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SPECIAL
SCENARIO: DRAGONSLAYER v1.0
In a deep dark cave,
somewhere in the heart of The Worlds Edge
Mountains, something stirred. Something huge. It
lifted its head, groaned, and let it fall to the
cavern floor again.
"Just another
few years", it promised itself, falling back
into a doze. As it slumbered, it dreamed. It saw
the world as it used to be, seven thousand years
ago, felt the noiseless explosion which threw the
second moon into the sky. It dreamed of the
armies of gibbering, twisted things which poured
across the land.
The Dragon stirred
uneasily as the dream shifted. It saw a strange
figure step forward, saw the glowing axe, and
shuddered as the awesome weapon struck it. Then
it jerked awake.
"That dream
again" it rumbled to itself. The Dragon
pulled itself to its feets. Gaping wounds opening
along the length of its great body - they should
have been fatal, but the Dragon would not find
death so easily. It roared as its head brushed
the wall, jarring its broken tooth and
aggravating its abcess - the size of a mans head
- which lay beneath it. For hours it raged. Then
its eye lit on the great Dragon skull which lay
just outside.
"Yes" it
rumbled, "I must pull myself together.
Things to do". It remembered the murder of
its beloved mate, and grunted.
"Hmm... I can
still remember his powerful face, " it
mused, "My pain gets worse. But I'll sort it
out. I'll kill every one of those little
creatures that tries to steal my gold. The
two-legged ones are not going to defeat
Dragon-kin while i'm alive, and thanks to my
Magic, I'm going to live for a very long
time."
Objective
Two rival warbands
have both stumbled upon a sleeping Dragon on his
treasure trove at the same time and are now
searching the immediate area for as much treasure
as they can carry. Who knows what forgotten
treasures may lie waiting to be found?
The objective is
to search the vast Dragon's cave for as much
treasure as possible before the Dragon awakes. Of
course, the biggest part of the treasure horde
lies near (or under) the old Dragon.
Terrain
Each player takes
it in turn to place a piece of terrain, either a
ruined building or other similar item. We suggest
that the terrain is set up within an area roughly
4 x 4. In the centre of the table you
should place a large model of a Dragon on a
treasure hoard. Place a token to represent
Skalf's Axe 4" in front of the Dragon.
Buildings must be placed a minimum of 10"
distance away from the Dragon.
Warbands
Each player rolls
a D6. Whoever rolls the lowest chooses which
table edge he wishes to set up on, and places all
his warriors within 8" of that edge. His
opponent then sets up on the opposite side.
Starting the
Game
Each player rolls
a D6. The player rolling the highest has the
first turn and order of play proceeds clockwise
around the table (based on where players placed
their warbands).
Special Rules
All the Heroes in
both warbands are looking for as much treasure as
possible to take with them. They can try to
inspect the buildings to find treasure. Each time
a Hero enters a building roll 2D6. On a score of
12 he has found 3D6 gc of treasure. A Hero may
not search buildings in his own deployment zone.
After finding the treasure, the Hero can then
take it to safety via his own table edge or
continue searching. If he is put out of action,
place a counter in the spot where he fell. This
counter represent all the gold coins that the
Hero has found so far. Any warrior may pick the
treasure up by moving into base contact with the
counter.
Of course the real
treasure lies near, or under, the Dragon. Any
Hero that spends a turn doing nothing within
6" of the sleeping Dragon can roll 6D6 to
see how much gold he finds.
But things are not
as easy as it seems. Roll 2D6 every turn. Add the
following modifiers to the dice roll:
+1 For each
treasure that has been found by a Hero
+2 For each Hero searching within 6" of the
Dragon
+3 For each Hero searching within 4" of the
Dragon
+3 For picking up Skalf's Axe
On a roll of 12
the Dragon awakes and attacks the nearest
warriors. The Dragon has the following
characteristics:
| |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
| Dragon |
8 |
6 |
0 |
6 |
6 |
6 |
3 |
5 |
8 |
Special
Rules: fear, scaly (4+ unmod save),
breath attack (large breath template), large
monster
As soon as the
Dragon is awake it will act at the end of each
player's turns. The Dragon will act in the
following way:
Dragon's
Turn
Between each
player's turns the Dragon acts and fight.
Determine his actions by following the sequence
below:
Movement Phase
- The Dragon moves towards the nearest model. If
he can charge him, he will.
Shooting Phase
- The Dragon breathes horrible flames over the
warriors. Roll Scatter dice. The Dragon breathes
fire in that direction. Models under the template
suffer damage (a STR 5 hit with no armour save).
The Dragon can do this even if he is involved in
combat.
Combat Phase
- The Dragon attacks any model he is in base to
base combat with. If he fights several models,
determine at random which models he attacks.
Dragon's
Motivations
- The Dragon can
sense anyone in the chamber if he wakes up, so
nobody can be hidden to him.
- The Dragon can sense anyone touching his
treasure, and would charge the nearest person who
found treasure (or the axe) as opposed to someone
who hasn't.
- The Dragon will charge a warrior who has tried
to shoot him in preference to someone closer who
has done nothing.
- If the Dragon has joined combat with someone,
he will stay to finish off everyone in close
combat before persuing someone else.
- If a warrior runs past someone while the Dragon
is pursuing him, the Dragon will attack the
closer person subject to the above.
Ending the Game
The game ends when
either:
- One warband
failed its Rout test. The routing warband
automatically loses.
- All the
Heroes in both warbands have moved from
the table edge with treasure. No warband
wins.
- The Dragon
has killed all the members in both
warbands. The Dragon wins.
- Escaping with
Skalf's Axe - The warband that manages to
move Skalf's Axe from the battlefield
wins the game.
- Killing the
Dragon - The warband that manages to kill
the Dragon wins the game.
Experience
+1 Survives.
If a Hero or Henchman group survives the battle
they gain +1 Experience.
+1 Winning Leader. The leader of the
winning warband gains +1 Experience.
+1 Per Enemy out of action.
Any Hero earns +1 experience for each enemy he puts
out of action.
+1 For Taking Skalf's Axe.
If a Hero grabs Skalf's Axe and survives he earns
+1 experience.
Dragons
Treasure Trove
In front of the
Dragon's treasure trove lies a powerful Dwarven
axe. The axe was wielded by the legendary Dwarven
Hero Skalf (slayer of Graug) and is inscribed by
powerful runes. Skalf was killed during a raid
into the lower caverns to clear out goblins and
the axe was lost. The axe has the following
special rules:
Skalf's Axe
The axe is a
two-handed gromril axe with the Master Rune of
Dragon Slaying (2+ to hit Dragons, 2+ to wound,
and any unsaved wounds kill Dragons automatically
on a 4+ on a D6) and the Rune of Swiftness
(always strikes first).
If the weapon is
recovered by a non-Dwarf warband Kargan Skalfson
will want the weapon back as a family heirloom.
He will reward the finder with 12D6 gc. If the
warband keeps the axe than all Dwarves are
subject to Hatred to the bearer of that axe.
Rules for
Multi-player Games
The dragon, moving
after every player, is too powerful. He can cross
the table before you can move again. We suggest
that if this scenario is played with more than
two players, that the dragon's turn is to be
treated as if he was an extra player.
Searching in a
multi-player game can also be too beneficial.
With more than 2 players, anyone searching is
likely to wake the dragon anyway. We suggest to
limit searching to once per building (and only
those outside your deployment area) and also to
limit gold found to 1D6 per hero, not 2d6.
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