Bartias Richtov, Magister of the Amethyst Order, was sent by the authorities within Stirland to find the source of the ghoul attacks. Rather than the manic, uncontrolled mob stirred up by the witch hunters that threw themselves at any sign, Richtov was learned, and methodical. Backed by years of education, and with access to reports by the Templars of Morr, Richtov had deduced that recent events were not the work of a necromancer, who generally would operate with as much discretion as possible. No, this was the influence of something more deranged and animalistic.
Richtov had hired the mercenary warband to escort him to the ruins
of Vanheldenschlosse. They were extremely suspicious at first,
but a large purse of gold seemed to quickly silence their doubts. The
ruins were in an unusual place within Sylvania where the ebb and flow
of the winds of magic seemed to come from all directions. Secondly,
from his readings of forbidden texts and some would say the scrawled
ink of madmen, he learned of waystones that could act as a compass
for gifted magic users. A compass that one could read the direction
and distance of sources of great magical output in the surrounding
land. Thirdly and most worryingly, this transparency of the
flow of magic was only possible on Geheimnisnacht. The
night in which the dark moon Morrslieb
is full. Such a time is cause for evil to abound.
Overview
Both warbands are escorting their own magic user who is intent on drawing power from waystones located around the board. Channelling these stones will move power from one to another to help cast the final spell the magic user made the trip for.
Setup and Deployment
Setup a board representing a ruins. Place waystones at the 4 points indicated on the map. The winner of a roll-off chooses a corner and deploys in what becomes deployment zone A. The opponent setups in the opposite corner deployment zone B.
Waystones
The waystone directs the flow of magic in the area and magic energy naturally pools around them. Each waystone starts with 3 power. Put a d6 with 3 face up to represent this next to each waystone. The waystone can have a max power of 6 and a minimum power of 1. Any wizard within 2” of the waystone draws on the swirling energies and must add the power to the 2d6 roll when they cast a spell, making it easier to pass the casting difficulty. Any spell cast with a score (2d6 plus power) that is double the difficulty of the spell is still successful but overloads and stuns the magic user. Place the caster face down and stunned after the spell is resolved.
The magic user
Each warband is escorting a magic user who joins the warband just for this scenario. Any suitable miniature representing a magic practitioner who would accompany your warband for the purpose of this scenario will use these rules for game balance. Setup the magic user with your warband when you deploy.
Weapons/Armour: Staff(counts as a club)
Wizard: The magic user is a powerful wizard and has access to all of the spells below during the scenario.
Channel Waystones, Difficulty: Auto
The caster must be within 2" of a waystone at 2 or more power. Reduce that waystones power by 1. Then one other waystone on the board with power 5 or less must have its power increased by 1. Casting this spell will not stun the user.
Untether Spirit, Difficulty: 10
You may choose a single model within 6". The target suffers a wound (no save allowed) and the wizard gains an extra wound for the duration of the battle. This may take the Wizard woundsabove his original maximum value.
Scry Power, Difficulty 14
The caster’s mind travels along the winds of magic blowing through the region and can pinpoint the sources of power. Successfully casting this spell wins and ends the game immediately.
Ending the game
The warband escorting the wizard that successfully casts Scry Power wins and the game ends immediately.
Alternatively, the warband that routs loses and the game ends immediately.
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Per Magic User Out of Action. Any Hero earns +1 Experience for putting the magic user out of action (the one your opponent is escorting, not just any wizard). This is in addition to Per Enemy Out of Action, so a Hero would effectively earn +2 Experience in total for killing the magic user.
+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.
Rewards
Both warbands receive 6 wyrdstone each. The winning warband also gains or changes a territory.
If a magic user successfully casts Scry Power to win the game, the escorting warband gains an additional 2 wyrdstone.
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