The Zhentarim is your family. You watch out for it, and it watches out for you. |
The feeble armies of the Enclave and Harpers have somehow breached our defenses and lay at the very gates of our Fortress!
The Morueme demand we stand our ground here as long as possible while they crush the enemy's remaining forces. However, a sizable amount of the enemy army has arrived and press the slopes of Nether Peak!
We are prepared!
The Cult toils in the bowels of the mountain, and Zhentarim rattle their swords in anticipation of the battles on the slopes. Let the snow run red with the blood of those who would defy us! For the Morueme!
Tier 4 - Nether Peak
One of the tallest peaks in the Nether Mountains, this particular summit is the lair of the clan leaders of the Morueme - Krathoxis and Tyloss. It is well guarded within and without, not only by fanatic Dragon Cultists but hired Zhentarim with a reputation to uphold.
- Scenario 1 - The Slopes of Nether Peak
- D&D Attack Wing, 150 Legion Points
- Setup: Players setup in opposite corners. A player's corner is half the board length on each side of the map their corner touches. Models are deployed up to range 1.
- Objective: Destroy the Enemy Legion.
- Resolution: When either player's last miniature is destroyed the battle is over. The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
- Scenario 2 - The Lair of Krathoxis
- D&D Miniatures, 150 Point Skirmish
- Contested Ground
- The Evil player must spend at least 40 points to include a Blue Dragon of any kind.
- Scenario 3 - The Upper Slopes
- D&D Attack Wing, 175 Legion Points
- Setup: Players deploy up to Range 1 from their table edge. Place an Objective Token in the center of the board, then both players may place an Objective Token anywhere in their own deployment zone. Only ground units may be deployed at the start of the game due to the high winds (no dragons or other flying units on the ground). At the end of each of their turns, a player may place a new unit on the board near one of the Objective Markers. To determine which, that player rolls an Attack Die - if a [HIT] or [CRITICAL HIT] is rolled, the player may deploy a unit within Range 1 of the center Objective Token, otherwise they must deploy within Range 1 of the token in their own deployment zone.
- Objective: Destroy the Enemy Legion.
- Resolution: When either player's last miniature is destroyed the battle is over. The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
- Scenario 4 - Tyloss' Den
- D&D Miniatures, 200 Point Skirmish
- Marked for Death
- The Evil player must spend at least 40 points to include a Blue Dragon of any kind. In addition, this dragon must be one marked for death at the beginning of the game and counts as the Evil player's 'choice'. In addition, Good player must choose a Commander from his force to be marked at the beginning of the game as normal, but must disclose this choice to his opponent. The other two models to be marked for death are chosen normally.
- Scenario 5 - The Summit
- D&D Attack Wing, 200 Legion Points
- Setup: Standard.
- Objective: Destroy the Enemy Legion.
- Resolution: When either player's last miniature is destroyed the battle is over. The Good player must have at least one Dragon on the table at the end of the game to claim victory.
When this base is cleared, the campaign is over and the Good player has won!
Total Points | Campaign Narrative |
---|---|
1 to 3 | The leadership of the Morueme has been denied to the enemy army. The Cult and the Zhentarim are forced to retreat, but they are still strong. |
5 to 11 | Word has spread of our victory, and we draw more noble warriors to our side. The Cult has lost their will to fight, and the Zhentarim have withdrawn. |
12-18 | The borders of the goodly folk of the Realms are strengthened! Victory here has brought forth a new brace of hope over the land. |
19 to 26 | The banners of the Realms' defenders rise over the settlements of the Sword Coast. The enemies of the goodly factions flee to the east as fast as they can... |
27+ | The Harper Network and a resurgence of druidic faiths follow the turning of the Morueme armies. Throughout these realms, the Harpers and agents of the Enclave work to maintain the fragile peace. A new call to adventure rises as warriors are called to defend the frontier. |
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