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Scenario 067 – Pesky Portals
By Ross "Pancreas Boy" Franks,
as appeared in Pancreas Boy's
Wyrdstone Shards
Transcribed by Sid Hale.
Edited by The Mordheimer.
An
un-nerving glow has been emitting from near the wizard’s mansions. And upon
arrival the warbands find an area full of portals. An old cloaked figure sitting
nearby whispers “Some say the portals around here lead to the lost wonders of
the mages of old, but none have returned.” He then promptly fades away into the
shadows.
Terrain
Each player takes it in turns to place a piece of terrain set up within an area
roughly 4’ x 4’. Place D3+2 portals on the board as in the
Wyrdstone Hunt. One portal is
left off the board and is left off the board and is in a door-less room of 4” x
4”.
Setup
Each
player rolls a D6. Whoever rolls highest chooses who sets up first. Both
warbands start opposite each other.
Special Rules
The Portals: Portals can only be entered once per turn for each figure. Roll
on the portal chart when entering:
D6
Results
1
Portal does nothing and you walk straight through it.
2
Portal transports you to the nearest portal on the
board.
3
Portal transports you to the furthest portal on the
board.
4
Portal transports you to a random portal on the board
(includes the chamber port as well {see 6})
5
Portal rejects you and an Elemental appears from
another dimensional plane. It charges you immediately and if it survives
guards that portal from now on (i.e. it will charge anyone who comes in
it’s charging distance and then return to the portal).
6
Chamber Port: Portal transports you to the
chamber room and the chest of treasure (some carrying rules as Hidden
Treasure) can be taken through same portal next turn and off the nearest
table edge.
Elemental:
M
WS
BS
S
T
W
I
A
Ld
Sv
5
4
-
4
3
2
3
2
2
5+
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.
Starting the Game Both
players roll a D6. The higher player takes the first turn.
Ending the Game
The
game ends when one warband fails a Rout test. The routing warband loses.
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 chest he earns +2 Experience.
The
Treasure The chest contains D3 random magical items.