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La Isla de Sombra

Posted August 26th, 2012 at 10:52 AM by AliasQTip
Here’s another preview of coming attractions. I’ve been working on this map off and on for some time and it’s nearing completion. It’s a small map made from a Rise of the Valkyrie Master Set, a Ticalla Jungle, and a bunch of extra water tiles.

La Isla de Sombra
(The Island of Shadow)

Isla de Sombra Battlefield

I wanted to try my hand at a zombie island scenario. There’s just something very dramatic about being shipwrecked on an island crawling with zombie natives. What I came up with was a mini three-part campaign.

In short, one party was chasing the other across the Bitter Sea. A bad storm erupted and shipwreck followed. The crews from each ship find each other on the island and do battle. One team wins; the natives come out of hiding, and attack in an attempt to keep them away from the sacred totems. Darkness falls, totems glow, dead rise, panic ensues. The end.

Here are the battlefield and scenario texts for any who are interested.
Isla de Sombra
One of the hundreds of small isles surrounding the island nation of Haukeland, the Isla de Sombra remains shrouded in dense jungle and mystery too. Jagged coral reefs lurking just below the sea’s surface make approaching the tiny island very perilous indeed!

Typhoon Turmoil
“We were crossing the Bitter Sea in hot pursuit of our enemies and we had hoped to catch them before they reached their hideaway, believed to be somewhere on the mainland. But without warning, a frightful gale blew in from the southwest and the seas became choppy. We lost sight of our quarry in the storm and soon lost control over the ship. The waves dashed the ship against the reef and tore it to pieces. Only a handful of the crew and I made it to the shores of an uncharted island. I wondered what became of our foes – but not for long.”

Greeting the Natives
“After our successful victory we started back for the beach to search for wreckage and supplies that might have washed ashore. As we were hiking through the jungle a shout arose. An angry little pygmy, presumably a native of the island, was yelling, pointing at us and then to an odd stone totem nearby. We had seen a similar one on the smaller island. Both totems featured frightful images that looked like skulls. Suddenly several other natives appeared and one threw a hatchet that whizzed past my ear. What were they protecting so fiercely? We had to find out.”

Twilight Terror
“As night began to fall the remaining pygmy warriors gave one last shriek before disappearing back into the jungle. Why were they running away now? The totem nearby seamed to be glowing faintly, and as the darkness grew its radiance intensified. A rustling sound from the underbrush caught our attention. Suddenly the corpse of a vanquished native lunged out of the jungle and attacked. The zombified pygmy bit down hard on my companion’s shoulder, and pushing him backwards, demolished the island totem. As it fell and shattered the zombie was visibly weakened. Were the totems the source of this unnatural and terrifying power? If so, the other totem must also be destroyed.”
This is a quick breakdown of the types of scenarios included; all are for two players.
  • Typhoon Turmoil – 250-point armies battle with glyphs of Kelda and Astrid nearby.
  • Greeting the Natives – 250-point armies in a capture/defend type battle.
  • Twilight Terror – 200-point army versus 120-points of super-zombies.
Zombies obviously play a role in the last scenario, but in case you don’t have two squads of the Zombies of Morindan I plan on including a scan of the card with the scenarios so that they can be proxied. Until the totem in the middle of the island is destroyed the zombies are faster, stronger, and harder to kill.

As always, comments, critiques, and queries are always appreciated.

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Total Comments 7


Arch-vile's Avatar
That sounds like a really fun campaign, I can't wait to see it completed. You are one of my favorite scenario makers, AQT.
Posted August 26th, 2012 at 11:54 AM by Arch-vile Arch-vile is offline
kolakoski's Avatar

Zombie Island Campaign

Well met!

What mechanics are you using for the zombies? I borrowed heavily from Velenne's Zombie Island (played by chas and I in Return to Zombie Island and referred to initially in Zombie Island - Boat Mechanism) for my own Raiders of Zombie Island (wherein the rules for Zombie Island are quoted).
Posted August 26th, 2012 at 12:43 PM by kolakoski kolakoski is offline
Updated August 26th, 2012 at 12:57 PM by kolakoski
AliasQTip's Avatar
In the third scenario, Twilight Terror, the goal is not to get off the island but to defeat the zombie hordes. The remaining totem (Glyph of Brandar) gives the zombies three bonus: +1 attack, +1 defense, +1 move. However they cannot enter water spaces. that keeps 'em trapped on the large island at least until the totem/glyph is destroyed.
Posted August 26th, 2012 at 03:03 PM by AliasQTip AliasQTip is offline
Hive Lord 1233's Avatar
Sounds awesome, great idea AQT.
Posted August 26th, 2012 at 06:14 PM by Hive Lord 1233 Hive Lord 1233 is offline
Lord Pyre's Avatar
This definitely sounds awesome. I love me some zombie apocalypses!
Posted August 26th, 2012 at 06:30 PM by Lord Pyre Lord Pyre is online now
AliasQTip's Avatar
UPDATE: Went through an intense playtesting session tonight with MrsQTip. Lots of changes being made, mostly to army point values. I'll post it on my Map Thread soon, hopefully within the week.
Posted September 3rd, 2012 at 12:30 AM by AliasQTip AliasQTip is offline
AliasQTip's Avatar
Exactly one week later and the map is done! The Isla de Sombra is now available for download!
Posted September 10th, 2012 at 07:24 PM by AliasQTip AliasQTip is offline
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