The Staff of
Scarabica
Setup:
Give the opposing player a little hint of what lies ahead of
him. Simply tell them that they are to retrieve the Staff of
Scarabica and bring it down out of the haunted woods. Sounds simple, right? Have them select a 300pt army.
Layout:
This scenario was designed with hexes (12" across), but you can modify it to accomodate your own terrain needs. You may not move on the white. All terrain is hindering except for the path.
Objective:
Retrieve the staff from the castle and make it out of the
woods with it.
Haunting Army:
** Specter (2)
* Tanglewood Spirit (2)
*** Tangle wood Spirit (2)
* Feral Bloodsucker
** Feral Bloodsucker
* Zombie
** Zombie
*** Zombie
** Zombie Hound
* Werebear
* Tormented Soul
** Lurker
*** Lurker
*** Nightwitch
Gameplay:
The pathway will count as normal movement, but the
woods will impair the creatures in it to the normal 1/2
movement (you do not have to stop when getting on or
off of the path). Explain that the path will be quicker, but
probably better gaurded. Do not show any of the
characters in the woods on the board. Leave them off
until they’re found. Use the monsters in the woods as
territorial at first, meaning that the soldiers in the army
going after the staff only have to rol 3-6 for breakaway,
and the monsters will not pursue. Tanglewood spirits cannot move until the staff is taken.
Monsters with stealth are not seen until they are
already on the side of the person walking past. (This will
happen just after the soldier passes the monster,
sometimes cutting the soldier’s movement short) The
soldier does not get a free spin, but stays where they are
and their action is considered finished. The tanglewood
along the path will not be seen until the soldier passes
completely by them (they look like trees). When the
soldier does so, they do not get a free spin, their action is
considered ended, and the spirit get a free, rear-arc attack
on them. After the attack is completed, the soldier may
take their free spin (this all occurs on the opposing
player’s turn). When any of the soldiers make it to the
second level of the terrain, tell them that they hear a loud
scream and put the werebear on the board, it will take the
bear three turns to finish its meal and turn around, but it
will recieve no action tokens for any of this.
When a soldier has possession of the staff, it takes one
full turn to get it out of the castle, once he does this, his
movement is reduced by one. He is considered to be
carrying it in a bag and may pass the staff off to other
warriors by ending his action in base contact with the
character. (use a small item to represent the staff to show
who has it) At the beginning of each of their turns, the
opposing player has a choice, they may choose to keep the
staff in the bag and continue. (Don’t tell them what it can
do, make them choose) The staff, should it be invoked,
gives the bearer another -1 to their movement and
toughness. (you can also throw in random effects for each
brandishing, should you wish, such as vampirism, pole arm, and regeneration.)
Once the opposing player has taken the staff from the
castle, all of the monsters in the woods know where it is
and come for it as fast as they can. Do not put them on the
board until they are within 4 inches of a soldier and do
not give them action tokens until they are put on the
board. (The specter at the beginning of the woods is not
there to begin with, but hangs around after the staff is
found, to catch the fastest runners at the end and the
nightwitch shoots without being put on the board until
someone comes after her) the ghouls will all be drawn to
the person with the staff and will take the shortest path to
attack the person carrying it, even demoralized monsters
can go into base contact with the enemy with the staff.
The monsters will not push to go after the staff and the
nightwitch can necromance any of the fallen monsters to
go after the staff again.
Tips:
Necro the werebear if the player is escaping too quickly,
don’t be afraid to adjust the odds if it’s getting too easy.
Also, make sure to clip the wings of the creatures with
flight early on in the game (ferals can catch them as the fly
by) and try to take out the healers with the tanglewood
spirits if possible, even out the playing field. Remember,
until the staff is obtained, the soldiers will basically get to
take as many turns without pushing as they want, since
the monsters won’t move until encountered, so healing
can get annoying. If someone has invulnerability, go
after it with the werebear or tormented soul to get the job
done.
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