Here's a Sellswords and Spellingers scenario you might like to try. It is intended for a moderately experienced party (Expert level in the original rulebook), say around 120-140 XP.
The party have found employment at a town that has been suffering problems with undead. The mayor had seemed somewhat harassed when he briefed you for your mission.
“I want you lot
to go and clear out an old burial site on the North Road into town. A bunch
of travellers got themselves killed on the road and we’ve had strange reports
coming in from outlying farms up that way. The Merchant's guild are complaining about the interruption of trade and want something done. We have had an alchemist mix-up some flammable devices to burn the monsters out."
"The pay is 50 silver coins each and you can keep any loot you find in the old barrows."
"Oh, and do not open the chest with those fire bombs in, until you are well out of town."
" Apparently they are delicate!” he added with a grin.
Terrain:
This
scenario is played on a 3’ x 3’ table.
There are 3 barrows
(burial mounds) in each of 3 corners of the table, 12” away from the centre.
In the
centre area of the table, is a small circle of standing stones with a rough-hewn
sacrificial altar in the middle.
The PCs
enter from the empty corner. The party have been equipped with a 3 containers
of flammable liquids, with a warning to take great care in using them!
Foes: Place one wraith knight within 3” of
each mound, not closer than 6” to one another. Place a horde of 4 ghouls within
the stone circle.
CARDS
Remove: Traps, He’s Loaded and 1 Wandering Monster card from the deck.
At Our
Back: 1d6 ghouls
Reinforcements: 1d6 ghouls
Things
Could Get Worse: A Succubus
appears on the altar.
Scenario Event: The stones in the
circle glow with eerie light. No spells will work within the circle and no
magic can pass across the stones (including spell attacks, teleport etc).
Wandering
Monster: A wraith knight
enters from a random barrow.
Barrows: The PCs need to destroy the 3 barrows
by setting them alight with their flammable devices. For Two consecutive actions
a PC can prime and set fire to a Barrow.
If a PC
spends an action searching the barrow before destroying in roll 1d6.
1: They
disturb a wraith knight which immediately attacks.
2-6: Roll on
CQB hideout table*.
Altar: If a PC
touches the altar after the stones begin to glow, the anti-magic stops and the
PC is filled with the magical energy absorbed by the stones.
A non-magic using PC will feel a strange tingling.
A magic item carried by the PC will gain a +2 to it’s effects for the
rest of the game.
A spellcaster will gain +2 to casting rolls for the rest of the game.
Experience
4 XP per player if at least 1 barrow is destroyed
+2 XP per player if all barrows have been destroyed
1 XP per PC who burns a barrow
1 XP per PC killing the Succubus or performing a heroic act (eg carrying
off the body of a friend).
* Close Quarter Battles. If players do not have the Close Quarter Battles campaign book, roll 1d6
1-3 = 6d6 SP, 4 = Potion, 5= Scroll, 6 Random weapon +1 to hit
Foes
Ghouls
|
DL
9
|
HP
1
|
DMG
1
|
MOVE
4”
|
LOOT
None
|
Minion, Undead
|
Undead
Nature: Immune to poison, disease, mind effecting spells.
Poison:
perform DL8 Constitution Roll to resist their poison or suffer -1” movement,
if movement reaches 0 PC is paralyzed.
|
Wraith
Knight
|
DL
10
|
HP
2
|
DMG
1
|
MOVE 4”
|
LOOT
2d6
SP
|
Loner, Undead
|
Undead
Nature: Immune to poison, disease, mind effecting spells.
Nocturnal:
Immune to darkness modifiers.
Shroud
of Mist: All perception rolls and ranged attacks are at -2 whilst there are
any wraith knights in play. If a Storm spell is cast, the shroud disappears,
but will reappear if a new wraith knight enters play.
|
Succubus
|
DL
14
|
HP
3
|
DMG
1
|
MOVE
6”
|
LOOT
5d6
SP
|
Loner,
Demon, Evil
|
Energy
Drain: Any PC spending more than 3 turns in melee combat with a succubus
without wounding her must perform a Will roll vs her DL or be unable to
attack her anymore. If this happens the PC loses 1 HP and the succubus gains
1Hp and +2 to DL.
Flying:
Succubus ignores any terrain.
Demonic,
Vulnerable to Holy Water.
|
Ian and I ran this with 2 PCs each, a Wizard, a Cleric, a Barbarian and a Fighter. We gave all the flammable devices to the Cleric and used the rest of the party to run interference while he set fire to the barrows. Here are a few pictures from our game.
It didn't start well, by the time we had burnt out the first barrow, all 4 PCs were down to 1 HP each! The Succubus turned up early and inflicted some damage before the Fighter managed to kill her. Fortunately we had a couple of healing potions, so two of the characters could regain some hits. The stone circle's magical exclusion zone meant that the Wizard's Teleport Others spell wasn't as much use as it might have been at this stage.
A Wraith Knight waits at the entrance to a barrow.
A pack of ghouls lurk by the altar.
The party assault a Wraith Knight, distracting it....
...whilst the Cleric sneaks around behind the creature to get to the barrow.
Once that barrow was aflame, the Wizard used a Teleport Others spell to move the Cleric on to the next barrow.

Which he quickly sets on fire.
Unfortunately we had some unlucky combat rolls and both the Barbarian and the Wizard were knocked OOTF as we tried to escape. The Fighter and the Cleric managed to fight off the assailants and drag their comatose bodies off the table.
If you do try playing this through, I would appreciate your feedback on how it went.