Week 4: Finding the Steward
Before the Averlander died, the Eshin sorcerer managed to convince the man thing to divulge exactly what they were doing in this part of the ruined city. Apparently there was another man thing lost alone nearby who knew where more of the precious warpstone was.
Nezumi Ink-Eyes relayed this to the Almighty Okiba who knew exactly what to do. Find the man thing.
Scenario: The Lost Steward
Overview
This scenario represents a lost individual of some importance being picked up and escorted off the board out of danger. The scenario is based upon the Lost Prince from Town Cryer 5.
Terrain
In an area that is roughly 4’ x 4’ each player can take it in turns to setup buildings.
Special rules
The lost individual is initially placed in the center of the board. He will wander D6 inches in a random direction at the start of the first player’s turn until someone ‘rescues’ him. If a warband member comes into contact with the lost individual (through normal movement and not through charging – this is the exception to the normal movement rules and represents that the lost individual is not the enemy and should not be engaged in combat), the lost individual will attach himself to that member and follow him around, remaining in base contact as much as movement allows. If the rescuer falls, from an unscaleable position, the lost individual will not follow.
If the rescuer is more than 3” away from the lost individual at the end of a turn, is taken out of action, flees or routs, then the lost individual will resume randomly wandering and attach himself to the next warband member he comes into contact with.
Should someone decide to attack the lost individual, the stats and equipment are shown below. If killed, no reward in gold is earned by the winner.
Set-up
Both players roll a D6 and whoever rolls highest chooses which who sets up first. Choose a table edge and setup the warband within 8" of the table edge. The opponent will then setup his warband within 8” of the opposite table edge.
Starting the game
Both players roll a D6. The highest scoring player takes the first turn.
Ending the game
The game ends when one warband fails its Rout test or the lost individual is escorted off the board
Experience
+1 Survives. If a Hero or a Henchman group survives the battle they gain +1 Experience.
+1 Winning Leader. The leader of the winning warband gains +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Escorting the Lost Individual off the board. Any Hero earns +1 Experience for escorting the Lost Individual off the board
Rewards
The lost individual pays/is ransomed by the winning warband the sum of 3D6 gold.


Comments
Post a Comment