This is a custom scenario I am working on. Advise, opinions, and testing would be most welcome. This is attempting to simulate an actual siege on a castle. This scenario is for advanced parties that have already played through Burnt Offerings.It uses custom locations so you will need to make your own cards for those...so without further ado here it is Story: You and your party receive word of a siege on a near by castle. The King is offering treasure and magical artifacts to those brave enough to help stop it if the castle is still standing in one peice. After much deliberation you decide to aid the castle and pull out a scroll of teleportation and in an instant are inside the castle walls. The siege is already starting to take place and you hear the pound of war drums banging heavy outside the walls. A soldier running past you yells at your party "Lend us a hand fools! They have already begun to breach the Northern Gate!" . Assault on Garr’s Castle #ofplayers Location name
In this scenario if a location was to close and all monsters, henchman, and Villains were to move to other locations separate them into random piles evening them with blessings cards from the box and then distributing them evenly among those locations. Anytime a monster, henchman, or villain flees blessing cards are taken from the box not the blessing card deck. If you defeat a villain and successfully close a location the villain still flees as normal before the cards are distributed from under a location. You can never pass in this scenario and must ALWAYS spend your free explore action (yes the cleric can spend it healing). This is because the assault on the castle is so relentless there is no time for rest or hiding. Completion Bonus – 2 random boons from the box of your choice except loot they may not be the same two type of boons. Location Cards Northern Gate
At This Location : Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Southern Gate. All checks to defeat banes are -1 difficulty at this location.
Southern Gate
At This Location: Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate or Southern Gate. All checks to defeat banes are +1.
Upper Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey, or Lower Bailey.
Middle Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey.
Lower Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey.
The Keep
At this location: All undefeated villains flee like normal to any open location. Every Failed Check for a boon will result in one blessing discarded off the blessing deck.
The Armory
At this location: All undefeated villains flee like normal to any open location.
Wizards Tower
At this location: All undefeated villains flee like normal to any open location.
*Didn't see an edit button. Updated Villains and Henchman.
This is a custom scenario I am working on. Advise, opinions, and testing would be most welcome. This is attempting to simulate an actual siege on a castle....so without further ado here it is Story: You and your party receive word of a siege on a near by castle. The King is offering treasure and magical artifacts to those brave enough to help stop it if the castle is still standing in one peice. After much deliberation you decide to aid the castle and pull out a scroll of teleportation and in an instant are inside the castle walls. The siege is already starting to take place and you hear the pound of war drums banging heavy outside the walls. A soldier running past you yells at your party "Lend us a hand fools! They have already begun to breach the Northern Gate!"This scenario is for advanced parties that have already played through Rise of the Runelords.It uses custom locations so you will need to make your own cards for those. Assault on Garr’s Castle #ofplayers Location name
In this scenario if a location was to close and all monsters, henchman, and Villains were to move to other locations separate them into random piles evening them with blessings cards from the box and then distributing them evenly among those locations. Anytime a monster, henchman, or villain flees blessing cards are taken from the box not the blessing card deck. If you defeat a villain and successfully close a location the villain still flees as normal before the cards are distributed from under a location. You can never pass in this scenario and must ALWAYS spend your free explore action (yes the cleric can spend it healing). This is because the assault on the castle is so relentless there is no time for rest or hiding. Completion Bonus – 2 random boons from the box of your choice except loot they may not be the same two type of boons. Location Cards Northern Gate
At This Location : Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Southern Gate. All checks to defeat banes are -1 difficulty at this location.
Southern Gate
At This Location: Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate or Southern Gate. All checks to defeat banes are +1.
Upper Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey, or Lower Bailey.
Middle Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Upper Bailey or Lower Bailey.
Lower Bailey
At This Location: Can only be entered once either Southern Gate or Northern Gate is closed. All checks to defeat banes are +1 to difficulty at this location. Any Monsters, Henchman or Villains not defeated here get shuffled into the locations that aren’t Northern Gate, Southern Gate, Middle Bailey or Upper Bailey.
The Keep
At this location: All undefeated villains flee like normal to any open location. Every Failed Check for a boon will result in one blessing discarded off the blessing deck.
The Armory
At this location: All undefeated villains flee like normal to any open location.
Wizards Tower
At this location: All undefeated villains flee like normal to any open location.
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