This is a tough scenario made for characters who have completed the Burnt Offerings Adventure.
A researcher at the Turandarok Academy discovered that Sandpoint lay on the site of the breeding ground of the Giant Hermit Crab. However, seeing no arcane significance to this he dismissed it. Today hundreds of Giant Hermit Crabs are roaming the streets and the local militia cannot hold them back without your assistance. The people have panicked and lawlessness rules the streets.
Remove the one of the Giant Hermit Crab monsters and keep to one side for use as summoned monsters.
1 Guard Tower
2 Town Square
3 Junk Beach
4 The Old Light
5 Village House
6 Sandpoint Cathedral
Villain: none (to win this scenario you must close all the locations)
Henchmen: Bandit Henchmen
During this scenario:
If a monster's power causes you to recharge one or more cards, do so, then draw the same number of cards.
Whenever you encounter a Bandit Henchmen you must then encounter and defeat a Giant Hermit Crab. Complete the Bandit Henchmen encounter first.
Choose a boon other than loot and randomly take two of that type from the box.
- Last edited Thu Oct 10, 2013 2:28 am (Total Number of Edits: 1)
- Posted Thu Oct 10, 2013 2:27 am
How about perhaps summoning the Crab upon a different trigger than the Bandit, such as on rolling a 1 on a die when you begin your first explore on a turn? It could happen more than once per location (so more of an infestation, making it even tougher, but the scope depends on what type of die you use, 1d10 should keep it pretty much level with the current spawning method, d8 would get nasty etc.), but would fit the scenario description better. I mean the Bandits and the Crabs are not allied, so why would they appear at once? Crabs cause chaos everywhere and the Bandits are there as one of the symptomes of the ensuing chaos, if I get it right.
Or of course the Crabs could simply be the Henchmen, i.e. keys to closing the locations, so one Crab per deck.
The real trick with this is the Guard Tower. Mwhahahahhaa!