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.
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.