Friday 6 February 2015

D&D Attack Wing Adventure

Do you fancy playing a D&D attack wing adventure? 

If so this might be for you, you will need some starting models although these can be borrowed and the adventure will include a random miniature in the cost. As yet I have not scheduled a date for this adventure but I am looking for interested parties. The is a great prize for the winner!

Have a read of the basic idea of the adventure below and if you think you might like to play then send me a message...



THE COMPASS OF LOST TREASURES

"Intelligence gathered by your faction has led your forces to a portal through which you may recover the fabled Compass of Lost Treasures. This artifact can, according to legend, find any lost treasure unseen for over a millennium. The Cult of the Dragon seeks to use the Compass to discover treasures to add to Tiamat’s hoard, while the Harper Legion hopes to stop them.
Of course, as per usual in this conflict, espionage and counter-espionage have once again ensured that an enemy has arrived in this place at nearly precisely the same moment, via a similar portal.
Looking around the massive, brightly-lit interior of the enchanted Vault, you notice a raised dais in the center of the room with something glistening upon it. Centered in the eastern and western walls are two massive portcullises, with no obvious mechanism for opening them from the inside. But if one could be broken down, your forces might escape with this item of inestimable value..."

NUMBER OF PLAYERS: 2

LEGION POINTS: 120 per side, of which 30 are allocated to a Reinforcement Booster.

SPECIAL RULES
Because this battle takes place inside a Vault, creatures cannot maneuver out of the Play Area
(except through an Open Portcullis). Instead, the edges of the Play Area represent walls. If a creature would end its movement outside the Play Area (or on top of a Closed Portcullis), it is not defeated, but must simply back itself up to the point at which it is wholly inside the Play Area without
touching a Closed Portcullis. Flying creatures who are forced to end their movement in this way must
immediately land. Note: The Vault is magically sealed, so Incorporeal creatures cannot pass through
the walls or Closed Portcullises.

Any creature (or Troop’s Point Soldier) on the ground within Range 1 of the Treasure Token may perform the following an Action to try and take the Treasure Token.

If the Compass is dropped and the magic of the Vault teleports the Treasure Token back to the Dais.
Similarly, if the creature with the Treasure Token receives lethal damage, the Treasure Token
automatically teleports back to the Dais.

Attacks can be made against the Closed Portcullises, which are considered ground “creatures” for card text purposes, but which are immune to critical effects and Poison damage. Each Portcullis features a Fortification Value (FV) of 1, which is like Armor but which can deflect attacks that normally penetrate Armor (Fire Breath, Ice Storm, etc.); however, criticalhits bypass the FV as normal. Each Portcullis has a Health of 4.  Once a Portcullis has received at least 4 damage, it
is destroyed; carefully flip the Token to its “Open”
side. A creature that ends its movement completely outside of the Play Area with its Maneuver Template touching an Open Portcullis has escaped the Play Area. If an escaped creature does not have the Treasure Token, it is considered defeated and removed from the game. If an escaped creature does have the Treasure Token, then the Adventure is over.

Due to the magical nature of the Vault, no player may activate the Time Stop or Dimension Door spells during this Adventure.

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