The
Ruins of Annis Minnor
A
Middle-Earth Scenario for Song of Blades and Heroes
All
along the watchtower
Princess kept the view
While all the
women came
And went bare-foot servants too
Outside in the
cold distance
A wild cat did growl
Two riders were
approaching
And the wind began to howl, hey.
Bob
Dylan
It
was in the year 2935
of the third age that rumours first reached Rivendell of trouble in
the north. Travellers told of a king rising in the Ettenmoors.
Claiming to be descended from the last kings of Rhudaur,
placed on the throne by the Witchking of Angmar, he was unifying the
wildmen, and some said other fell creatures were gathering under his
banner.
A
party of warriors, elves, rangers and a dwarf were dispatched into
the border lands of the Ettenmoors to verify these rumours. On the
fifth day of their journey they reached the ruins of Annis Minnor.
Once a thriving market town, Annis Minnor been abandoned centuries
ago, only one building now stood intact, a watchtower serviced by the
rangers.
It
was at this tower the party was camped one moonlit night, when out of
the forest ominous shadows began to emerge…
Forces
This
is a skirmish level battle fro two players. One player takes the
forces of good, and should pick a party consisting of Elves, Dwarves
and Rangers. The other takes the forces of evil and should pick a
party consisting of Wildmen, Orcs, Trolls and other fell creatures of
the Ettenmoors. Each side should be built on the same points.
Table
Set Up
The
table should be set up to represent the ruins of Annis Minnor. Some
ruins should be placed to the south of the board, and forest to the
north. The ruins should include one intact watchtower and a ruined
tomb, 'The Tomb of Ennadin' (rules below).
Deployment
The
evil side deploys first. They do not place any miniatures on the
board but instead place ten numbered counters within Medium distance
of the north table edge. They should then write down which miniature
is at which counter. Up to three miniatures may be at the same
counter, and some counters can have no miniature.
The
good side must deploy all their miniatures within medium distance of
the watchtower.
Special
Rules
Secret
Movement: The
evil player may move
the counters. They all count as Q:3+ and may be group activated, up
to 5 at a time as long as the are with
long distance of a central point.
At
any point the evil player may choose to reveal any miniatures
represented by a counter. To do this place the miniatures in contact
with the counter, then remove the counter. If at any time a miniature
from the good force can draw a direct line of sight to a counter then
it is revealed.
Dawn:
The battle begins
under the cover of darkness (though on a moonlit night so there are
no restrictions on line of sight). At the beginning of each turn a
die is rolled and a cumulative total kept of the results. When this
total reaches 25
then day light dawns. This will affect all models
with the 'Fear of Sunlight' and 'Photopetrification' rules (see
below).
Fear
of Sunlight: All
orc/goblin miniatures must be given this rule. It has a base point
modifier of -2. On the turn daylight dawns (see above) this model
gains the coward rule. In addition it must take a moral check at the
beginning of this turn.
Photopetrification:
All
troll miniatures must be given this rule. It has a base point
modifier of -10. All miniatures with this rule must roll a die on the
turn day dawns (see above). On a 4+ they are turned to stone and
removed as a casualty. On a 1-3, they will automatically turn to
stone at the beginning of next the
turn.
The Tomb of
Ennadin: One the ruins on the table is the Tomb of Ennadin. When
any model moves into the Tomb of Ennadin for the first time in the
game, roll on the following table to decide what they find:
-
Numenorean Blade: The model finds a magical sword from times long gone. This blade negates any bonuses anyone fighting the bearer would normally get for combat, be they from skills, ambush etc. IE They only ever use their basic Combat score. It also negates any free disengage they may get.
-
Numenorean Amulet: The model finds an ancient armlet with magical warding properties. If the bearer looses a combat, roll a die, on a 5+ the result is instead a draw.
-
Skagger: An orc from the red mountain tribe has taken refuge in the tomb after being pushed southwards by the shifting power in the Ettinmoors. He has the following stats: C:3, Q:4+, Fear of Sunlight. He joins the evil side.
-
Baashab: A gigantic spider unfolds it's self from the tomb. It has the following stats: C:4, Q:3+, Huge, Entangle, Dashing, Long Move, Tough, Terror. Follow the AI rules below each turn to determine motivation.
- Giant Spiders: C:3, Q: 3+, Dashing, Entangle. Follow the AI rules below each turn to determine motivation.
- Re-roll (or you could have a cheap good character join the good side)
The Spiders will try
to make d3 activations. The four great spiders will activate as a
group, though their AI should be worked out individually.
If the spiders are
in combat, they will fight. If against more than one opponent they
will randomise their attack. Otherwise roll a
dice each turn and consult the table below:
-
The Spider will attack a random standing enemy who is within short distance. If no enemy is within short distance they will attempt to drag an entangled enemy towards the tomb. If no models are already entangled they will attempt to Entangle any enemy on the floor with in long distance. If there is no such target they will move towards the tomb.
-
The Spider will attack a random standing enemy who is within medium distance. If no enemy is within medium distance they will attempt to drag an entangled enemy towards the tomb. If no models are already entangled they will attempt to Entangle any enemy on the floor with in long distance. If there is no such target they will move towards the tomb.
-
The Spider will attack a random standing enemy who is within long distance. If no enemy is within long distance they will attempt to drag an entangled enemy towards the tomb. If no models are already entangled they will attempt to Entangle any enemy on the floor with in 2 x long distance. If there is no such target they will move towards the tomb.
-
The Spider will attack a random standing enemy who is within 2 x long distance. If no enemy is within short distance they will attempt to drag an entangled enemy towards the tomb. If no models are already entangled they will attempt to Entangle any enemy on the floor with in 2 x long distance. If there is no such target they will move towards the tomb.
-
The Spider will attempt to drag an entangled enemy towards the tomb. If no models are already entangled they will attempt to entangle any enemy on the floor with in 2 x long distance. If no such target exists the spider will move towards the tomb.
-
The spider will move towards the tomb.
Victory
A battle report is soon to follow...
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