed guardians glimpsed among the tents ?

The key to this mystery seems to be the ruins of Kuthcheme itself.  Marotte, Cadmendin and Shevata accompany Zarese into the eastern reaches of Shem, to a perilous place known for its ancient and legendary evil.

When they reach Kuthcheme, imagine Zarese's surprise when she sees that its main temple, which has been sealed for three thousand years, is standing open.  Who could possibly have gotten in ?  Perhaps Natohk sent Aetulla to recover Thugra Khotan's ancient and evil sorcery ?



Objectives

-  To win, the Heroes must piece together the puzzle, find Shiva's body and the empty tomb of Thugra Khotan by the end of turn 9.  Killing the Giant Spider will give them a head start for the second part of the scenario.
-  The Overlord wins the game if the Heroes do not, giving him a bonus for the second part of the scenario.  He also wins if all of the Heroes are killed.

Game length
The scenario lasts 9 turns.  The Heroes play first

Scenario Map
The scenario is played over two separate maps, which are nonetheless connected.

The first map is 6 x 9 hexes, numbered 1A1 to 1F9 and portrays a Stygian temple.  Unusually, however, the inner sanctuary is underground (on the second map).

The second map is 3 x 6 hexes, numbered 2A1 to 2C6, and portrays the top level of a vast underground gallery beneath a Stygian temple.  In hex 2B1 is the inner sanctuary, with Thogra Khotan's tomb inside.


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.

Zarese of the Silver Moon
Marotte
Cadmendin
Shevata

The Heroes all set up together in hex 1C9.  All begin with 3 Energy Gems in the Fatigue Zone.

If any heroes have been wounded during the campaign, the effects of this are now taken into account.  To take into account Zarese's knowledge of a healing spell, however, one Hero (chosen at random if players cannot agree) may rest once, as per the campaign rules.



The Overlord
The Overlord's forces, are as follows :

A Giant Spider (sets up in 2A6)
3 Green Mummies (1D3)
2 Orange Mummies (1B8)
3 Grey Mummies+ (1C1, 1A3, 1C3)
3 Blue Mummies+ (1C1, 1A3, 1C3)
3 Grey Stygian Assassins (special set-up and rules, see SSRs)



The Overlord begins with 9 Energy Gems in the Available Energy Zone and 4 in the Fatigue Zone, and number recovers 5 each turn.


Ravens
When an Event is played :
-  Reinforcements (4 Reinforcement points).  See "Reinforcement Zones" for special rules pertaining to this.


The River

1 : Orange Mummies
2 : Grey Mummies+
3 : Blue Mummies+
4 : Grey Stygian Assassins (3 wounds)
5 : Green Mummies
6 : Giant Spider (6 wounds)
7 : Raven
8 : Grey and Blue Mummies+ (the Overlord chooses, each time, which tile to activate, but both tiles move together)


Reinforcement Zones
When a Mummy is slain, do not remove it but lay it down instead.  The lain down figure loses its colour and becomes both a reinforcement zone,and a reinforcement figure, for any type and colour of Mummy.

When Mummies are brought on board by a Raven, they may be of any type and colour the Overlord chooses (as long as there are bases of that colour remaining unused).


Equipment Cards
The equipment deck is made up of 2 Torches and 3 Antidotes.  See SSRs for how to acquire and use them.


Terrain

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

No Hero may leave the board, except to move between boards 1 and 2 in either direction.




Any doors are locked, including to Overlord characters excepting Assassins, but are destroyed by the Wall Breaker skill, or if they take 3 hits.


Other House Rules

If players are in agreement, any or all of the other House Rules may apply
If young or inexperienced players are taking part, it is advised that the "no communication" House Rule not be used. Communication should, however, be kept to a reasonable amount to avoid slowing play or "quarterbacking".


SSRs

- The Stairwell

Four stairwell markers, one of which bears a green tick mark on the back, are selected.  The Overlord player shuffles them, and places them in 1B2, 1B4, 1D4 and 1B6.  He places four corresponding markers, of any type, in 2A1, 2A3, 2A6 and 2C3.  These pairs of markers represents stairwells, but three of them have crumbled to the point where they are too dangerous to use.

A hero in a hex with a face-down stairwell token may make a Complex Manipulation requiring 2 success to reveal it.

Overlord creatures can move up or down any of the four stairwells, except for the Giant Spider who cannot move up to Level 1.

Heroes can use a stairwell without first having revealed it.  If they do so, they reveal the token.  If it does not bear a green tick, the stairwell crumbles, is removed, and is no longer useable; the Hero is placed on the corresponding hex on level 2, and takes one Red die of damage.  Characters with the Leap skill ignore one hit.

 

-  Spider Eggs

The Overlord takes markers numbered from 1 to 10, shuffles them and places them face down in 10 different hexes of his choice on level 1, no token must have more than one other in an adjacent hex (and if available may place 3D "Spider Egg" tokens over them)

When a Hero moves into a hex containing Spider Eggs, he may choose to spend an additional movement point to do so.

The token is then revealed.  On a 1 or 2, it is a Torch; on a 3, 4 or 5, it is a vial of spider poison Antidote.  Take the corresponding card from the Equipment Deck.

On a 6-9, these are live spider eggs, which will hatch in the presence of the Hero.  The spiders make a close combat attack immediately with one red die and one orange die, before being removed from play.  Their attack dice are re-rollable, unless the Hero spent the additional movement point to enter the hex.

On a 10, the Hero has found Shiva's body, which is one of the victory conditions; they recognise the famous Zamoran thief, and realise he must have found a way to force the entry to the temple-tomb.  A Simple Manipulation will allow the Hero to find a "Fangs of the Serpent" dagger and an Explosive Orb.

 

-  Torches

A Hero who throws or drops a Torch into a hex will burn all laid-down Mummies in that hex, removing their figures permanently from the game.

Any Spider Egg token will also be revealed and then, unless it is a '10' immediately removed from play with no effects.


-  Spider Venom

Note : this SSR, and the following one, will also be used in the second part of the scenario, in which Large Spiders will make an appearance.

If an attack by a Spider Egg causes a wound or wounds, the Hero does not suffer damage as usual.  Instead he places a number of Poison tokens equal to the damage on either the Melee Attack or Move space of his Hero Sheet.  Each Poison token on an action space reduces by 1 the exertion limit of that action.

A successful attack by the Giant Spider does damage as usual and also places one (only) Poison token in this way.

 

-  Antidote

A Hero who discards an Antidote may remove all the Poison tokens from his Hero Sheet.  Use the Antidote wisely, as it may also come in useful in the second part of the scenario !


-  Stygian Assassins

The Overlord places six Assassin tokens in the following hexes : 1B1, 1B5, 1C4, 2B1, 2B3, 2C5.

If he plays the Stygian Assassin tile, he may move any or all of these markers, but a marker may not change levels.

When an Assassin token enters the same hex as a Hero, or if a Hero enters a hex with an Assassin token, the Overlord rolls two dice of any one colour of his choice.

If he obtains at least three symbols, he must replace the token with a Stygian Assassin (3 wounds), otherwise the token is discarded.  If a Stygian Assassin appears in this way during the Overlord's turn, his initial movement ends, and he may now attack.

Only one Stygian Assassin can be in play at any one time; whilst one is, the previous rules are all ignored.

After the third Stygian Assassin has been placed, discard all remaining Assassin tokens.


-  Pitch Black

The second level is plunged into darkness.  No line of sight exists between two different hexes, unless a Torch has been dropped in the target hex or is being carried by a Hero in that hex.

A Stygian Assassin has the "Precision Strike" ability whilst on the second level.


- The Tomb of Thugra Khotan

When a Hero enters into hex 2B1, he finds the sarcophagus of Thugra Khotan...and sees that it is open !  It is suddenly obvious who "Natohk" truly is.  The shock forces all of the Heroes to choose to Recover on their next turn, unless they choose to make a Complex Manipulation and obtain at least 2 successes.


dimanche 6 décembre 2020

Chapter IV : A Bloody Clue - The Adventure

 The scenario is here.

The heroes reach the sprawling camp in the Eastern Desert; more than ten thousand men and women have already flocked to Natohk's banner, without counting the army of the Stygian Prince Kutamun.



Thanks to some clever coordination and the use of "Mystical Barrier", the company managed to remain fairly discreet, until Ethelglyth (top right of the photo) got into serious trouble.



The Warrior Nun of Mitra finally confronted the Avatar of Set, in a well-balanced fight that saw neither gain the upper hand.  Zarese rained lightning down on the counsellor, shattering the roof of his house and wounding him.


Look at this for an action shot ! :


Although badly wounded, Ethelglyth survived despite the odds stacked against her, then leapt from the roof - risking death in the doing - to join with Zarese and offer her "Support".  On the same rooftop, the timely arrival of Shevata had allowed the heroes to discover the whereabouts of the scrolls.  The Alert Level was now dangerously high, though, at 8.

Ethleglyth's presence allowed Zarese to efficiently bring more lightning down on the Stygian counsellor.  Although he survived the attack due to the intervention of powerful black magic [ie. saving rolls], the Overlord was, in the doing, now left without any defense.

Once Marotte opened the door with the key in her possession, she stepped in to slay the Stygian with one mighty blow.  The heroes had just enough time to reunite a Turanian corpse with that of the Stygian, allowing them to escape with no risk of being followed, and without alerting Natohk to the presence of the Fellowship of Light.

 



Things looked difficult for the heroes to start with, but they stayed cool-headed and finally won through, a last-minute nail-biter.

Ethelglyth was heavily wounded - 3 permanent wounds - and lost her axe to the bargain.  She gained +1 XP.  Marotte, who slew the Stygian counsellor, acquired +2 XP.  Shevata and Zarese both gain +1 XP.









samedi 29 août 2020

Chapter IV : A Bloody Clue

Number of heroes : 4
Difficulty : 1

A Bloody Clue

This scenario is based on A Bloody Burglary, Conan App Scenario n° 22 (unknown author)

After Aetulla fell in Ula Aethel, Nuala and her company were able to escape the Kothian desert.  Acting upon Icilia's suggestion, they made for the temple of Ibis of Zarese of the Silver Moon.

Before doing so, Nuala had the creatures of the desert hunt down as many of Aetulla's Stygian henchmen as could be found.  Mercilessly interrogated by Brude, they revealed themselves as retainers of the Stygian prince Kutamun.

That meant little to Nuala, but much to Zarese.  If Aetulla was connected to Kutamun, then he was also working for Natohk, the "Veiled One", the new prophet causing some stir in the Eastern Desert.  If the Veiled One has a sorceror as powerful as Aetulla at his service, then it is obvious he is not just another of those half-baked zealots that periodically stir up trouble among the nomads.  Which begs the question : who then is he ?

Zarese herself decides to lead an expedition of the Fellowship of Light into the Eastern Desert to try to find out.  A few weeks later they have infiltrated Natohk's camp, where to their great surprise Shemites, Stygians and Turanians rub shoulders, albeit with mutual mistrust.  They are unable to get close to the Veiled One, but they identify one of his close advisers, a hooded Stygian, who is likely to have vital information, and obtain a copy of the keys to his quarters.




To pull this off, and get away with it, the Fellowship of Light must steal the documents, murder the councillor, and plant clues that put the blame on factional infighting between the Stygians and the others.  It turns out, however, that their target has quite unexpected protectors...but they also discover that they have unforeseen allies.


Objectives
-  The Heros win a minor victory if they have the documents in their possession and have killed the Stygian adviser at the end of the scenario.  They win a major victory if they have also planted the false evidence.

-  The Overlord wins if the Heros do not.


Game length
The scenario lasts 9 turns.  The Heros play first


Scenario Map
The playing surface is 7 x 10 hexes in size, gridded A to G and 1 to 10.

It portrays a makeshift but thriving village, with one more elaborate building containing at least hex E3.


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.


The Heroes set up together in hex D10.  All begin with 5 gems in the Fatigue Zone.

The Heroes now distribute the following 0 Encumbrance asset card amongst themselves : Key

If any heroes have been wounded during the campaign, the effects of this are now taken into account.  However, the easier journey after Ula Aethel and the few days rest and healing at Ibis' temple allow all wounded heroes to rest twice, as per the campaign rules.
 
At the beginning of turn 5, the Heroes are joined by Shevata, who sets up anywhere in hex grid 10.



The Overlord
The Overlord's forces are as follows :

The Stygian Advisor (use the Gitara tile), equipped with a Stygian Sceptre (in E3)
An Avatar of Set (F3)
2 Grey Scions of Set (B6)
2 Grey Mercenaries (B8)
1 Grey Mercenaries (E8)
2 Purple Mercenaries (F10)
1 Grey Turanian Scout (A5)
1 Grey Turanian Scout (B6)
1 Grey Turanian Scout (C5)
2 Grey Turanian Infantry (C4)
2 Grey Stygian Infantry (E3)
3 Grey Stygian Infantry (G4)


The Overlord begins with 5 Energy Gems in the Available Energy Zone and 9 in the Fatigue Zone.
The X Recovery Tile is placed in the Book of Skelos and a token bearing the number 3 on top of the X.  X is the value of the token placed on it.


Ravens
An Event may come into play (see SSR : "To me !").
When an Event is played :
-  4 Reinforcement Points.  However, all reinforcements must be of the same people (either Mercenaries or Turanians or Stygians).

The River

1 : Purple Mercenaries
2 : Grey Scions of Set
3 : Grey Mercenaries
4 : Grey Turanian Scouts
5 : Grey Turanian Infantry
6 : Avatar of Set (5 wounds)
7 : Stygian Advisor (5 wounds)
8 : Grey Stygian Infantry


Reinforcement Zones
There are no reinforcement zones initially.


Equipment Cards
There are four Treasure Chests (in C3, B6, F5 and G4), which require a Complex Manipulation with 2 successes to open.  The Equipment Deck is made up of one Empty Chest, one Javelin, one Sacrificial Dagger and one Grimoire.




If a Hero pulls the Grimoire on the first chest opened, it is replaced with the Empty Chest instead and put back into the Equipment Deck.

If a Hero pulls the Empty Chest, he must either obtain 2 successes on a Manipulation roll (the necessary energy gems to make the roll must be spent), or trigger a trap.  A cloud of poisonous gas causes the next two dice that the Hero rolls to be downgraded one level (red to orange, orange to yellow, yellow to automatic 0 hits).


Terrain

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

The Heroes may not leave the board

Any tents or interior walls are vulnerable to the Wall Breaker skill

The door to the Stygian Advisor's house is locked, unless any Overlord character has moved through it during the game.  It can be broken down if it is attacked and sustains 5 damage.



Other House Rules

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

However if young or inexperienced players are taking part, it is advised that the "no communication" rule not be used.  Communication should, however, be kept to a reasonable amount of time so as not to slow play, and to avoid "quarterbacking".



SSRs

-  Hidden in the Shadows

When a minion or the Stygian Advisor dies, lay the model down rather than removing it.  It does not count for hindering, but can only be removed by a Hero who performs a simple Manipulation.

-  Alert Level

The Alert Level is increased by 1 if :
i)  At the beginning of the Overlord's turn, after the Recovery Phase, an Overlord character is in the same hex as any Hero (once per hex)
ii) During the Overlord's turn, at least one Overlord character moves into a hex with one or more laid down models.  Remove all the models after increasing the Alert Level
iii) The trapped chest is set off

Each time the Alert Level increases, increase by 1 the value of the token placed on top of the Recovery Tile in the Book of Skelos

-  Which one is it ?

When the Stygian Advisor is activated, the Overlord may move 2 gems from the Available Energy Zone to the Fatigue Zone to bring another hooded figure into play, hard to tell apart from the actual target.  This figure is a token; it moves with the Stygian Advisor.  When the Stygian Advisor is attacked, after attack power is determined, the Overlord places an energy gem in one hand and the opposing player chooses one hand.  If the selected hand does not contain the gem, the attack slays and removes the other hooded figure instead.  No more than one additional hooded figure may be in play at any time.

-  The Master Key

A hero carrying the Key can open any locked door or chest with a Simple Manipulation


-  The Documents

The documents that assist in the identification of Natohk are represented by the Grimoire, which is part of the Equipment Deck.


-  False Evidence

Any laid down model can be carried (Encumbrance : 6; it may not be thrown but may be dropped, including into a gap).  If the body of the Stygian Advisor is located, at the end of the scenario, in the same hex as another laid down model of a Mercenary, a Turanian Scout or a Turanian Infantry (hence, not a Stygian Infantry), the false evidence has been successfully planted.


-  Scions and Avatar of Set

The first time (only) one of these two tiles is activated, their dice type is shifted up one level during their activation (from yellow to orange, orange to red, and red to red with reroll).  This simulates the shock of facing up to this alien race.
 
-  To me !
 
The first time that the Overlord dredges the River, the first tile he removes is replaced with a Raven.  The Overlord also places two reinforcement zones, which must be on two opposite board edges.

Chapter III : Set a Trap to Catch a Rat - The Adventure

The scenario for this adventure is here.

Here are the forbidding ruins of Ula Aethel; Aetulla (me) can be seen hiding behind the central building; the Assassin has already been swallowed whole by the serpent-demon (played by my eldest daughter); Brude (my youngest daughter) is duking it out on the left with the Kothian garrison.


Goaded on by the pain inflicted by the nefarious Thalis on his future victim, the serpent-demon swooped on the Stygian Assassin and devoured him without pity (7 wounds in one attack....).  This put the "heros" in a difficult position from the very start, although the discovery of a Xuthal Crown gave them hope.

Aetulla used his magic to good effect, Set's Bite slowing down the enemy.  Unfortunately, his Lightning Storm, meant to sweep the guards off the stairwell and open Brude's way to two more treasure chests, was an utter failure, forcing Brude to recoil and leaving the necromancer open to attack.  Stthag struck with deadly speed [after two activations in a row, ndlr] but inflicted a relatively light wound, sufficient however to wrap the necromancer in her coils.  Seeing this, Brude decided to play a very dangerous game, running into cover rather than trying to assist his temporary ally but eternal future enemy.

Seeing this abandon, Aetulla decided to call down another Lightning Storm on Stthag, Thalis...and therefore himself, a cunning ploy [hey, I have good ideas now and then] to make him a less potent prey for the demon.  The blast nearly killed Thalis, and indeed weakened Aetulla [down to 1 life point, ndlr].

Brude now broke from cover, climbed up to the roof of the building he was hiding in, leapt across in some nail-biting action [the roll failed, but the reroll was good enough to make it], rolled across the opposite roof to the treasure chests and opened them in the hope of finding the second Xuthal Crown.  With the demon once again sealed in the city, and Aetulla an easy target, Brude would have pulled off a brilliant victory.  Unfortunately it was not meant to be, the treasure chests contained armour and a crossbow.

The scaled head dipped, swallowing Aetulla, then pitilessly taking Thalis.

All was not, however, lost, and the thief lined Stthag up in the crossbow hairs.  Sadly, no doubt due to the lotus-crazed Kothian guards thundering up the staircase, the desperate and very difficult shot [needing 10 hits on three orange and one red dice, plus the yellow bonus die for height advantage, ndlr] went amiss, only grazing the dread entity.  Stthag devoured a hapless Kothian guard, and with the energy accrued, broke her magical bonds.

Not all was lost, however.  Stthag had no interest whatsoever in the Priestess of Ibis, Icilia, and Nuala, Brude and Ethelglyth were able to flee the chaos with her.  With Aetulla gone, the Stygian contingent dispersed in terror, and there was no-one to pursue them.  The company are able to make their way to a friend of Icilia's, the High Priestess Zarese of the Silver Moon, in the lands of Shem, and thus to refuge.


This was a fantastically tense game.  Everything seemed to go pear-shaped for the "heroes" at the beginning, but they nearly pulled it off.  However, fighting a serpent-demon is bad enough at the best of times, and it is an even more deadly affair when my eldest daughter is controlling it !

A great scenario, although it is important to choose Aetulla's spells with care, those indicated in the scenario are those I recommend.  If a young or inexperienced player is involved, a variant would be allowing the two Hero "factions" to discuss plans, but keep in place the rule that forbids them from alternating actions back and forth.

Brude failed to gain any XP, and took an additional wound, bringing him up to 3.  He abandoned the crossbow, and his shield, but kept the chainmail armour.  He also used Nuala's Pictish Alcohol, which she had given him, during the scenario.

samedi 9 mai 2020

Chapter III : Set a trap to catch a rat

Number of heroes : 3
Difficulty :2

Set a trap to catch a rat

Based on "L'Ombre Rampante" (by Pascal Bernard)

Nuala learns more and more about the Kothian Desert from the animals that people it, slowly transforming a hostile environment for her companions into a more forgiving one.  Above all, she learns of a city in its midst, named Ula Aethel.  Until a generation ago it was a thriving place, until the crazed ambitions of a wizard bore forth, from its entrails, an evil entity from before the Cataclysm.  Before meeting a most terrible fate, the sorceror sealed off the city from the outside world, sealing its fate, for the serpent Stthag hunts for human flesh.  Driven into the arms of the black lotus by their despair, the inhabitants of the lost city have slowly plunged into torpor.  Now and then, they brutally awaken from it, to be beset by madness.




With the desert as their eyes, the company entice Stygian scouts to the outskirts of Ula Aethel, before disappearing into the city.  The news quickly reaches Aetulla, who arrives before the ancient and abandoned place two days later.  He is met at the city gate by a most seductive woman who goes by the name of Thalis.  The necromancer is assured that Nuala and her fellows have not come out, and taken into the city by the outstanding beauty, the charmed and over-confident necromancer leads his men into a deadly peril.

Nuala has, however, greatly underestimated the danger.  The presence of strange blood whips Stthag up into a frenzy, whilst the twisted souls of the Stygians, far more potent than the dulled inhabitants of Ula Aethel, might actually provide enough energy to set the demon free, which would be the start of a vortex of destruction among the surrounding lands.  Realising this belatedly, she cries to a startled Brude to join in the fight.


In this scenario, Aetulla and the Stygians are the "heros", fighting against the Overlord, the dark threat in the entrails of Ula Aethel.  They are however joined by one of the true "Heroes" of the campaign, who should be run by one of their normal players.


Objectives
-  Aetulla wins if Stthag is killed, or stopped from absorbing the energy she needs before dawn (turn 9)

-  The Overlord wins if Stthag absorbs 15 energy or more before the end of turn 9


Game length
The game lasts 9 turns.  Aetulla plays first.

Scenario Map
The game is played on a 8 x 7 hex surface.  It portrays a decaying city.
For set-up purposes, A is the leftmost hex column, and 1 the topmost hex row.


Heroes
Aetulla, played using the Pelias Hero Card with the following spells : Morsure de Set, Bad Luck, Lightning Storm, and equipped with a Staff of Mitra.  He sets up in A1

A Stygian Assassin, played using the Savage Bêlit Hero Card and equipped with Pirate Saber and Pirate Saber.  He sets up in G3.

Brude, who can begin the game with any equipment possessed by his party, hastily pressed on him for this most unusual mission.  He sets up in G8.


Aetulla and Brude begin with 0 gems in the Fatigue Zone, the Stygian Assassin with 4 gems.

To represent the obvious lack of cooperation between the Aetulla - Stygian faction and Brude, each faction plays in turn, it is not possible to alternate between them.  The controlling player decides, however, which faction opens play.



The Overlord

The Overlord has :
Stthag (use the Thog tile) (set-up in D4)
Thalis (G8)
1 Kothian Captain (use the Captain Tile) (E7)
5 Orange Kothian Infantry (2 in C3; 2 in F2; 1 in E7)
7 Grey Kothian Infantry (Bossonian Guard) (5 in A7; 2 in E5)
5 Purple Kothian Archers (3 in D1; 2 in D7)

The Overlord begins with 5 gems in the Available Energy Zone and 5 in the Fatigue Zone.  He recovers 5 per turn.

At the beginning of the game, the "Devoured Energy" marker is placed on 0.


Ravens
When an Event is played :

Shadow of the Serpent : the Heros lose their base movement on their following turn



The River

1 : Thalis (5 wounds)
2 : Orange Kothian Infantry
3 : Stthag (10 wounds)
4 : Purple Kothian Archers
5 : Raven
6 : Kothian Captain (1 wound)
7 : Stthag
8 : Grey Kothian Infantry


Reinforcement Zones
There are no reinforcement zones


Equipment Cards
There are eight treasure chests (two in A7, two in G8, one in D1, one in F2, one in D4 and one in E4). The equipment cards are made up of two Xuthal Crowns, two healing potions, two explosive orbs, one coat of chainmail and one crossbow.



Terrain

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

A Hero may not leave the board until the end of the 9th turn.

All doors must be opened by the Heroes with a Complex Manipulation requiring two successes.  The door can also be attacked in combat, and is destroyed once it has taken five hits.  Thalis, the Kothian soldiers and the Kothian Captain can move freely through doors, but closing and locking a door behind them requires one movement point.

Only doors and interior walls are vulnerable to the Wall Breaker skill.



Other House Rules

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



SSRs

-  Black Lotus

Black Lotus plunges those who take it into a comatose state, interspersed with periods of terror and paranoia that are akin to an awakened nightmare.  The Kothian Infantry and Archers, and the Captain, are under its spell.  Their figures are laid down, cannot be attacked in this state by the Heroes, but do not cause hindrance.  As soon as the Overlord activates the matching tile, he may stand up any or all of the figures. Once stood up, a figure may not be laid back down again.

-  Xuthal Crowns

These two magical artefacts help maintain Stthag in Ula Aethel.  The first time each crown is discovered, the turn counter immediaely moves one space forward.

-  Stthag

Once each time she activates, before any movement, the serpent can freely devour any other Overlord-controlled figure in her zone (Kothian soldiers, Kothian Captain or Thalis).  When she does so, she absorbs 1 point of energy.

Stthag also absorbs 1 point of energy for each wound she causes to a Hero (not an Ally).

The "Devoured Energy" marker keeps track of these gains.

Stthag is immune to all spells.


-  Stygian Scepter

Thalis, a corrupted priestess of Ula Aethel allied to Stthag's cause, and gradually transformed by the creature's magic into a being from before the Cataclysm, has a Stygian Scepter, who bonus she uses when she attacks.  Each time a Hero is wounded with this weapon, he screams in pain.  This galvanises Stthag, who gains 1 movement point that the Overlord must spend immediately.


-  XP gain

Only Brude can gain XP from this mission, and keep any objects.
If Brude slays Stthag, it is worth 3 XP to him.

Chapter II : Hunger Games - The Adventure

The girls played Nuala (Agathe) and Brude and Ethelglyth (Zoé), whilst I once again donned my necromancer's robes to play the evil Aetulla.

The scenario is here.

I thought long and hard about where the heroes would look last for the food, and proof that I know my daughters well, it was indeed the 8th token they turned over  : )  My cunning plan was to place it on the roof of the central building, neither too close nor too far away, and have my Stygians swarm around the building to distract and worry them.




Nuala moved towards the building, found some Pictish Alcohol and took out a sleepy Stygian.  I hit her with one of Aetulla's spells, and that plus Stygian archers scared her into taking refuge within the house [we were using, as always with 3D terrain, my house rules, which really do give an extra layer to the game if I do say so myself].  The food was unknowingly just above her head.  Hee hee.  Nuala's lion charged into the feasting Stygians, where it uncovered the Stygian Assassin.



As for Brude, he moved along the right side of the same building, cracking some Stygian skulls before moving back into cover.  Meanwhile Ethelglyth headed to the other house, found an axe with which she split a Stygian skull, and dashed upstairs.  She ran straight into the Archer Captain, but very promptly hacked him to pieces and threw his body over the wall to the floor below.  Ethelglyth truly does not seem to like Stygian Captains !

My mistake was then to have my Stygian Assassin fight Nuala's Lion, who is very lithe [Passive Defense of 3].  It did take a wound, but nothing to really worry it.  I was also getting a bit short on manpower, so brought in some reinforcements.

In the meantime, the girls used Icilia to good effect, having her uncover two tokens.  On both occasions they were Stygian soldires, whom the priestess quickly dispatched !  That meant that there was now only one token left - the location of the food was now evident, and we all laughed at the fact that Nuala was just underneath it !



In order to prevent Nuala from being overwhelmed, Brude threw himself into the fray, sending three Stygians into the afterlife, his "Feline Grace" coming in handy.  The Aquilonian magician meanwhile climbed the ladder to the roof and grabbed the goodies.

The Stygian Assassin finally realised that he would never get rid of the lion, and went after Brude instead, who had run out of steam, and inflicted a serious wound on the roguish Nemedian.  It was not quite enough, however, and thanks to Nuala's "Eel Skin" spell, the three heroes were able to escape on turn 5.


Another great game of Conan, with some epic moments.  The Heroes emerge victorious once again.  Nuala gains +1XP and some Pictish Alcohol which her Alchemy skill enables her to use to good effect; she also has a Black Staff to replace her Shaman's Staff.  Brude gains +1XP, but suffers a severe wound (2 energy gems in the Wound Zone, until Recovery is possible).  Ethelglyth, although she did not play the most active role, nonetheless slew another Stygian Captain, and gains +2XP.

mardi 5 mai 2020

Chapter II : Hunger Games

Number of heroes : 3
Difficulty : 2

Hunger Games

This scenario is largely based on L'Enfant de Jhebbal Sag (by Nicolas Texier)




Having to unexpectedly flee the temple of Ibis with the Priestess in tow, and pursued by a horde of angry Stygians driven on by a powerful necromancer, Nuala, Brude and Ethelglyth had little other options than to run for the Kothian Desert.

Unfortunately this was the very route that Aetulla had planned to take, and he had prepared his return.  As the four companions drive deeper into the rocky desert they begin to suffer from hunger and thirst, whilst the Stygians head for one of their stockpiles.

Afar from atop a rocky outcrop, Brude watches them break out food and drink.  After conferring with Nuala and Ethelglyth, it is decided to attack the camp at night, carry off what might be, and destroy as much as possible of the rest.






Objectives
-  To win, the Heroes must take all the food and drink offboard by the end of Turn 8 and Icilia must not be removed from play

-  The Overlord must keep the food and drink onboard by the end of Turn 8; or remove Icilia from play


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


Scenario Map
The game is played on a 8 x 7 hex surface.  Aetulla having set up his stockpile in a small farm that he emptied of its inhabitants, the playing surface includes a house, various outbuildings, and an orchard. The surrounding land consists of rocky desert and outcrops.


Heroes
In the campaign setting, the following heroes take part in this adventure, with any equipment they had or have acquired, and spells selected using the campaign game method.

Nuala
Brude
Ethelglyth
One Lioness Ally (unnamed, see Campaign Rules and use the Conan's Lion tile), with 4 wounds who can be commanded only by Nuala
Icilia as an Ally (use the Thalis tile), with 3 wounds, who can be commanded by any Hero.  Her "Fascination" trait works on the Overlord's tiles.

The Heroes set up together in any of the three hexes of the first row of the lower left-hand side of the board.

All the Heroes begin with 4 gems in the Fatigue Zone.

If any Heroes have been wounded during the campaign, the effects of this must now be taken into account.


The Overlord

The Overlord protects his camp with :

Aetulla with the following spells : Deceleration, Bad Luck, Changing Destiny
A Stygian Assassin
A Stygian Archer Captain (use the Balthus tile)
3 Red Stygian Infantry
3 Blue Stygian Infantry
3 Orange Stygian Archers

Aetulla sets up in the centre hex.  Otherwise only the Red, Blue and Orange groups are initially on-board, with two characters per hex maximum, all in the four uppermost hex rows.

The Overlord begins with 4 gems in the Available Energy Zone and 5 in the Fatigue Zone, and recovers 3 per turn.


Ravens

When an Event is played :

Sound the Alarm ! :  each figure of one chosen Overlord tile benefits from a free movement; the Overlord may spend additional gems to increase this movement

He sleeps lightly ! : the Overlord reveals token n° 1 or token n°2, and must also reveal one other token of his choice, which is then removed if it is a token n° 4 to n° 8.  The token n° 1 or n° 2 is replaced by the appropriate figure, and its tile placed at the end of the River.  This event may only be played once.

Deep shadows : the Overlord swaps two tokens of his choice, leaving them face down.  This event may only be played once.

Reinforcements : 4 pts of reinforcements




The River

1 : Red Stygian Infantry
2 : Orange Stygian Archers
3 : Aetulla (7 wounds)
4 : Raven
5 : Blue Stygian Infantry
6 : -
7 : -
8 : -


Reinforcement Zones
The central hex is the only reinforcement zone


Equipment Cards
Six treasure chests are placed at random.  They require a Complex Manipulation to open with 1 success required.

They contain an Elixir, Pictish Alcohol x 2, a Black Staff, an Axe and an Ecu.
An Elixir has no effect during the game, but if consumed during the post-game sequence, allows a recovery attempt even if one is not normally allowed.
Pictish Alcohol allows a Hero to transfer four gems from his Fatigue Zone to his Reserve Zone, but causes an immediate wound with no possible defense; the Pictish Alcohol is then discarded.


Terrain

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

A Hero may leave the playing area but may not return if he or she does so.

The walls of all buildings and outhouses are vulnerable to the Wall Breaker skill.




Other House Rules

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



SSRs

-  Alchemy

A character with the Alchemy skill who has Pictish alcohol in their possession, may administer it to themselves, or to another character with a Simple Manipulation, and instead of taking an immediate wound, transfer instead an additional gem from the target's Fatigue Zone to their Reserve Zone.

-  Softly softly

On the first turn, the Heroes may only use their free movement.  Allies can use their full movement.  Attacks are allowed.


-  The camp a-slumber

During the set-up, the Overlord secretly places the tokens numbered 1 to 8, four of them adjacent to the central hex, and the other four two hexes away from any one of the initial four tokens.  Each token must be in its own hex.

A token is revealed as soon as a Hero or an Ally enters into the hex.

The token n° 1 reveals the Stygian Assassin who is placed on the board, and added to the beginning of the river with 8 wounds.
The token n° 2 reveals the Stygian Archer Captain who is placed on the board, and added to the beginning of the river with 6 wounds [this being a lot for a mere Captain, it is to be imagined that he has a token bodyguard by his side]

The token n° 3 represents the food and drink that the Heroes must carry off.  When revealed, it is left face-up in the hex (or replaced by an appropriate element of terrain)

The other tokens (n°4 to n° 8) represent slumbering Stygians.  The token is initially replaced with a grey Stygian Infantryman, but no tile is added to the river.  Whilst "grey" the character may be attacked by the Heroes (and the Overlord can defend it).  If killed, it becomes a potential reinforcement.
At the end of the Heros' turn, any "grey" Stygian Infantry become Green Stygian Infantry, the appropriate tile is added (or moved, if already in play) to the beginning of the river, and the Overlord gains one gem which he places in his Available Energy Zone.


-  All you can eat and more !

The token n° 3 can be picked up by a Hero by a Complex Manipulation requiring 2 successes.  When picked up, it becomes two objects each with an encumbrance of 1.  They may be dropped but may not be thrown.
The Heroes win if both objects are carried off board from any of their three initial starting hexes.

dimanche 19 avril 2020

Chapter I : The Temple of Ibis - The Adventure

My daughters played the heroes in this one, whilst I was the evil overlord... 

The scenario is here. 

True to herself, Ethelglyth no sooner saw the Stygian soldiers coming over the wall, than she chucked her axe at them, charged into their midst and despatched two, before sprinting back to safety.  Brude was more cautious, seeking refuge in the central building and picking the lock on the chest there, which proved to be empty.



Nuala and her wolf sprinted upstairs, where she found a healing potion, and then the much sought after censer in a sarcophagus.

The Stygian archers on the walls proved bothersome throughout the tense minutes that followed, but for now their shower of arrows bounced off the walls of the central building, or stuck in Brude's shield.

Led by their captain, the Stygian infantry swarmed around the priestess Icilia [which also allowed the Overlord to play the Event and receive reinforcements].  This forced Ethelglyth out into the open, wreaking havoc in the Stygian ranks with her broadaxe, and severely wounding the captain.  Nuala, not yet knowing who these brave warriors were, but grateful for their help, sent her wolf, who had already taken down two archers, to assist the Brythunian.



Just as well, for at that very moment a Stygian archer, who had been tracking Ethelgylth, unleashed an arrow that would have struck her low [five hits on three yellow dice !].  Nuala's wolf bravely leapt to intercept the shaft, which buried itself deep in its side.  Other arrows rained down on Ethelgylth, one wounding her.  Brude in the meanwhile dashed out and pulled the Priestess of Ibis into shelter (whilst cunningly using her to shield him...).

Ethelgylth and the Stygian captain squared off, the Brythunian was wounded, but sent her adversary to the afterlife and managed to escape back into the central building.  Nuala's wolf, finishing off its enemies, was slain by another hail of arrows.

During a lull in the fighting, Nuala ran through the central courtyard to the sanctuary, just as Aetulla came over the wall with his men.  Brude ran to join her and managed to force his way into the sanctuary where the sacred treasure - a great tome of sacred knowledge, worth a fortune in the learned cities of Nemedia - lay open before him.

Ethelglyth was now in great danger, alone with Icilia and with Stygian infantry swarming around her.  Fighting back ferociously, she nonetheless received dreadful wounds.  It was then that a mighty act of heroism tipped the scales.  Nuala cast her "Recall" spell on Ethelglyth; as the Brythunian was pulled to safety, she threw her axe to bring down an enemy soldier.  Following on the heels of that blow, Brude charged out of the sanctuary, laid low the Stygians, knocked out Icilia with a blow to the chin (well, this is Conan !) and unceremoniously carted her off towards the temple door.

The Stygian archers tried desperately to stop him, but to no avail.  Aetulla decided it was time to pull back an rally his men.  He would have to pursue these unforeseen enemies through the desert and slay them in the wilderness.

A great time was had by all.  The Heroes won a clear victory.  Nuala and Brude gain +1 XP, Ethelglyth +2 XP (or having slain the Stygian Captain).  She has however a severe wound (one energy gem in the Wound Zone, until Recovery is possible).  No equipment was recovered.

Some comments on game balance for future scenarios :
 All of the 3D terrain rules worked just fine !

The game balance was good overall, but did not really allow Aetulla to take part in the action (it gave a "Darth Vader at the beginning of Episode IV" style entrance, however, once most of the fighting was done...).  Having the big baddy start at the edge of a fairly large board, at the end of the river, makes him less likely to intervene, especially as it is best not to send him off alone. This is even more so when he is a spell-caster, who has to spend additional gems to act.  Then again I used a lot of gems to give the soldiers extra movement, perhaps that was not the wisest choice although it nearly killed Ethelglyth.

lundi 18 novembre 2019

Chapter I : The Temple of Ibis

Number of heroes : 3
Difficulty : 2

The Temple of Ibis



A prophecy promised the world to Thugra Khotan if he unites with a bride in whose veins runs the royal bloodline of Acheron, but who is pure of heart.  Courting demons, the necromancer has learned of two such women.  The first is Yasmela, actual regent of Khoraja whilst her brother is captive in Ophir; the second is Icilia the Divine Adoratrice of Ibis,who presides over her god's temple on the edge of the Kothian Desert.

Thugra Khotan has been visiting Yasmela in her dreams for several weeks, but Icilia's soul and spirit are protected by Ibis.  The Veiled One sends Aetulla, his trusted servitor, to abduct the priestess.  Aetulla's movements do not go unhindered, however, especially as takes little provocation for him to heedlessly bloody his trail.  As he crosses the Khorajan border, he is closely followed by one who has devoted her life to fighting the boundless evil that the Veiled One represents.

In the meantime, blissfully unaware of the events that have been set into motion, a pair of thieves, intending to steal the fabulous sacred treasure of the temple, have infiltrated it and have been posing as acolytes of Ibis for the last few weeks.  They have gathered most of the information they need and are almost ready to spring into action.

When Aetulla's men come over the temple wall, primed to kill all inside and disappear into the Kothian Desert with Icilia in tow, the two conspirators decide to exploit the chaos and the confusion and throw off their disguises.  They will however need to defend themselves from Aetulla who will show no mercy.  Fortunately, the sorceress Nuala is at hand to assist them, if only because they are temporarily the enemy of her enemy...



Objectives
-  The Overlord is victorious if the Priestess is in the same zone as either Aetulla or the Stygian Captain at the end of the game
-  The Heroes triumph if the Overlord does not, but only if they have removed the treasure from the inner sanctum by the end of the game, and still have it in their possession
-  Any other result is a draw

Game Length
The game lasts 8 turns.  The Heroes play first.

Scenario map
The game is played on a 9 x 6 hex surface.  The playing surface portrays the walls and the inside of a temple of Ibis, which are built on the Stygian model.



One hex, towards the back of the temple, contains the Inner Sanctum.  The Priestess is placed in the centre of the playing surface.


Heroes
In the campaign setting, the following heros take part in this adventure, with their standard equipment, and spells selected using the campaign game method.
No spells are forbidden for this scenario.

Nuala
Brude
Ethelglyth
One Dire Wolf Ally (unnamed, see Campaign Rules) who can be commanded only by Nuala

Brude and Ethelglyth set up, after the Overlord's forces, in the same hex as the Priestess or an adjacent hex.  Nuala and her Dire Wolf set up in the temple entrance hex.

Brude and Ethelglyth have 3 gems in the Fatigue Zone, Nuala has 2.


The Overlord
The Overlord seeks to complete his mission with :

Aetulla with the following spells : Deceleration, Bad Luck, Changing Destiny
A Stygian Captain
4 Red Stygian Archers
4 Blue Stygian Archers
5 Orange Stygian Infantry
4 Green Stygian Infantry

The Stygian forces form four groups : 2 Red Stygian Archers and 3 Orange Stygian Infantry; 2 Red Stygian Archers and 2 Orange Stygian Infantry; 2 Blue Stygian Archers and 2 Green Stygian Infantry; 2 Blue Stygian Archers and 2 Green Stygian Infantry.

Each group is set up on a different hex of the temple wall, atop the wall.

The Overlord can place Aetulla and the Stygian Captain with the groups of his choice, but the two cannot start the scenario together.

The Overlord has 7 Gems in the Available Energy Zone and 4 in the Fatigue Zone.  He or she recovers 5 Gems per turn.


Ravens
When an Event is played :
-  The Priestess moves towards the inner sanctum, with 5 movement points, by the quickest possible route.  Her movement is subject to hindrance.  This special rule is ignored if the Priestess is in the same zone as Nuala (not Brude or Ethelglyth), Aetulla or the Stygian Captain, or is already in the Inner Sanctum.

-  The Overlord then plays the following event :
Scale the Walls ! : 4 pts of Reinforcements



The River
1 : Red Archers
2 : Green Infantry
3 : Stygian Captain (4 wounds)
4 : Orange Infantry
5 : Raven
6 : Blue Archers
7 : Stygian Captain
8 : Aetulla (7 wounds)



Reinforcement Zones
Each starting hex which contains Stygian Infantry or Archers at the beginning of the scenario is thereafter defined as a Reinforcement Zone


Equipment Cards
Five treasure chests are scattered throughout the temple.  They contain : 1 Lance d'Ornement, 1 Sacrificial Dagger, 1 Life Potion, 1 Censer, 1 Empty Chest

The Sacred Treasure card is placed in the Inner Sanctum.


Terrain

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

In addition :

-  Heroes can leave the board by a normal movement, but if they do so they may not return.  A Hero may not leave the board with the Priestess.

-  The temple pool is shallow and is not considered a water area.

-  The zones defined as reinforcement zones have ladders in them, allowing any characters to move down from the walls or back up onto them as normal movement.

-  Both the inner and outer walls of the temple are solid and are invulnerable to the Wall Breaker skill.  No terrain may otherwise be destroyed.





Other House Rules

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




SSRs

-  A character controlled by the Overlord may forcibly move the Priestess with him if she is in the same zone, and no Hero is present in that Zone.  The Priestess may be moved only one zone by the Overlord for each tile activated.

-  Before moving, a Hero may try to convince the Priestess to follow him; this is a Complex Manipulation.  For each two full success, the Priestess will accompany the Hero one Zone.

-  A Hero may also forcibly move the Priestess, but she counts as 6 Encumbrance.



-  The Inner Sanctum is under the direct protection of Ibis and cannot easily be violated.
If a Hero wishes to enter it, he or she must succeed a Complex Manipulation requiring 5 successes.  If the Hero is equipped with the Censer, only 3 successes are needed.

If a character controlled by the Overlord wishes to enter it, the Overlord may, for each Energy gem spent, obtain a red die for Aetulla, an orange die for the Captain and a yellow die for any other character.  5 successes are needed.
As soon as any character (excluding the Priestess) has entered the Inner Sanctum, it has been violated and the special rules concerning it cease to apply.