by Gold Bearer » July 16th, 2016, 9:00 pm
After hearing that the legendary Mentor was recruiting adventurers again you jumped at the chance to become one of the Emperor's heroes. After your initial training sessions with the recruitment aids you were informed that you and five other adventurers had been chosen. As you enter Mentor's home you find that you're the last to arrive despite getting here early. Mentor motions you take take a seat with the five other successful applicants. Mentor stands in the centre of the room joined by a soldier standing beside him, Mentor begins to speak.
"This is Clause Janson, captain of the Bogenhafen guard. A tribe of greenskins has been terrorising the town and most of the town guard have been killed. The good news is that the greenskin tribe's numbers have also been greatly depleted but the town can't hold out much longer. We two a two pronged approach, help to defend the village and take advantage of the latest attack by destroying the camp while their numbers are low. Unfortunately we face another threat. A necrocultist group calling themselves The Shadow have been gaining power and influence over the last couple of months and one of their bases has now been located. We need to attack now, before they learn of our preemptive strike and are able to relocate.
My four senior heroes have been sent north to deal with a newly summoned greater Tzeentch daemon so I'm relying on the six of you, but you will have some help. Two of you will travel to Bogenhafen with Clause, where you will meet Caplin Spellsword, a light wizard who is waiting to aid you. Two of you will attack the camp, aided by Alore Spellthorn, an amber wizard and a Rain Earthblade jade wizard. The remaining two of you will meet up with Drake Darkblood, an amethyst and Will Lightningheart, a celestial wizard on your way to The Shadow's hideout.
The hideout is in a long lost subterranean temple. The Shadow cult have power over the dead they no doubt chose the temple to enhance that ability. It's the resting place of a once powerful necromancer whose magical energies will be preserved within the temple's arcane design.
The greenskin tribe is lead by an orc shaman. If you are able to take care of him then the remaining greenskins will eventually scatter. Leaderless, they won't be much of a threat. The camp my also be home to other creatures that aren't part of the greenskin tribe so stay alert.
The heart of Bogenhafen is the town hall. That will be the place that the remaining guard will defend at all costs, if their numbers drop too low they will fallback there. You will enter the town through the south entrance and make your way to the town centre gate that leads to the town hall."
You need to split your six heroes into three pairs, one pair goes to Bogenhafen with Clause and defends the town with the light wizard, one pair attacks the greenskin camp with the amber and jade wizard and the other pair goes to the temple with the amethyst and celestial wizard to deal with the shadow to make three groups of four, each with one standard hero and one NPC for each player. Sotiris, if you could use your random program for the spells again that would be great. So your choices aren't influenced by other hero's spells do all the college wizards initial draws first and then decide which ones you both want to replace and do the clerics three talisman spells last, you don't get a redraw for those. I've updated the talisman spell rules.
forum.yeoldeinn.com/viewtopic.php?f=203&t=2608
BOGENHAFEN
Captain: M6 A3 D4 BP7 MP3
Broadsword, Banded Mail, Shield, Helm.
Light Wizard: M6 A3 D2 BP5 MP5 L1M Power Total: 19
Broadsword.
Light Wizards can cast power level 3 spells if a white shield is rolled for the winds of magic.
Magic of this field has a broad mix of spells types due to being comprised of the combination of the light version of all four elements of the Winds of Magic.
GREENSKIN CAMP
Jade Wizard: M6 A2 D3 BP5 MP5 L1M Power Total: 13
Sickle (attacks with two dice, can attack diagonally), Cloak Of Protection.
Jade Wizards can use their attacking action to heal BP of their own or a directly adjacent target once per Quest. Roll 1D6 when the healing is used, on a six no BP is healed, otherwise the number shown is the number of healed BP. This isn't classed as casting a spell so it can't be stopped.
Their spells deal with the raw forces of life and decay and as Jade Wizards are so in tune with nature, their spells tend to require little power to cast.
Amber Wizard: M6 A2/* D3 BP5 MP5 L1M Power Total: 17
Spear, Dagger, Bracers.
Amber Wizards hate Greenskins, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
While comparisons may be drawn between them and the druids of the Jade College, they are more concerned with the raw strength of beasts rather than the more general forces of nature. Their spells allow them to commune with nature or even to take on the form of a beast.
THE SHADOW
Amethyst Wizard: M6 A3/ D2 BP5 MP5 L1M Power Total: 15
Scythe (attacks with three dice, can attack diagonally, two handed), Sword (attacks with two dice).
Amethyst Wizards hate Undead, allowing them to reroll one unsuccessful combat dice once when attacking them in melee.
They are mentalists, masters of the mind and the power of emotion and their spells typically reflect this. However, Amethyst magic is closely tied to the element of fire and therefore they have very destructive battle spells as well.
Celestial Wizard: M6 A3 D2 BP5 MP5 L1M Power Total: 16
Broadsword.
Celestial Wizards can cast power level 2 spells if a skull is rolled for the winds of magic.
Celestial magic deals with the power of portents and foresight but also with the element of air and in battle they may call upon blustering winds or lightning blasts to fell their opponents.
Last edited by
Gold Bearer on July 17th, 2016, 2:11 am, edited 2 times in total.