Possibly an over-complicated scenario this, but one I've been mulling around in my head for a while. Wizards and Witches, dare you face...
The Ghosts of Chronos
A rare and ancient text has led you to the ruins of the home
of Chronos the Great: a pioneering wizard thought by some to have been the
father of Chronomancy.
You can be sure that many great treasures lie within this
once sumptuous estate, but be warned, for it is said that Chronos’ tinkering
wore thin the fabric of time, and the grounds are riddled with ghosts from the
past, and the future…
Set up
Set up the table as normal, but bear in mind that you will
be removing and replacing areas of terrain, so you might want to use items that are easy
to move (e.g. based on CDs etc.).
Special Rules
Chronos’ treasures are steeped in chronomantic energy and
are very unstable. Approaching one risks triggering a time warp, shifting the
surrounding area into a time pocket belonging to a different era.
Any warband member within 1” of a treasure triggers a time
warp, opening up a pocket of time in a circle approximately 5” in diameter,
centred around the treasure. Roll on the time warp table and replace any
terrain within this area as necessary. The treasure stays roughly where it was.
Once a treasure is carried out of this 5” pocket, the time
warp collapses. Any terrain effects are removed and replaced by the original
terrain (more or less). Otherwise the new terrain remains in play.
Any random creatures generated by this triggering are placed
next to the treasure. They act as normal random creatures within the time pocket,
but will disappear if their movement takes them out of it.
Treasures generated by Fool’s Gold and Reveal Secret do not
trigger time warps.
Once a time warp is triggered, the relevant treasure cannot
trigger another one.
Unless stated differently, line of sight can be drawn into
and out of time pockets as per usual if terrain allows.
Spellcasters from the Chronomancy school may re-roll on the
time warp table once per game (second result stands).
Time Warp Table
Roll
|
Time Pocket
|
Game Effects
|
1
|
Time of the great blizzard
The area is plunged back a
millennia to the time of the great blizzard.
All figures within are
subjected to an intense, will-sapping cold.
|
Replace all terrain within 5”
of the treasure with a blank white disk.
All figures within the time
pocket must immediately lose 2 health.
For each subsequent turn inside
the pocket, they must lose 2 health and make will successful test against a
10 before being able to activate.
Players cannot draw line of
sight in or out of circle.
|
2-3
|
Primordial swamp
The area is sent back to a time
when history has barely begun.
Things crawl out of the mire…
|
Replace all terrain within 5”
of the treasure with a large swamp.
Terrain classed as difficult.
Roll d20 to determine what
lurks in the swamp. 1-15: giant toad (treat as ice toad), 16-20: swamp worm
(treat as giant worm).
|
4-5
|
The Recent future
The figure triggering the time
warp sees a glimpse of his/her future.
Pre-warned is pre-armed…
|
No effect to terrain.
Play continues and the treasure
that triggered this event can be treated as normal.
However the triggering figure
counts as having a scroll of Fast Act (does not count towards items carried).
|
6-8
|
Ancient Forest
The area is sent back to a time
when all this was trees.
|
Replace all terrain within 5”
of the treasure with a forested area.
Make a random creature roll and
select the nearest animal(s).
Terrain classed as difficult.
Any figure within classed as in
light cover if being shot at from within the area, or heavy cover if being
shot at from outside the area.
|
9-10
|
The Distant Future
The area has been hurled
forward in time to an era devastated by war.
The blasted desert heat is
intense…
|
Replace all terrain within 5”
of the treasure with a rocky desert.
All figures within the time
pocket must deduct 1 health for each turn they remain in the pocket.
Roll d20 to determine what
lurks among the rocks. 1-10: Sand spider (treat as ice spider), 11-18:
wasteland raider (treat as marksman), 19-20 giant worm.
|
11-12
|
The Time of Chronos
The area has been sent back to
the time when Chronos himself dwelt here in his sumptuous mansion.
Wary of temporal ghosts, his
treasure is guarded…
|
Replace all terrain within 5”
of the treasure with dungeon/treasure room furniture.
Roll d20 to determine who
guards the treasure. 1-5: infantryman x 2, 6-10: Man-at-arms x2, 11-15:
Knight, 16-20: Templar.
If the guards are defeated any
player in this pocket may use an action to snatch d20 gold (counts as an
item).
|
13-14
|
Ice Age
The area is sent back to a
prehistoric ice age.
|
Replace all terrain within 5”
of the treasure with frozen tundra.
Roll d20 to determine what is
hunting in the area. 1-5: snow leopard, 6-10: bear, 11-15: wild boar, 16-20: apemen
(treat as white gorilla x2).
|
15-17
|
Back to the Past
Instead of entering a pocket,
the figure triggering the time warp is sent a short distance back in time.
They find themselves back at
their base, just after their warband has left on this expedition!
They have enough time to rest
and re-equip before re-joining the fray.
|
No effect to terrain.
Remove the figure from the
table. Restore his/her health to the pre-game level and swap item(s) from
vault if required.
Return the figure to their
starting table edge at the start of the next turn.
Henceforth the treasure that
triggered this event can be treated as normal.
|
18-19
|
The Apocalypse is Nigh!
The area is thrust forward in
time to a period of terrible, soul shattering apocalypse.
Everything is dark, everything
is dead…
|
No effect to terrain.
Make a random creature roll and
select the nearest undead creature(s).
No-one may draw line of sight
into the area.
All figures within the time
pocket must make an immediate will test against a 15 before being able to
activate.
|
20
|
The beginning/end of time
The figure triggering the time
warp travels to the very beginning/end of time itself…
|
No effect to terrain.
Remove figure from the game and
treat as permanently dead.
Henceforth the treasure at that
triggered this event can be treated as normal.
|
Treasure & Experience
Treasure and experience calculated as normal, but in
addition:-
20 experience for each time a spellcaster in your warband
triggers a different time warp.
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