The ground squelched beneath their boots, and the distant cries of unseen creatures echoed through the mist-shrouded labyrinth of ruins. Vildread had tortured one of the beastmen on the battlefield two weeks prior and not gotten any answers. Not that she could understand their guttural tongue anyway. However one of her warband had found a marauder whose dying whispers gave them their next clue, and that was to travel to the Cold Mire Ruins. This place had not always been a mire and something must have befallen the area where these twisted remnants of crumbling stone structures protruded from the fetid bog. Not that it was Vildread's concern.
She was looking for particular ruin underneath which is a still dark pool —a sinister nexus where the boundaries between the mortal realm and the infernal abyss blurred. Where a Seer could converse directly with demons in the reflection of the pool and get clarity on the visions of ascension.
Background
Two warbands are looking for the entrance to a chamber underneath a ruin. The objective of each warband is to have the most warband members enter the chamber before the end of the game.
Setup and Deployment
Setup ruins on one half of the board. Use at least 5 buildings. Then roll for deployment and the winner sets up their warband entirely in in either A or B. Your opponent taking the other zone to deploy.
Searching the Ruins
A warband member in contact with a ruined building and not in combat, can forego all movement and actions in their turn to thoroughly search a building. This means they must have come into contact with the building in a previous turn. A building may only be searched once. Roll on the table below and apply the result.
Spawn
Treat the spawn as a third warband. It will turn or attempt to make its way towards the nearest warband member if not in combat.
Ending the Game
The game ends when there are no models left on the board from either warband. Both players can also agree to end the game if it becomes impossible for a warband to surpass the other in terms of number of warband members who have entered the chamber.
The winner is the warband who has the most warriors that have entered the chamber. Magic users that are not hired swords count as 5 warband members for calculating the winner (since it is really important Seers use the dark pool).
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy or Spawn taken Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.
+1 Finding the Entrance. The Hero that finds the entrance to the Chamber of the Dark Pool gets +1 Experience.
+1 Seer Enters the Dark Pool Chamber. If a magic user (who is not a hired sword) enters the Dark Pool Chamber, they get +1 Experience.
She was looking for particular ruin underneath which is a still dark pool —a sinister nexus where the boundaries between the mortal realm and the infernal abyss blurred. Where a Seer could converse directly with demons in the reflection of the pool and get clarity on the visions of ascension.
Background
Two warbands are looking for the entrance to a chamber underneath a ruin. The objective of each warband is to have the most warband members enter the chamber before the end of the game.
Setup and Deployment
Setup ruins on one half of the board. Use at least 5 buildings. Then roll for deployment and the winner sets up their warband entirely in in either A or B. Your opponent taking the other zone to deploy.
Searching the Ruins
A warband member in contact with a ruined building and not in combat, can forego all movement and actions in their turn to thoroughly search a building. This means they must have come into contact with the building in a previous turn. A building may only be searched once. Roll on the table below and apply the result.
| d6 | Result |
| 1-2 |
Release the spawn! Your opponent places a spawn on the outside of the building in contact with it. It must be 1" or more from any warband members. You may only have 1 spawn released in the game and subsequent rolls of a 1-2 count as a Not this one! result. |
| 3-5 |
Not this one! The ruin does not have anything of interest within. |
| 6 |
Entrance to the Dark Pool Chamber found! The entrance to the Dark Pool Chamber is within this ruined building. Both warbands are now aware of this and may attempt to use the entrance. Warband members inside the ruin that are standing, and not in combat at the start of your turn can enter the underground chamber. Remove the model/s from the board. They do not count as casualties or having bottled. |
If the Entrance to the Dark Pool Chamber has not been found before the last building has been searched, then that last building must still be searched, after which you will get an automatic result of Entrance to the Dark Pool Chamber found!
Spawn
Treat the spawn as a third warband. It will turn or attempt to make its way towards the nearest warband member if not in combat.
Ending the Game
The game ends when there are no models left on the board from either warband. Both players can also agree to end the game if it becomes impossible for a warband to surpass the other in terms of number of warband members who have entered the chamber.
The winner is the warband who has the most warriors that have entered the chamber. Magic users that are not hired swords count as 5 warband members for calculating the winner (since it is really important Seers use the dark pool).
Experience
+1 Winning Leader. The leader of the winning warband gets +1 Experience.
+1 Per Enemy or Spawn taken Out of Action. Any Hero earns +1 Experience for each enemy he puts out of action.
+1 Surviving. Any Hero or henchman survives the scenario they get +1 Experience.
+1 Finding the Entrance. The Hero that finds the entrance to the Chamber of the Dark Pool gets +1 Experience.
+1 Seer Enters the Dark Pool Chamber. If a magic user (who is not a hired sword) enters the Dark Pool Chamber, they get +1 Experience.




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