Friday, 4 December 2015

The Cell - A Scenario


A few days ago I was enjoying a small dessert, when I realised that the container it came in could be used as a very easy piece of scenery. This in turn inspired me to write the following scenario…

THE CELL

“It was like a huge glass jar, or an upturned crystal goblet – y’know, the ones rich people drink out of. Inside it was… well, I don’t know – a wizard I suppose. I wonder what he had done to be stuck in there all these years?”

Set-Up

Dress the table as normal, but leave a clearing in the centre.
Inside this clearing, a wizard has been imprisoned in a magical cell since before the Great Freeze. Place a wizard figure in the centre of the clearing and place a treasure token next to it.
Place a transparent container (small upturned glass – be careful, plastic pot etc.) over the wizard and token.
Place 2 treasure tokens per player onto the table as per normal rules.

Special Rules

The cell – the cell must be broken into to get access to the wizard and treasure. It is immune to non-magical weapons and counts as a stationary creature with the following stats:

M
F
S
A
W
H
Notes
0
0
0
12
0
15
The cell does not move/attack during the creature phase.
Immune to non-magical weapons.
Once it’s health has been reduced to zero, it has been broken into and may be removed from the table.

The wizard – once the cell has been smashed, the wizard is released. But what kind of wizard..? Roll a d20.

d20
Result
1 -2
The wizard died long ago and is now nothing more than a husk.
Spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
3 - 7
The wizard is also a vampire (with vampire stats as per rulebook) with a thirst for blood!
Activate the vampire during the creature phase as per normal rules.
If slain, spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
8 – 13
“Imprisoned for a crime I didn’t commit and now free at last!”
The wizard is grateful to be freed, and gives you a gift before vanishing in a puff of smoke.
Make an extra roll on the treasure table after the game.
14 - 18
The wizard is possessed by a powerful demon! (with Greater Demon stats as per rulebook)
Activate the demon during the creature phase as per normal rules.
If slain, spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
19 - 20
“Ahahahahaha!”
The wizard, driven insane by centuries of imprisonment, launches a Destructive Sphere spell!
All figures within 3” of the wizard must immediately suffer a +5 attack as per the spell.
After this the wizard vanishes in a puff of smoke.

Treasure and Experience

Treat the treasure token next to the imprisoned wizard as a normal treasure token.

The treasure given by the imprisoned wizard or looted from the corpse is temporarily shrunk (all the better to hide it from whoever imprisoned the wizard) and does not count as an encumbrance. It does however count as an item.

A wizard will gain 50 points if his warband breaks into the cell.
If a wizard kills the imprisoned vampire/demon by magic, experience is earned as if he/she had killed an opposing wizard by magic, as per the rulebook.

Any wizard who is hit by the Destructive Sphere spell and survives gains 20 points.

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