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Prince Magnus' Gold- Revised

Posted by Nuadha on Aug 10, 2011; 6:06pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Prince-Magnus-Gold-Revised-tp6673505.html

The next time I get together with the "A-Team," they will be doing quests 3 and 4.    Quest 3 is against Ulag, the Orc Warlord and besides changing a goblin for a fanatic, I don't plan to be tweaking it all.    However, having the next quest being yet another raid on an Orc stronghold (even if they are led by a Chaos Warrior), felt a little repetitive, so I decided to change the scenery and a few of the guys.     I will be using this map:


The map comes from one of the D&D Adventures (I believe it was the first one they released for 4e, though I can't remember what it was called).

The stats for Gulthor and the Chaos Archers can be found in my "Tome of Terrors" thread.

Monsters will only activate when they see heroes.     The sound of fighting doesn't cause any suspicion in them because they will assume that others in their warband are fighting eachother.....and all to common experience.

The heroes will be starting where the nice barbarian is standing here:


They will not be able to see through the woods (being only able to see one square in or out of woods).     Moving through woods or the squares marked with triangles will take two points of movement.     With a mind test (I use mind for all sorts of tests, not just willpower), the wizard or elf will be able to sense the workings of magic on the other side of the woods.   If they go through the woods, they will find a goblin shaman working a spell in the magic circle as well as two goblin guards.     There is also an Orc hunting party across the river and two Chaos Archers watching fromt the waterfall.    Because of the spell he is casting, the shaman can not do anything but defend.   A mind test will reveal to the spellcasters that he is casting a spell to bring up a large fog  (unknown to players, it is to help his Fimir allies).   A search of the area can be performed after the heroes defeat the Goblins and the Orcs.   The Chaos Archers will get a free shot on searcher if they are alive.    The hero who searches  will find a magic scroll (I haven't determined the type yet).


The left path to the hide-out is littered with traps:


The right path has some Orcs guarding:


Entering from the right side, the heroes will find a Fimir:


From the left side, more Orcs and the treasure room:


Killing the Chaos Champion, Gulthor will cause him to yell out for aid in a booming voice.     Aided by the power of Khorne, his call causes all of the monsters on the board to know that the heroes are there.      Besides having monsters all be able to activate, it also hastens the arrival of a group of Fimir coming to join Gulthor's band.      Each turn, Fimir may show up from the top middle of the map.   Roll 1d6-3 and that many Fimir show up each turn.    (1-3 would be a 0, so none.)   If the shaman was killed, the Fimir fight at minus 1 to both attack and defense while outside as they can't stand the sun.   The heroes must exit the side of the map they came in on with the treasure to succeed.