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View Full Version : MAP:Castles In The Sky...SCENARIO:Kyrie Counsel Moot


Bixby
November 20th, 2006, 11:53 AM
Hello everyone. We have justed drafted a new Map & Scenario which we hope to play soon. This is one of our more elaborate scenarios. I will try to post pics of this Map in My Map thread later this week, in the meantime, here are teh details


Background
The ancient Kyrie Counsel Moot is a courtyard around a large wellspring where various lords and power mongers could meet in a peaceful setting. It is a quasi-neutral area where conflict is discouraged and alliances are forged. It is nestled between the glacial mountain of Dzutal-Gin and the molten mountain of Jargaduun. To the North of the Moot lie the Marro Mounds and the Sylvan Wood is just to the South. The Moot is surrounded by hostile unforgiving lands. The lands are perilous but offer great opportunity to those who venture to the wellsprings concealed in their inhospitable landscape.

This is a highly magical land and the teleports created by the old sage Kyr-Lodin are still in place. They are sometimes functional and sometimes inert. There are strange forces at play that control these devices; as mystical as Kyr-Lodin’s tower itself. Kyr-Lodin’s tower can be seen appearing and disappearing at various places throughout “Castles In The Sky” map. It is rumored that the old wizard lives still and it is his essence that is imbued into meandering Tower.

Four castles hang in the air, keeps for the four lords that have made this part of the world their home. The bonds of peace are tenuous and they continue to vie for control over the wild lands and the lands of their neighboring lords.


Rules for this Scenario: The Draft
The following units are not available for draft for this scenario:
• Marro Warriors
• Me-Burq-Sa
• Warriors Of Ashra
• Aubrien Archers
• Syvarris
• Dzu-Teh
• Obsidian Guards


Rules for this Scenario: Special Counsel Moot Defense
The Kyrie Counsel Moot is a place of peace. Blessed are those who visit this ancient site.
Any figure in the Kyrie Counsel Moot gets to add two additional defense dice to any defense rolls.


Rules for this Scenario: Wellspring Powers
The wellsprings play a very important role in this scenario. They are places of power and worship. Much of the mystical nature of this land stems from these strange waters. Here are the effects for occupying a wellspring:
(1) When you have a figure occupying your own wellspring it instills courage in your whole army.
a. All attack rolls get a bonus of one additional attack die.

(2) When you occupy an opponent’s well spring you have demoralized their army.
a. All attacks rolls against that opponent get a bonus of one additional attack die.
b. All defense rolls against that opponent get a bonus of one additional defense die.

(3) When you occupy the wellspring of Dzutal-Gin your army has learned the secrets of the glacial people.
a. You get to move your figures on Deep Snow and Slippery Ice without the extra movement penalty.
b. You are protected from being attacked by the Dzu-Teh. They cannot be employed against you.
c. Your “X” Markers grant you use of the Dzu-Teh.
d. All of your figures add +2 to their movement score.

(4) When you occupy the wellspring of Jargaduun your army has learned the secrets of the molten people.
a. You get to move your figures on Lava Fields and Lava without taking damage.
b. You are protected from being attacked by the Obsidian Guards. They cannot be employed against you.
c. Your “X” Markers grant you use of the Obsidian Guards.
d. All of your figures add +2 to their movement score.

(5) When you occupy the wellspring of the Marro Mounds your army has learned the secrets of the Marro.
a. You are protected from being attacked by the Marro Warriors & Me-Burq-Sa. They cannot be employed against you.
b. Your “X” Markers grant you use of the Marro Warriors / Me-Burq-Sa.
c. All of your figures add +4 to the range of units that current have ranged attacks.

(6) When you occupy the wellspring of the Sylvan Wood your army has learned the secrets of the Elven Ways.
a. You are protected from being attacked by the Elves. They cannot be employed against you.
b. Your “X” Markers grant you use of the Syvarris / Aubrien Archers / Warriors of Ashra.
c. All of your figures add +4 to the range of units that current have ranged attacks.

(7) When a unit enters the Wellspring in the Counsel Moot, they roll a d20 and consult the following chart, (Only heroes may enter the wellspring in the Moot, and if they remain in the well, they roll the die with a -5 penalty to their roll. The ancient ones do not favor whose who would seek to abuse their gifts.
01-01 The magic is too strong for this unit, it is completely destroyed.
02-03 The powerful magic is dangerous to this unit, add 1 wound marker to this unit.
04-05 Nothing Happens
06-09 Remove 1 wound marker from this unit.
10-12 Remove 2 wound markers from this unit.
13-16 Remove 3 wound markers from this unit.
17-19 Remove all wound markers from this unit.
20-20 Clone this unit. An exact duplicate of this of unit appears beside the original, it acts whenever the original does. It is an avatar of power. (In essence, the player now has two unique heroes controlled by one card).


Kyr-Lodin’s Tower
The Tower begins the game off of the map. It is rolled for much like “The Drop” used by the airborne elite. Before every turn, roll a d20…
01-03 Kyr-Lodin’s Tower vanishes. Any units occupying the tower are destroyed.
04-06 Move the Tower 1 teleport higher
07-08 Move the Tower 2 teleport higher
09-10 Move the Tower 3 teleport higher
11-11 Move the Tower 4 teleport higher
12-13 Move the Tower 3 teleport lower
14-15 Move the Tower 2 teleport lower
16-20 If Kyr-Lodin’s Tower is not currently on the map, it appears; roll a d8 to determine where it appears.
Any units on the teleport pad where the tower appears are destroyed.


Teleport Pads
At the start of every round roll the twelve special Jandar Flag Bearer dice. Count the number of Jandar symbols; that is the number of teleports that are operational this round. Each player selects the teleports that he/she will use this round in secret based on the result of the dice roll. For instance, if three Jandar symbols appeared, player 1 may select teleports 2, 4, & 8 to use for this round, whereas player 2 may elect to use teleports 3, 4, & 6. The player indicates which teleports will be in use by selecting the corresponding playing cards from a regular deck of cards. Each player will be given the cards Ace – Eight to use of one suit for this purpose. The cards only need to be revealed when the teleports are being used for travel. To use a teleport, you simply enter at one number and exit at the other at the cost of one movement. At no point may a player end their movement on the actual teleport.


Instant Victory Conditions
• Destroy all of your enemies units, or…
• Capture of flag of any enemy fortress, or…
• Occupy all three enemy wellsprings, or…
• Occupy all four of the wild land wellsprings, or…

Victory Conditions Should Time Run Out
The following points are awarded to players at the end of the game.
• 10 Points for having a unit in your own castle.
• 15 Points for having a unit in another player’s castle.
• 12 Points for having a unit in Kyr-Lodin’s Tower.
• 3 Points for having a unit in your wellspring.
• 6 Points for having a unit in a wild lands wellspring.
• 10 Points for having a unit in another player’s wellspring.

toddrew
November 20th, 2006, 01:01 PM
Looking forward to the pictures and battle reports. I always like scenarios that involve victory conditions other than mass destruction. Lots of good ideas here.

johnny139
November 20th, 2006, 04:13 PM
How many sets are needed for the map?

Bixby
November 20th, 2006, 04:21 PM
Not sure how many are needed for our map, We used most of 16 Master Sets, 12 Castles, 12 RTFF, 12 Tundra, and 12 Volcanoe. We just go to the lego drawers, pull out pieces and build, when we are tired of building we stop... :) We never really know exactly how many pieces are used unless we happen to build a map with every piece.

Buffrat
November 21st, 2006, 03:39 PM
:nopics:

Bixby
November 21st, 2006, 04:48 PM
I took some pictures. CountBlah and I played last night along with Gail & Lori. I got creamed. :)

Here is a picture of the Map from the Marro Mound Side of the Map...
http://i123.photobucket.com/albums/o316/BixbyCanada/HeroScape/DSC04697.jpg

Here is a picture of the Map from the Sylvan Wood Side of the Map...
http://i123.photobucket.com/albums/o316/BixbyCanada/HeroScape/DSC04695.jpg

Here is a picture of the Map from the Jargaduun Side of the Map...
http://i123.photobucket.com/albums/o316/BixbyCanada/HeroScape/DSC04694.jpg

Here is a picture of the Map from the Dzutal-Gin Side of the Map...
http://i123.photobucket.com/albums/o316/BixbyCanada/HeroScape/DSC04696.jpg

There are a few minor modifications to the scenario based on last night's game. I will revise when I have a few moments...

Nooblar
November 21st, 2006, 09:37 PM
:shock:

Nice work!

Chimpy
November 21st, 2006, 10:02 PM
I second that. :shock: :shock:

countblah
November 21st, 2006, 10:08 PM
Though the pictures don't do it justice, the Marro desert was actually quite eye-catching. All desolate and stuff.

Bixby managed to cross from one side of the map to the other, using the roborats. On a map this big, that's quite the achievement.

I proved my ignorance of the EOVs, and used venocs instead of them in a heavy fire zone. Ain't making that mistake again.

Using the "hired guns" of the marro was a huge bonus for me, but thanks to the teleporting castle and some unlucky rolls, Guilty still bought it in my starting zone.

due to the size of the map, there were actually very few casualties. Well, very few casualties on anyone else's team, that is. My team got pasted, mostly by the 4th mass line (slight rules tweak, Bix?). The only figs Bix lost were due to the giant roving castle landing on a few roborats. Sweet it was.

Holding the wellsprings was harder than I thought it would be, but my darn defense 0 viper managed to hold one for almost the entire game.

Once all the wellsprings are pretty much taken, it turns into a bit of a bloodbath, especially for those who hadn't yet taken one.

Good times it was. I enjoyed it.

No pics, but what the heck. You people are greedy.

Hendal
November 22nd, 2006, 10:08 PM
I need more castles is all I can say besides, <WOW thanks for posting so many great pictures.....

NecroBlade
November 22nd, 2006, 11:23 PM
Maybe 2 of everything isn't enough... CURSE YOU FOR ENTICING ME TO SPEND EVEN MORE MONEY ON THIS ADDICTION! In other news, that is one amazing scenario. Awesomeness.

outtakontroll
November 22nd, 2006, 11:26 PM
WOW!
WOW EVEN!



And if I forgot to mention..............WOW!

.............outtakontroll

Edit: WOW!

Maska
November 23rd, 2006, 06:55 AM
ok, how long is that table.... and do you have building instructions????


DAMN that is nice!

Bixby
November 23rd, 2006, 09:46 AM
That is four 2.5" x 5" tables. The way it is currently configured, the surface is 5' x 10' or 50 sq feet.

Instructions: You start by creating a base level by using almost all of your green 24 hex tiles, then you make it up from there. :)

Sorry, do not mean to be cheeky. All of our maps are built in an impromptu manner. I do not think the computer modelling programs allow for a surface area as large as ours so we have never used them.

SlikkRikk
November 23rd, 2006, 09:56 AM
How long does that take to play? That is a little overwhelming!

Bixby
November 23rd, 2006, 10:04 AM
We start our weekly games at 6:30pm and wind them down at 10:30pm.

Quite often the games are dtermined by points. There are some epic instances when an instant vistory condition is pulled off. THey are difficult and must be well planned though.

Footlad79
June 30th, 2007, 07:26 PM
really cool senario, wish I had that many tiles so I could make it

nerdyninja
June 30th, 2007, 07:46 PM
Change name, I have a map already posted called castle in the sky. and it is in the sky

Ravven Demonwing
July 2nd, 2007, 12:05 PM
That is a beast of a map! My goodness, that is just massive. Personally, I would have all of my men hiding in the woods the entire game, because all my maps are so much smaller... this would be a little different :lol:


Beautiful. :shock: Just awe- inspiring in short.

Thank you for showing that, it truly is fantastic.

Velenne
July 2nd, 2007, 12:22 PM
Holy carp on a stick! That's one frickinhuge map!!! :oops: :oops: Looks good too.

Billtog
July 3rd, 2007, 10:56 PM
I don't really understand the deal with the flying tower. Where is it on the map? When you say "move it up one teleporter (etc.) does that mean it's on some numbered space on the board and it moves to a different number?

Bixby
July 7th, 2007, 08:22 AM
Footlad79 & Velenne: Thanks. :)

Nerdyninja: My lawyers will be in contact with your lawyers, the Name "Castles in the Sky" has been registered in 17 countries and I currently hold the rights to its use and publication for a period of not less than 12 years. I am willing to settle out of court for a Nerak and Hawthorne though. :)

Ravven Demonwing: Thanks. Hiding in the woods might get you a visit from those deadly sylvan folk, unless of course YOU control the woodland area. :)

Billtog: The tower can be seen in the first picture. At the bottom of the picture sitting amongst a bunch of cards. If you look at the pictures you will see the teleport pads. They are a lightning bold with a number surrounded by road hexes. Hope that answers yoru question.

Billtog
July 7th, 2007, 04:28 PM
Ah, I see it now. That's a really cool mechanic.

GForce3062
July 7th, 2007, 04:31 PM
I second that. :shock: :shock:

I third that :shock: :shock: :shock:

zanter
July 11th, 2007, 08:41 AM
I forth that with :jawdrop: :jawdrop: :jawdrop: :jawdrop:

jandar70
July 16th, 2010, 12:08 PM
Nice. I love all your maps,and I thought I had alot of stuff.:up:

rotv:2 bftu:2 fota:3 sotm:2 rttff:3 vw:2 tj:3