If
you experience
difficulties with the
site's navigation
menus, please
CLICK HERE!
Scenario 061 – Jumunji
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Peter Ward.
Edited by The Mordheimer.
A heavy thumping nearby has caught the attention of the
warbands. Each warband is seeking the noise out of curiosity; will this be a
fateful error?
Terrain
Each
player takes it in turns to place a piece of terrain set up within an area
roughly 4’ x 4’.
Setup
All
players rolls a D6 and whoever rolls highest chooses which warband sets up first.
Special Rules
Special rules are the same as the Hidden Treasure scenario (reproduced below for
convenience) except that if the chest is dropped players must follow the
Dropping The Chest special rule (below.)
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+
Dropping The Chest: I the chest is dropped players must at any point of the
game, the player must roll a D6 on the following table:
D6
Results
1-4
D3 Warhounds mystically jump out of the chest and attack the nearest
models.
5
D6 Giant Spiders lunge out of the chest at the nearest models, they
have the stats of a Giant Rat but with Dark Venom bites.
6
A Rat Ogre emerges and immediately attacks the nearest figure.
If any
creatures appear their turns will follow after other player’s turns have
finished, except for when they first appear.
Starting the Game
Both
players roll a D6. The highest scoring player takes 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 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.