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 |
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. |

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.
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