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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