Scenario Three - The Collector's Crypt

Note: this scenario is meant to be played after the scenario Ridgefire, as the wizard, pressed for time, pushes forward with the remaining posse in tow. Wizards can't cast spells or buy new soldiers or tools between these games due to the haste being made to outrun their ambushers and make it out with the treasure.

Maphunter Campaign
Scenario Three - The Collector's Crypt

Olton and Karval watched as their employer scurried gleefully across the floor of the vault; "You'd think it's his birthday," Olton whispered. His friend stifled a chuckle as he readied a crossbow. They watched as their captain hurried after the wizard, insisting that he not venture too far without the company. "He'll never listen now," Karval grinned, "He'll be breaking out the abacus as soon as he finds a cache." Olton nodded vacantly. "Four magical swords, two teapots with teeth, and a scepter that fits square up..." Karval paused as he noticed Olton's face turning ashen with fear. Slowly, he turned to see a cloudy blue eyeball the size of a barncat, floating over his shoulder.

Set - Up
This scenario takes place on a 3x3 table, set up to look like a crypt inside of a cavern. On one table edge deploy only the figures who survived last game, with the exception of your wizard, who begins the game with 10 health if he or she died during the last scenario. On the opposite end of the table,  place 6 treasure tokens d10'' away from the edge of the table. Treasures may not be deployed within 6" of another treasure.

Special Rules
The wizard's goal is to get as many treasures off the board as possible, along with all of the surviving members of their warband. The wizard and their warband may only exit off the edge of the table from which they started. Each turn, the warband rolls initiative. On 9+, nothing happens. On a 4-8, an evil eye wanders onto the battlefield on a random board edge. On a 1-3, if there is already an evil eye on the battlefield, a blue hag wanders onto the battlefield on the exit board edge. Otherwise, an evil eye wanders onto the battlefield on a random board edge.

Bestiary

Evil Eye     M6     F+0     S+0     A8     W+0     H2
-immune to non-magical weapons.
-incoporeal; can move through terrain
-deals no damage
-any figure starting their activation within 6" of an evil eye count as being affected by the spell furious quill until they start an activation more than 6" away from an evil eye.
-behaves unlike most other monsters. during the creature action phase, the evil eye uses its first action to move towards a random board edge. Then, if it's within 3" of a figure, it moves into base-to-base contact with it.

Blue Hag     M5    F+2     S+0     A11      W+2       H15
-immune to non-magical weapons.
-behaves like a normal creature in the creature action phase, but determines line of sight by evil eyes instead of by the line of sight the blue hag would have. the hags' eyes are all disembodied, so without eyes floating around, the hags are effectively wandering blind.
-if the blue hag beats a figure in close combat by a die roll of 5 or greater, and that figure is carrying a magic item or that figure that is carrying a treasure, then in addition to dealing combat damage, the blue hag takes that item or treasure and eats it. It is removed from the game and/or roster.

Treasure and Experience
The treasures in this lair are all spectacular artifacts. For each treasure the wizard's warband took off the board, roll on the following table.
1-5; roll on the magic weapons and armor table
6-10; roll on the magic items table
11-14; staff of casting
15-18; gloves of casting
19; demon in a bottle
20; bottle of null (from the Dark Alchemy expansion.)

Experience is gained as normal for this scenario with the following additions:
-50 experience points if the wizard personally survives an encounter with a blue hag.
-50 experience points if the wizard or apprentice makes it off the board, and the warband has collected at least 2 treasure tokens.

Two Player Suggestions
For a game with two players, both players should start on the same board edge, and both warbands should be limited to five or less members of each warband, including wizards. When rolling for initiative, if both rolls are below 9, pick the lowest number and discard the other.

Ways to use this Scenario

  • The wizard's warband wanders out of a storm into a tomb-turned-lair. Set a turn limit (maybe 20?) and try to survive the night?
  • You never know what might follow you home! The ghost of the wizard who's crypt you robbed could come back to haunt you! If your wizard would roll on the injury table, instead the wizard becomes "haunted." Before each game, make a will test against a target number of 20. If the wizard fails, he starts the game at -2 health and suffers a -1 will penalty until the end of the game. Haunted can be cured by journeying to a sacred site, or visiting an exorcist, but the wizard cannot "cure" himself of being haunted.
  • Nobody will believe you! If you survive the blue hag, when you tell folks about your encounter people might think you're crazy. Or just really good at telling stories. Maybe if your base is a brewery, you can roll a d20 when you're selling your extra ale to a tavern. on a 15+, a patron of the bar recognizes you as that person who rants about the blue hags. They give you 5gc, buy you an ale, and ask you to recount your strange adventure.
  • It makes a great conclusion to the Maphunter Campaign. Just saying!

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