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#1
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Scenario: Quest for the Tomb (With Pics!)
Evil threatens the land, and your hero must recover five talismans and use them to destroy the tomb before the Necromancer arises.
Needed to play: One hero figure. Six or more "enemy" units to guard the talismans and the tomb. Five glyphs or other items representing the hiding places of the talismans (I used rock piles to represent cairns.) An item to represent the tomb. A map with clear starting and ending locations, and designated "zones" defended by specific units. The Rules: Choose one hero, who must make his/her way across the map, recovering five items of power, then make his way to the final destination: the tomb. Each item of power is guarded by a squad of enemies. As the hero progresses across the map, enemy squads are "activated" in one of the following ways: -The hero moves within targeting range of one of the enemy figures. (Targeting range is defined as a figure's weapon range, or move +1, whichever is greater.) -The hero attacks a member of the unit. When activated, a melee figure or squad will move directly toward the hero, always seeking the most advantageous adjacent position, and attack the figure. A ranged figure will attempt to remain at the limit of his/her range, again seeking the most advantageous position, and attack the hero. (This rule does not apply if the hero is immune to normal ranged attacks). A figure that has both ranged and melee attack will move toward the hero, and always utilize the most powerful available attack based on its current position. Activated figures will continue to pursue and attack the hero until (s)he is destroyed, or is engaged by another unit. The hero collects a talisman by moving on or adjacent to (depending on what you are using as the talisman marker) the designated space, and rolling at least one skull using his normal attack number (This roll is made after moving and before attacking, and does not take the place of her/his attack). The hero may collect the talismans in any order, but may not proceed to the tomb until all the talismans are collected. The hero destroys the tomb by moving adjacent to it and rolling at least one skull using her/his normal attack. Notes: -The hero may not engage non-activated enemy units that are outside of the zone in which the hero is currently positioned. (IE- Syvarris may not clear out one zone, then stand on high ground and snipe away at enemy units that are in another zone, outside of "Targeting Range".) -Only one enemy unit may attack the hero in a given turn. (Ex: Kato kills two Blade Gruts, recovers the talisman, and moves on to the next zone. The remaining Blade Gruts may pursue him into the next zone, but once Kato "activates" another unit, the Gruts' movement ceases as long as that unit remains activated and in pursuit of Kato.) Here's the scenario I've been playing: -The "Forest" section contains two talismans, one guarded by Arrow Gruts, one by Blade Gruts. -The "Hills" section contains two talismans, one guarded by Wolves of Badru and one by Venoc Vipers. -The "Mountain" section contains a talisman guarded by the Dzu-teh. -The "Graveyard" holds the tomb, guarded by two units of Zombies. Pics: ![]() ![]() ![]() ![]() ![]() ![]() ![]() I've tried the scenario with James Murphy and both Sergeant Drakes, who all failed miserably. Kaemon Awa narrowly succeeded. With only one life remaining, he slugged it out hand-to-hand with the final zombie for three rounds before slaying him and destroying the tomb. I'd love to hear thoughts, comments, suggestions, feedback, reasons you loved my latest novel... (But I digress...) Last edited by Mossman; July 10th, 2009 at 03:11 PM. |
#2
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Re: Scenario: Quest for the Tomb (With Pics!)
sounds cool and hard.
1. Hard work pays off in the future. Laziness pays off now. ![]() 2. It matters not whether you win or lose; It matters whether I win or lose. 3. I smile because I have no idea what is going on. |
#3
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Re: Scenario: Quest for the Tomb (With Pics!)
Yeah. I didn't have many heroes make it through. I might try it again with squads.
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