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Lord
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posticon Quest 1 in Result Submission Campaign!


If this is too long for the Moderators, please just send a message to me and I'll do the rest of them from The Sylvan Glade.

Create a party of BL1 warriors to get started! If you use less than or more than 4 warriors, adjust the size of monster encounters accordingly. Give each of them 500 gold supposedly won during the dungeon they just left (I know that someone having just finished the Albion campaign would be far further in BL, but I have to be reasonable).

You'll need to read a few Sylvan Glade articles. If the site is still down at Ourlair, go here to the Geocities site: [sign in to see URL] It would likely help to check out 6th Edition Conversion in the New Rules section as I make reference to my own rules a lot, though I should mention where any other rule not in this article or 6th Edition Conversion will be found. Also, go to the Monsters section and dig up Albion Monsters. Good boy/girl.

Many of the challenges in this campaign will be quite hard, after all, you have to tell me your results! If the warriors all die or escape, they have lost the quest. Any surviving warriors may create new BL1 members to join them, but party size can never pass the original size. If all the warriors are killed, you can create a new party of the same size.

***********************************************************



The famous Albion rain greets you seconds from your exiting the cave. It comes down in a downpour as you begin your long trudge back to meet your contact. You spend most of the trip half-sunk in swamp water as the constant rain threatens to raise the level high enough to drown you. You travel in silence for several hours until your are greeted by the unexpected sight of your contact running toward you. Hurriedly he hands you a missive covered with thick cloth so to protect it from the rain. It seems to be wrapped around something. Nodding to you, he runs fearfully into the swamp. As you unravel the cloth you here a scream sound from his direction. The missive, which you read quickly, reads as follows:

If our messenger has not had time to speak to you, we advise you to run! While we may have gained control of the lost Ogham rings, the upper world is under the control of the enemy. Flee now! Your payment is included with this message.

Wrapped in the cloth you find a chain - a Whip Sword: a special chain that can be attached to any chain or whip to extend its range by 1 square, however the attack on this extra square is mundane (DD+S). The chain cannot be lost on its own once attached to a weapon (the weapon must be lost) but it can be removed and reattached to another weapon at any time. Give it to a warrior now.

Just as they are finished unwrapping the chain, there is a horrible sucking sound and suddenly a bony arm shoots out of the muck. Another follows and from the distance a full skeleton shambles in, holding the head of your contact.

Place the warriors in a 4x4 room and shuffle the deck as per a random dungeon with any objective room in it (the room won�t be used anyway, it just tells you when the warriors have reached the final room). Now, place 6 Murk Skeletons in combat with them (see below). Since the warriors are in combat, they haven�t had the chance to equip the Whip Sword yet so it cannot be used. Play the dungeon as normal, but using the following monster generator and event table when a monster or event card is drawn. Also, because of the unrelenting rain and muck, movement in this dungeon for all models but Fenbeasts is at -1. Finally, the Escape table cannot be used - the warriors are already fleeing!

Monster Table
1-2 : 1D6 Murk Zombies (Same as Regular Zombies covered in swamp plant life).
3-4 : 1D6 Murk Skeletons (Skeletons with Ambush 6+).
5 : 1D6 Ghouls.
6 : 1 Fenbeast (see Sylvan Glade�s Albion Monsters. Remember, they can Special Regenerate here!).

Event Table
1: Weather Worsens: The rains picks up and thunder arcs across the sky. Missile fire is impossible this turn and will be at -1 to hit for the rest of the game (not cumulative). Also, one random warrior is almost struck by lightning and takes D6 wounds, no modifiers. Draw another event card immediately.

2: Sinkhole: One random warrior suddenly disappears into the muck and has to fight for their lives! The warrior must take a strength test and subtract the number of points of armour he/she is wearing (+1 if another warrior helps out). If the roll is higher than 7 or is 6, the warrior climbs out. Label the square where the warrior was as a sinkhole in case someone gets knocked into it. A warrior cannot test to leave the hole if there are no free spaces adjacent to it! Draw an event card immediately.

3: Deep Waters: Movement is halved on this board section (not cumulative. And yes, even for Fenbeasts). Draw an event card immediately. If you roll this event as a result of an Unexpected event, roll again.

4: High Ground: Movement on this board section is normal as it is on soft moss. Also, this board section will not allow a Fenbeast�s special regeneration! Draw an event card immediately. If you roll this event as a result of an Unexpected event, roll again.

5: Blocked Exit: Thick plant life blocks all exits in this room. The warriors will have to destroy them (Toughness 2, Wounds 6) before they can proceed in any direction but back. Draw an event card immediately. If this event occurs twice in the same room, reroll the event.

6: Tangleweeds: Thick weeds rise up from the bottom of the swamp and ensnare the warriors legs. All warriors on the board are at -1M and cannot break from pinning. Draw an event card immediately.


Objective Room
As soon as the warriors enter the objective room, place them in an Objective Room boardspace (preferably the Blank Objective Room from [sign in to see URL], but any 8x4 room will do if you ignore its features). room and read the following passage:

You are approached suddenly by a stranger on horseback who is making no attempt to hide the fact that he is a master of Dark Magic. His steed has no flesh or muscles and, for that matter, it floats above the water. The Stranger looks at you in surprise and frowns. His face is hidden under a traveling cloak.

�Run now! For this is no longer a place for those who breathe and value life!�

With that he rides quickly away.

There is a sudden crack of lightning and the warriors turn to see another figure mounted on horseback in the distance. His eyes can be seen glowing even through the rain and distance and he raises an arm to command some kind of attack. Suddenly, several figures step from the surrounding marsh. Leading the figures is a human, wild in appearance but pale in complexion. From his neck gapes two torn holes - a Vampire bite interrupted!


Place the warriors in combat with 12 Murk Skeletons, 6 Murk Ghouls, 1 Fenbeast (who Guards the Corrupted Truthsayer) and a Corrupted Truthsayer on the board.

If your party does not normally allow unexpected events during an Objective room battle, allow only Monster events instead (to represent the figure on the hill summoning more beasts). Count random events cards as No Event.

Corrupted Truthsayer
Wounds 34
Move 4
WS 4
BS 4+
Str 4
Tough 4
Init 4
Att 2
Gold 2450
Arm -
Damage 2D6

Special Rules: Truthsayer Magic 3; Staff of Light; The Triskele, Madness

Staff of Light
The staff of Light gives the Truthsayer Dispel Magic 6+ and counts as a Halberd.

The Triskele
The spiral is the symbol of office of the Truthsayer and gives him Ignore Blows 4+.
Note that the Triskele is not a magic item, it is more of a skill or Mark of Chaos. It cannot be destroyed or disabled, etc. by Magic Items, Skills or Spells that do such things.

Madness
The Truthsayer is in a conflicted state of mind as he fights to resist the powers of the Blood Kiss. Roll a D6 whenever the Truthsayer attempts to cast a spell. On a 1, the Truthsayer is overcome by Necromantic power and casts a Necromantic/Sylvanian (Sylvanian Monsters) spells. On a 2-5, he casts a Truthsayer spell and on a 6 he regains some mental control and will not cast any further spells this turn. The Truthsayer is also Stupid.



Reward
If the warriors survive the battle, they will see the figure leave the scene. In thanks, the Truthsayer will give his Staff of Light to the party. It can be used by anyone who can use Wizard-only items. The staff can be sold for 500g in town if the warriors wish.

Aftermath
As the warriors continue their trudge through the swamplands of Albion, now cut and bleeding, they stumble upon a great castle. They are shocked - why is there an Imperial Castle here in Albion? With nowhere else to go, the warriors enter through the open gates of the castle, noting the large number of wet footprints leading across the drawbridge. It seems they will not be alone....


Don�t forget to submit your results for this quest! I know sides haven�t been chosen yet, but your results here will go for or against your side once it has been chosen. No lying now!
28/May/2003, 9:54 am Link to this post Send Email to Timberwulf  
 
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Re: Quest 1 in Result Submission Campaign!


OOOOOH, sounds heaps of fun. Just a question though. Instead of starting a new group of BL1 characters and giving them 500 GPs, would you allow us to use our existing BL 1 characters and not give them any money at all. I think it would even out, but naturally it is up to you. We have only been on about 2 adventures so far, so logially it seems sound.

PS - how long do we have to submit the results to you? We should probably be able to start it in about a week or two, with any luck.
1/Jun/2003, 12:57 pm Link to this post Send Email to Michael  
 
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Lord
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Re: Quest 1 in Result Submission Campaign!


Sure, your current party w/o gold should be fine if they are BL 1.

I'd sure like to get going to the next round, but I'll wait a bit longer for submissions. I'll be accepting submissions for any quest at any time before the campaign finishes, though. However, please try to get any results in soon!

Bug Fix: The Whip Sword can also attach to a Sword! Fancy that. Somehow, the main use of the item got cut out of the text.

My Party's Submission: I'll start the submissions with my own: a Trollslayer, Dwarf Thunderer, Ogre and Disciple of the Apocalypse stumbled through the dungeon to pull off a victory for whatever side they'll be supporting later on! And everyone survived! Somehow...
2/Jun/2003, 12:32 pm Link to this post Send Email to Timberwulf  
 
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Lord
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Re: Quest 1 in Result Submission Campaign!


Oh, for those of you just coming in now, you'll notice that the Campaign Spell charts can be found in this forum. The Sylvanian/Necromantic spells have been modified slightly from the Sylvan Glade's, so you might want to go get them!
2/Jun/2003, 12:34 pm Link to this post Send Email to Timberwulf  
 
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Re: Quest 1 in Result Submission Campaign!


Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm.........

Well, heres the scoop.

Out team of brave level 1 Warriors completed the current adventure we were already on, then headed off to a Seaport where we could catch a ship to Albion from the old World. After the harbour burned down due to a settlement event, we were forced to leave and move on to another seaport. We did this, but one of the Warriors got sick and ended up in hospital. Unfortunately, he was busy being sick just as the Captain we had hired, a fine fellow by the name of Captain Carnage, arrived, so we couldn't board the ship. Sighing in frustration, we moved on to yet a new sea port, where we were very fortunate to find a Wizard who teleported us instantly to Albion where we could begin the quest. We had started this game at 10 in the morning, and now it was 3 in the afternoon, and we were all beginning to tire of the endless settlement events, so we were extremely happy to be off on an adventure once more.

So we set off, and met our contact outside the city (instead of a cave, since we didnt play your online campaign at all). He gave us our whip sword, and we were on our way, getting swamped by infernal fog so we could hardly move anywhere, curse that Albion weather! (and my elf had just forked out some hard earned gold on some Elf boots, giving him +1 movement, which turned out to be useless due to the fog, hehehe, oh well)

We fought a few battles, and seemed to be doing well, when suddenly we were attacked by plague bearers. We had to use all of our supplies just to stay alive and protect us from their plague ability. So, as we were finishing off the last of them, the Merchant thought we should roll on the escape table, but checking the rules, we realised we couldn't escape, so we had to go in deeper with no resources left at all. Needless to say, when we rolled a 1 in the power phase and a fen beast popped up, we were hardly in a fit state to kill it. After a few turns, it had takn out the merchant and my elf, leaving the Barbarian and the Necromancer to fend for thmselves. The Necromancer managed to get a few good Dark Denials on it, shoving it violenty into a nearby tree repeadedly, but the Barbarian kept going frenzied and hitting the Necromancer instead of the Fen Beast. A few sad turns later, we watched in dismay as the Fen Beast killed the Necromancer, and then the barbarian. The fen beast would have a fine feast that day.

So there you go. I think we should have taken your warning of this adventure being a challenge a bit more seriously, since we all, um, well, died...

Hoards of fun though; the weather was a !@#$! hehe. We used most our our parties luck trying to stop the weather from changing to drastically.
8/Jun/2003, 11:50 am Link to this post Send Email to Michael  
 
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Lord
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Re: Quest 1 in Result Submission Campaign!


Ouch! My party managed, despite numerical Unexpected Events (Deathblow Ogre and Dice-Happy Disciple of the Apocalype) to avoid fighting anything stronger than Skeletons (okay, one group of ghouls).

It's good to see that someone is playing the campaign out there, even with a loss. Quest 2 remains to be typed, but has been tested. It's a touch easier. If anyone out there is going to get their results for Quest 1 in soon, please, please, please do so!

Timberwulf
9/Jun/2003, 9:45 am Link to this post Send Email to Timberwulf  
 


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