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Heroscape Master Set: Rise of the Valkyrie» Forums » Sessions

Subject: 2-player Cemetery Search rss

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D Snider
Canada
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A thousand years ago, peace ruled the land, sustained by the power of three great families. In order to maintain balance, each of the three families created 6 artifacts, and gave them to their 6 greatest warriors, passed from generation to generation. The artifacts were used to maintain the peace that existed for so long.

But the warriors aged, and as time passed, all 18 warriors decided that leadership of the land should pass to the common people, and away from the rule of the families. To this end, the warriors decided that as they died, they would be buried together; the artifacts with them.

For many generations the peace remained, but eventually, as always comes to pass, evil crept into the land. The peaceful times were forgotten, and small, petty concerns ruled the lives of the people.

Then, a decade ago, a small band of scribes stumbled across a trove of ancient scrolls detailing the location of the burial grounds of the ancient warriors. In the hope that the powerful artifacts remained, the scribes rushed back to their clans with the location of the burial grounds. Two generals sent expeditions to the grounds, hoping to claim the powerful artifacts for themselves...




Armies were drafted using a Random-Deck method. The two armies were:

CJ "Army of Jandar":
Tol-Kul-Na
Marrden Nagrubs x2
Thorgrim
Finn
Tarn Viking Warriors

Me "Army of Vydar":
Laglor
Gladiatrons
Blastatrons
Krav Maga Agents
Warriors of Ashra
Ashigaru Yari
Shiori

Having departed their clan-lands around the same time, the armies of Jandar and Vydar arrive at the burial grounds around the same time. Not wishing to give up valuable time to each other, both armies march into position immediately, the army of Jandar coming in from the southeast, and the army of Vydar coming in from the west.

As they approach they notice what appears to have been a huge fountain, over 20 levels high. The fountain is severely weathered and covered in grime, and water no longer flows from it. A strangely untouched figure stands atop the fountain.




The pool of water below the ancient fountain appears to the armies to be crystal clear, and the bottom is lost in the darkness of extreme depth. Eerily, not a ripple disturbs the surface, despite a breeze blowing through the valley. The surface is broken only by thin stone pillars that end just above the surface, and are covered in a thin coating of moss.

The army of Vydar takes the initiative, having arrived slightly ahead of the army of Jandar. The gladiatrons move forward, leaping the water in order to avoid getting any moisture into vital circuits. The blastatrons follow right behind.

Tor-Kul-Na and the Nagrubs, angry at their general for allowing the army of Vydar to take the first move, move out towards the pool. Tor-Kul-Na steps across the water, but a foot slips on the moss and into the water...with hardly a sound, Tor-Kul-Na is sucked into the pool and disappears into the depths; after a fraction of a second, not even a ripple remains. The two armies look on in horror - this is not normal water - some evil has taken root.

Scenario Rule - No figure may occupy a water tile. Figures can attempt to jump over a single water space for 1 movement point. Roll a D20. On a result of 5, 10, 15, or 20, the figure is destroyed. On any other result, the leap is successful.

The Nagrubs, urged on by their general, all leap over the cursed water to safety on the pillars.

Vydar moves Laglor to the edge of the pool, while Jandar advances Thorgrim. Vydar then orders the gladiatrons to the southwest and north burial grounds, but only 2 survive, as two fall into the pool and are consumed. The blastatrons, following up, fare little better; only two survive their leaps. One shoots a warning shot at a Nagrub moving towards the southwest burial ground. Finally, Thorgrim sucessfully leaps onto a pillar, heading towards the east burial ground.

Suddenly the armies stop...a palpable wave of evil sweeps over all the units that are standing on the pillars in the pool. The wave causes little more than a feeling of sickness for all but Thorgrim, who falls to his knees in pain. As fast as the wave arrives, however, it disappears.

Scenario Rule - At the end of every round, Runa activates her Helm of Mitonsoul Aura, with an enhanced range of 5 spaces (in order to encompass all of the safe spaces in the pool).

No one is destroyed this round, but Thorgrim rolls a 19, barely avoiding death.

All units having recovered, the army of Jandar is the first to organize and move. The Nagrubs move quickly, with two Nagrubs successfully leaping into the eastern burial ground. A third successfully leaps to a pillar.

The gladiatrons of Vydar begin moving. Already standing amongst weathered headstones, the two survivors consider their next move, eventually electing to push the tops off of the stone tombs. The first gladiatron, in the northwest burial ground, pushes off the lid, expecting to find a great treasure...but a foul smell emerges, and then a form rises from the tomb...it's a half-desiccated form, formerly the great warrior buried in the tomb.

Over the centuries that the burial ground has been forgotten, Runa has been standing watch, pouring her evil into the very ground, seeking to corrupt the very artifacts the armies seek.

Scenario Rule - A figure may use an entire activation to open a tomb. Each time a tomb is opened, the glyph is revealed. The armies are seeking the Glyph of Brandar - the only artifact that has not yet been corrupted. Each other glyph has one of the following effects:

Glyph of Mitonsoul (Massive Curse) - place this glyph under Runa. Runa immediately triggers her Helm of Mitonsoul Aura. For each Glyph of Mitonsoul under Runa, the Range of the Aura increases by 1, and Runa may add 1 to the die roll.

Glyph of Erland (Summoning) - place a Shade of Bleakwood on the glyph, adjacent to the figure that revealed the glyph. The Shade immediately attacks the figure that revealed the glyph.

Any other glyph - place a Zombie of Morindan onthe glyph, adjacent to the figure that revealed the glyph. The Zombie immediately attacks the figure that revealed the glyph.


The Zombie attacks the gladiatron, but misses. The second gladiatron opens another tomb in the southwest burial ground, and another Zombie emerges, also attacking ineffectually.

The Nagrubs follow suit in the eastern burial ground, and with their first attempt reveal the Glyph of Brandar, the very artifact the generals have come seeking!

But it is not to be that simple. Even as the Nagrubs removes the artifact from the tomb, the other 5 tombs in the eastern burial ground shake, and their lids fall to the ground. Two Zombies and two Shades emerge, and a burst of light emerges from the last and strikes Runa. The statue of Runa stirs, and turns towards the Glyph of Brandar. A hunger is evident in her eyes, even from so many levels below.



Scenario Rule - After the Glyph of Brandar is revealed, all other glyphs in the same burial ground section are revealed. At the end of every round Runa will move towards the glyph and directly attack the figure carrying it (to this end, Runa has been granted Stealth Flying), attempt to acquire the glyph, and bring it to the top of the fountain. If this occurs, all players lose the game.

Both generals scramble. The artifact has been found, but the danger of losing it is clear. The Tarn Viking Warriors rush in, but perhaps it's their haste...perhaps it's the weight of their armour, but all but one fall into the cursed waters. The same occurs in the Vydar army. Two of three Krav Maga Agents fail to channel their training, and are lost, but the third survived and manages to free the gladiatron in the southwest burial ground from the clutches of the Zombie. Finn moves closer, to support the Tarn, Thorgrim, and the Nagrubs. The remaining Krav Maga advances onto the fountain in an attempt to get to the artifact...all other tombs are forgotten.

The round ends, and Runa stirs. She flies towards the artifact, but must stop adjacent to Thorgrim, having run out of Range. The Helm of Mitonsoul Aura again swirls around Runa, and units are overcome with dizziness. Thorgrim is again brought to his knees (rolling an 18), but recovers. Runa then swipes at Thorgrim for one wound. The Shades advance on the Nagrubs, dispatching both with hardly a wimper from the Nagrubs. The Zombies, shuffle towards the pool's edge, where they can see Thorgrim...the only enemy around for them to shamble towards.

The army of Jandar is again the quickest to recover from the shock of Runa's sudden awakening. Thorgrim attacks Runa but misses.

The gladiatron and blastatrons move forward, destroying a Zombie with a lucky shot, and Thorgrim misses his attack on Runa again. The Krav Maga Agent moves forward and destroys the remaining Zombie in the eastern burial ground . Thorgrim attacks Runa a third time, inflicting one wound.

Laglor, attempting to join the fray in order to add additional ranged attacks, unfortunately misjudges his leaps and falls into the pool, disappearing forever.

Runa rushes to the artifact and brings it back as far as the edge of the pool. Her helm of Mitonsoul Aura swirls once again. A blastatron falls victim, and Thorgrim, for the third time, is brought to his knees (rolling an 18 again) but survives.



Both armies are now desperate to prevent the artifact, and their last, best, hope of defeating evil, from falling into the hands of Runa forever. Thorgrim and Finn leap across the pond. Finn engages Runa and Thorgrim attempts to prevent a Shade from entering the fray. Finn strikes! Two wounds are dealt to Runa - it's not enough though.

Fortunately, the army of Vydar has drawn in troops to assist. A gladiatron takes up the final space on the pillar nearest to Runa, and the final Krav Maga agent moves up the fountain.



Betrayal! Rather than attack Runa, the Krav Maga aims for Finn, dealing 2 wounds to the warrior! Ancient rivalries have come simmering to the surface. Luckily for all, the Krav Maga has another chance, and this time fires true - Runa takes three wounds, completely unblocked. The units breathe an inward sigh, before turning their eyes to their known enemies...each other.

Finn and Thorgrim look at the path back to their army. The only pillar in leaping distance is occupied by a Tarn Viking Warrior...and a gladiatron holding him there with a cyber claw. The Tarn attempts to hack away at the gladiatron to no avail, and the Krav Maga Agent sprays lead at Finn and then Throgrim. Finn falls. Thorgrim holds out just long enough to see his brethren, the Tarn Viking Warrior, finally cut through the gladiatron's defenses. But it's too late, as the Tarn then falls in a hail of lead.

Unopposed, the Krav Maga Agent leaps to the artifact, and then successfully leaps back to the army of Vydar, claiming the artifact for her General.

The balance of power may have been shifted forever...

Random draft based on Random Deck Draft by Carakki of the Heroscapers community.
Scenario based on Cemetery Search scenario by Sabbat00 of the Heroscapers community.
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Dan Cavaliere
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Littleton
Colorado
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Great writing D Snider - I enjoyed the story line and integration of gameplay.

Although I don't always like using glyphs this old scenario was one my son and I enjoyed because it was so different from a basic game. The water jumping rule was always tense and made for some interesting turns in the game.

Looks like you had fun. Thanks for writing this up and sharing it
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Team Ski
United States
Dover
Delaware
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Cool idea! Now that is imagination!

-Ski
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D Snider
Canada
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Gamer DC wrote:
Great writing D Snider - I enjoyed the story line and integration of gameplay.

Although I don't always like using glyphs this old scenario was one my son and I enjoyed because it was so different from a basic game. The water jumping rule was always tense and made for some interesting turns in the game.

Looks like you had fun. Thanks for writing this up and sharing it


Thanks Dan!

I don't often use glyphs either - unless you're an excellent map-builder, I find they can unbalance the game...and I'm just a barely-adequate map-builder! In this scenario, they simply spawn enemies that are automatically controlled (we have an algorithm we use to decide where they move and who they attack).
 
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