Sea Scenarios
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SEA SCENARIOS ellas is said to be a land of a thousand islands, so warbands Determine the Scenario: The player in the Sea realm rolls a d6. often must necessarily travel by sea in pursuit of their For each battle that the player has won since his warband has been Hgoals. A warband that has entered the realm of the Sea has at Sea, the player adds 1 to the result. If the player’s last battle was loaded their men, horses, and equipment into penteconters – small a loss, the player subtracts 1 from the total. The final result is the warships with a single sail and fifty oars. In these ships they sail the player’s Scenario: waters of the Middle Sea, travelling ever further from their homes 1. (or less) Fresh Water in the city-states of Hellas. Each Sea Scenario represents an en- 2. The Hostage counter on one of the islands where the warband stops to resupply, 3. Shipwrecked and some even contain valuable Clues to be found that will guide 4. Defend the Ship them closer to their goal. The Scenarios are organized by number, 5. Safe Passage with the lower numbers representing early encounters close to the 6. The Isle of Torment safe waters of home, and the higher numbers are distant, mysteri- 7. Isle of the Cyclopes ous islands with strange and dangerous inhabitants. 8. All Men Are Pigs 9. Isle of the Lotus Eaters The Beach: In practical terms, the main difference between Land 10. Beyond the Pillars of Heracles and Sea Scenarios is that the Sea Scenarios always take place next Once a player progresses to Scenario #10 and wins, the player’s to the ocean – one table edge will always represent a beach. Ide- warband may then enter either the Land or the Underworld realm ally, this edge should have a strip of blue-green felt or some other for their next game. A warband does not need to complete all 10 material to represent the water. The water is vitally important to Scenarios to advance to the next realm. Indeed, each player’s jour- represent, as it will be relevant in many of the Scenarios. ney will be different, depending on their Scenario results and how well they perform in their battles. Brian, Ryan, and Felicity get together to play a Scenario set in in Sea realm. The table has been set up to look like an island shore. 266 The Attackers 1 FRESH WATER The attacking models are all placed after the kidnapper’s warband Your journey by sea had only just begun, but your plans have al- player has placed all of his models. The attackers may not be placed ready gone awry – the supply of fresh water packed for the journey anywhere within the line-of-sight of either of the two lookouts, has gone foul, and you desperately need to replenish your supply. or within 30” of the camp edge. If there are intervening items of Lucky, an island has been spotted that is known to contain a fresh- scenery that block the sentry’s line-of-sight, models may be placed water spring, and your warband goes ashore in search of water. behind these features; the warriors have slowly crept up on the sen- After fighting your way through the underbrush, the spring is finally tries under the cover of darkness. On the first Turn of the battle, the in sight. You can almost taste the cool, clear bubbling water… but attackers receive a bonus of +3 to the Edge due to their surprise then, a rival warband emerges from the trees on the other side of attack. the spring – they also need the water! Maddened by thirst, no one thinks to share. Swords are drawn and spears are leveled – fight the The Captive enemy warband for control of the spring, and leave no man living Tied to a post in the center of the camp is the captive, a character who stands against you! from the attacker’s warband with the lowest Point Value, usually a Champion. While tied up, this character can take no action. To Set Up: The freshwater spring should be represented by an ap- rescue the captive, a friendly character or warrior must begin their propriate terrain piece that measures roughly 6” in diameter, and Activation Phase with a Hold Command Counter, in base-contact occupies the center of the table. The rest of the table should have with the model. If there are no enemy models in base contact with a variety of rocky outcroppings and clumps of vegetation such as the captive at the end of the phase, he has been freed. The rescued trees and bushes, but none closer than 10” from any other terrain character then rejoins his Demigod’s warband, and may be given a piece. The warbands are placed at opposite ends of the table, at Command Counter as normal on the next Turn. least 36” apart. Victory and Rewards: The battle last for 10 Turns. If the captive Victory and Rewards: The battle last for 10 Turns. The player that has been freed, the attacking player gains a point of Renown and has the highest total Point Value of models on or in base-contact 1 clue, overheard from the enemy warband during his captivity. If with the freshwater spring at the end of the battle is the victor, and the captive is still a prisoner at the end of the battle, or was killed, gains 1 point of Renown. the kidnapper’s warband gains a point of Renown and the attack- ing player loses 1 clue, that is paid to the kidnappers to recover the character. If the captive does not survive the battle, neither player 2. THE HOSTAGE gains a clue or Renown. Stopped at a seemingly deserted island, you sent some of your men ashore to retrieve much-needed supplies. Yet when they returned, they arrived one man short and bearing a message – one of your 3. SHIPWRECKED most trusted followers has been taken captive by a rival warband! The battle at sea was over in minutes. Though you had the wind They seek the same prize as you, and unless you surrender a scroll in your sails, there were simply too many of the enemy ships. Your that contains a vital clue to your quest, they threaten to execute vessel rammed their lead ship, splintering the hull and sending it your friend. By the gods, this insult cannot be allowed to stand! to the bottom of the sea, the enemy sailors screaming in vain for Acting quickly, your men have spotted the enemy ship anchored in Poseidon’s aid. No sooner had the waves swallowed them, when a hidden cove, and you have secretly moved your entire warband suddenly your eye caught the enemy flagship, its oars groaning as it ashore, close to the enemy camp. At first light you will attack, to plowed through the waves toward your port side, the captain stand- free your ally and make the villains pay for their effrontery! ing on the bow with a malicious gleam in his eyes. The thunderous impact capsized your vessel, dumping you and your men into the Set Up: If one of the warbands is led by an Infamous Demigod, blood-red water. As you went down, you muttered a prayer that they are the kidnappers, if not the kidnappers are determined ran- the gods would give you vengeance upon the smirking captain that domly. The other warband are the attackers, seeking to rescue their sunk you. ally. One long edge of the table is the seaside, and the rest of the Perhaps the sacrifice you made days ago in honor of the sea god table should have various rocks, small hills, and areas of heavy won his favor, for by some miracle you and your men managed to vegetation, each one no closer than 10” from any other. The kidnap- swim ashore. Crawling out of the waters onto the rocky beach, you per’s warband is deployed first. are astounded to see the enemy captain, who only hours earlier had smashed your ship, staggering out of the surf on the other side of The Kidnapper’s Camp the beach. No doubt the prow of his ship was caught in your own The camp takes up an area 10” by 20” near the center of the table, foundering vessel, and was sunk as well. Poseidon has answered the long side running along the sea-edge of the table. Tents, camp- your prayers, and granted you an opportunity for revenge! Though fires, and provisions can be placed within this area, if models are exhausted, you draw your sword and call to your men – the battle available, and their boat is anchored offshore. The kidnapper’s en- is not yet over! tire warband is deployed within this camp, with the exception of 2 Character models of the player’s choice. These characters are the Set Up: The table is assumed to be 4’x6’, and represents a small sentries: one is placed outside of the camp, 10” from one edge, the island. One long table edge is the beach, and each warband is de- second sentry is placed at least 10” from the first, also 10” from ployed along the same beach, within 20” of their corners and no the camp edge. Not expecting an attack, the rest of the warband is further than 6” from the shore – thus leaving at least 30” between sleeping or busying themselves with the early-morning chores, and them and the nearest enemy model.