Finished my Watergrave table and played a four-player game on it. I think it played quite well. Used a homebrew scenario printed below.
Scenario: For Whom the Bell Tolls
Many stories are told of how a legendary ghostship still
haunts Watergrave. Sometimes it can be seen sailing through the misty skies
above the city on its eternal journey. It is also said there is a magical bell,
the ship’s original bell, that if rung, will impel the ghostship to take you,
magically, anywhere you want to go.
Set-Up
Set up the tallest structure in the centre of the board.
This building should hold the ghostship’s bell at its highest point. Access to
the bell should be roughly equal from all the starting positions.
Once the starting positions are determined, before any
figures are placed, in initiative order, each player must place one rowing boat
anywhere on the water.
Special Rules
Water
Any warband figure going in the water leaves the game
immediately. This also provokes a random monster appearance (on a roll of 16-20).
The Bell
The bell at the centre of the board is not treasure, but it
can be rung by any figure capable of picking up treasure. This requires an
action. The bell can only be rung once during the game. If it is rung, then
that figure’s warband receives 50 xp bonus.
As soon as the bell is rung, the entire warband that rang
the bell is removed from play together with all the treasure they are carrying,
carried aloft the mysterious ghost ship. The other warbands must leave the
arena by more conventional means.
Marsh Trolls
Marsh Trolls are the only random monster in the scenario.
They can appear whenever treasure is picked up (on a roll of 16-20), whenever a
treasure or body falls into the water (16-20), whenever an activation involves
crossing a bridge (20 only), whenever a boat is moved (20 only).
To determine where the Troll appears, note a point d20
inches in a random direction from the event that caused the appearance (if this
is off table use the point closest to the edge of the table). The troll will
then appear in the closest bit of water to that point.
Marsh Troll
M
|
F
|
S
|
A
|
W
|
H
|
Notes
|
6
|
+4
|
+0
|
12
|
+2
|
14
|
Large, Huge Weapon,
Treats water as normal terrain,
Vomit*
|
*Vomit: Before a Marsh Troll attacks, roll a d20. If it
rolls 16+ then it Vomits instead: Every figure even slightly within a 5”
diameter circle centred on the Troll is attacked with a F +0 attack (roll each
attack individually).
Sea Mist
Playing on a water-themed table could mean a bit less
scenery and more open spaces. To prevent the Line of Sight spells becoming
unbalanced, it might be worth considering having a Sea Mist roll in and limit
invisibility to 18”, or something like that.
Bridges
Crossing a bridge can provoke the appearance of a Marsh
Troll (on a roll of 20). Decide which bits of terrain constitute bridges before
you start.
Boats
Rowing boats travel at 4”/2”. They can carry up to 4
figures. Every figure in the boat must use its move action, to make the boat
move. And they must all use their second action as a move to gain the second
move.
Moving the boat provokes a random monster appearance (on a
roll of 20)
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