There is a rumor that one of the ruined buildings has a
concealed cellar with a treasure chest hidden in it. Two rival warbands have
heard about the cellar and are now searching the area. Who knows what they will
find?
Terrain
Each player takes it in turn to place a piece of terrain, either a ruined
building, tower, or other similar item. We suggest that the terrain is set up
within an area roughly 4' x 4'.
Setup
Both players roll a D6 and whoever rolls highest chooses which warband sets
up first. This warband is deployed within 8" of any table edge the player
chooses. His opponent sets up within 8" of the opposite side.
Special Rules
Searching for the Chest:
All the warriors (not animals!) in each warband know roughly what they are
looking for and must inspect the buildings to find the treasure. Each time a
warrior enters a building which has not been previously searched by either side
roll 2D6. On a score of 12, he has found the treasure. Buildings in the
deployment zones are not searched (since they have already been thoroughly
ransacked) and each building may only be searched once. If you have not scored 12 with any roll when there is only one
building left to search, the treasure will automatically be found there. After
finding the treasure chest, the warrior must then take it to safety via his own
table edge.
Carrying the Chest: Carrying the treasure chest will slow the warrior carrying it to
half speed. Two or more models may carry the chest without any penalty. You may
use the treasure chest model to represent the chest. If the carrier is put Out Of Action, place the treasure chest at the spot where he fell. Any man-sized
model may pick it up by moving into base contact with it.
Chest Contents: Whoever recovers the chest may roll on the following chart
after the game to see what the chest contains. Note that you roll for each item
separately, apart from the gold crowns, which are always automatically found.
For example, roll to see if you find any wyrdstone – you need a 5+ to find it.
Then roll to see if you find the armor, and so on. This can make the chest a
very valuable acquisition – however, it could also mean that your warband has
risked death for only three gold crowns!
| Item |
Result on D6 |
| 3D6 gold crowns |
Automatic |
| D3 Pieces of Wyrdstone |
5+ |
| Suit of Light Armour |
4+ |
| Sword |
3+ |
| D3 Gems (worth 10 gc each) |
5+ |
Starting the Game
Roll a D6. The player rolling highest has the first turn.
Ending the Game
When one warband gets the treasure to safety, or a warband fails a Rout test,
the game ends. The victorious warband then gains the treasure chest.
Experience
+1 Survives: If a Hero or a 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.
+2 For Finding the Chest. If a Hero finds the treasure chest he earns +2
Experience.