I've enjoyed several of Joe McCullough's previous games, most notably Ghost Archipelago and Stargrave, so when I heard he was coming out with a new game, Warriors of Athena, based on Greek myth and legend, I ended up picking up the rulebooks. I haven't gotten any figures painted up yet, but I've done a bit of inspirational reading to get in the mood, including some of Stephen Fry's Mythos cycle. While reading through these, it struck me that there are a few recurring encounter types that show up in a number of myths and legends which might make good scenarios for Warriors of Athena. Likewise, while reading through the Quests book for WoA, I found myself wishing for some simple scenarios that were a little more terrain- and miniatures-agnostic than the ones included. Put those together, and here we are:
ON THE HUNT!
Somewhere out there is the beast they told you of…
Select your prey based on your figure availability, or choose at random:
1-2 | Mythic Boar |
3-4 | Mythic Bull |
5-6 | Mythic Deer |
7-8 | Mythic Lion |
9-10 | Mythic Serpent |
11-17 | I don’t know, but it’s hideous!* |
18 | Hellhound |
19 | Hydra |
20 | Gorgon |
*Crocodile? Elephant? Dinosaur? Weird beastie you painted up years ago and never played before? Whatever you like!
Generic Beastie | XP | 10 |
Move | Fight | Shoot | Armour | Will | Health | Notes |
6 | +5 | +0 | 12 | +6 | 20 | Monster, Large, Strong |
Miniatures required:
1 beast
1 human warrior
1 unarmed victim
Possible additional miniatures:
1 additional beast
2 smaller beasts
2 friends of the beast
Set-up:
Use a smallish square table (2.5” x 2.5” or so). Arrange a generic outdoor environment, with various trees, rocks, bushes, shallow pools, ruins, or whatever else you have handy. Place the beast in the center of the table. Place four clue markers on random terrain elements 6-12” from the beast and from each other. The heroes may choose their starting edge.
Special Rules:
At the beginning of the game, make a Hunt Roll (TN 14). If successful, roll on the Surprise table below. Otherwise, the first time a warrior comes within 12” of the beast, roll on the Surprise table below. If friends, offspring, or a mate are indicated, they appear at a random point along the far edge of the table, opposite the heroes’ starting edge.
Surprise! It also has:
1 | A divine patron (add Sacred) |
2 | Reach |
3 | Crush |
4-5 | Poison |
6-7 | Multiple Heads |
8-9 | Fire Breath (add 12” Shooting Attack) |
10-11 | Mesmerizing |
12-13 | Poison + 8” Shooting Attack |
14-15 | Difficult to Kill |
16 | Friends (two Satyrs, Harpies, Giant Spiders, or other appropriate hangers-on) |
17 | Offspring (two smaller monsters of the same type with Fight -4, Armour -2, Will -2, and Health -8) |
18 | A mate (a second identical monster) |
19-20 | Roll again on this table, twice. |
(If your prey already has a particular attribute, roll again.)
Clue Marker Table |
Black Ace | A beautiful princess, handsome youth, or expendable farmer has been bound here as an offering to the beast. Use a simple action to release them. |
Black King | You find a treasure token. |
Black Queen | You find a javelin lost by a previous hunter. |
Black Jack | You find the corpse of a previous hunter, wearing a distinctive armband that marks him as the prince of a nearby city. You may pick it up; it may prove useful later. |
Event Table |
Red Ace | Who is the quarry now? If the beast is not in combat, it disappears and then reappears 3” from a random warrior. Challenge level: it reappears 3” from the warrior with the lowest health. |
Red King | A rival hunter has also come seeking the beast! Place a human hoplite at a random point along the table edge. He will move towards the beast as a target point, and will fight it if no other figures are in contact with either. If warriors are already in contact with the beast, he will not fight but will count as support for both sides. Once the beast is dead, he will quarrel and turn hostile. |
Red Queen | The beast lets out an eerie howl. All warriors within 12” of the beast must make a Will Roll (TN 12). Any who fail are frozen in place and cannot move next turn. |
Red Jack | The beast lets out a terrifying roar! All warriors within 12” of the beast must make a Will Roll (TN 12). Any who fail must move 3” back away from the beast. |
Red 10 | A random warrior stumbles into a hidden snare. Make an immediate Hunt Roll (TN 14) or Perception Roll (TN 14) of the player’s choice. If failed, the warrior takes 3 damage. |
Red 9 | A random companion hears a rustling in the bushes and goes to investigate. Make a Will Roll (TN 12). If failed, the companion disappears from the table but will return unharmed once the battle is over. |
Red 8 | If the beast is not in combat, it moves 6” in a random direction. |
Red 7 | It’s quiet… too quiet. (No effect.) |
Rewards:
+20 XP for slaying the beast
+20 XP for slaying the beast’s mate
+10 XP per offspring slain
+XP as per the bestiary for any friends of the beast slain
+5 XP for overcoming the rival hunter
+10 XP for rescuing the sacrificial victim
+2 XP for finding the dead hunter
ABDUCTION!
Everyone was having a fine time until an uninvited guest arrived…
Select a suitor based on your figure availability or choose at random:
| The Suitor | Possible minions |
1-7 | A rival hero or mortal king | Human warriors |
8-9 | An Amazon queen | Amazon warriors |
10-11 | A Son of Poseidon | Cultists |
12-13 | A centaur or satyr | Centaurs, satyrs, or human brigands |
14-15 | A witch | Enchanted animals or summoned undead |
16-17 | A cyclops | Hunting hounds or wolves |
18-19 | A minotaur | Satyrs or human allies |
20 | A giant | Harpies or giant birds |
Miniatures needed:
1 suitor
6 minions
1 bride - or designate a companion as the abduction target.
1 groom (handweapon) - omit if companion is the abduction target.
2 guests (armed with improvised weapon)
Generic Suitor |
Move | Fight | Shoot | Armour | Will | Health | Notes |
6 | +4 | +0 | 13 | +3 | 14 | Spear, Hand Weapon, Shield, Heavy Armor |
Set-up:
Use a small square or rectangular table, approximately 2” x 1.5”, and arrange indoor terrain such as tables, pillars, and braziers. Mark doorways on three sides of the room. Place the suitor at one doorway and minions at the other two. Place the bride and groom, heroes, companions, and two guests around tables in the center of the room. A sample layout is included below.
X = clue token, F= food token
Special Rules:
All warriors who have a hand weapon or staff may begin with those items equipped, but all other weapons, armor, and shields begin on the table at the back of the room. A warrior in contact with the rear table may pick up all their items and equip them as a full turn’s action. Tables may be overturned to provide Light Cover; braziers may be overturned to make a +2 ranged attack against a figure within 2”.
If the bride has not been captured, minions will move toward her as a target point, ignoring warriors unless in contact. Once she is captured, up to two minions in contact with her will attempt to drag her to the nearest doorway; other minions will act as per normal. The groom moves towards the bride if she has been captured, otherwise towards the suitor. The suitor behaves as normal with the bride as his target point. The bride moves towards the back wall and then away from any pursuers. The game continues until the suitor is slain or the bride is carried off the board.
Clue Marker Table |
Black Ace | You find a jar of particularly good wine. You may take a drink immediately - if you do, get +2 Fight and -2 Armor for the remainder of the game. (If you have Gluttony, you must make a TN 16 Will Roll or drink.) |
Black King | You find the helmet of the groom’s father, an heirloom said to be crafted by Hephaestus himself, which you may pick up as a free action. As long as a warrior is holding the helmet, you may control how the groom moves. (If you are playing with one of your companions as the abduction target, treat this as Light Armour instead.) |
Black Queen | You find a golden diadem, which you may pick up as a free action. As long as a warrior is holding the diadem, you may control how the bride moves. (If you are playing with one of your companions as the abduction target, treat this as a treasure token instead.) |
Black Jack | You find a spear and may pick it up as a free action. |
Event Table |
Red Ace | A random brazier is tipped over, and a fire starts. All figures within X inches of a fallen brazier make a TN14 Athletics Roll or take X damage, where X is the number of fallen braziers. |
Red King | The suitor lets loose his war-cry. He and all his minions gain +1 Fight next turn. |
Red Queen | The bride trips and falls prone. She cannot move next turn. |
Red Jack | If there are fewer than six minions active, a group of minions appears at a random doorway to bring the count up to six. |
Red 10 | If there are fewer than six minions active, a minion appears at a random doorway. |
Red 9 | If there are fewer than six minions active, a minion appears at a random doorway. |
Red 8 | A random warrior slips on spilled food or wine. The figure falls prone and cannot move next turn. Make a TN 12 Athletics Roll - if failed, they also take 2 damage. (If this would kill them, instead they go to 1 health.) |
Red 7 | All minions not in contact move 3” towards the nearest food (or in a random direction if no food is in line of sight.) |
Red 6 | Reshuffle the Event deck. (To reduce the challenge level, remove this card from the deck before the game begins.) |
Rewards:
20 XP for killing the suitor.
3 XP per minion slain (maximum 30)
12 XP if you prevent the bride from being carried off. (15 XP if the groom survives as well).
12 XP if the groom survives. (15 XP if you have saved the bride as well).
5 XP if you have the golden diadem.
5 XP if you have the helmet of Hephaestus.
2 XP for each guest who survives.
Challenge Level:
The bride could be attracted to the suitor rather than repelled (maybe the arrows of meddling Eros are involved, or maybe the groom isn’t such a great catch!) If so, she moves towards the suitor or the nearest minion instead of fleeing.
The guests could be in league with the suitor and hostile to the heroes (in which case, award XP for killing them rather than protecting them.)
SHIPWRECKED!
Cast upon an unfamiliar shore, you need to find supplies before trouble finds you…
Select inhabitants for the island based on figure availability, or choose at random from the table below. If playing with an Oracle, players may make a Navigation Roll (TN 14) to attempt to identify the island where they have landed before they deploy. If playing solo, choose just before the first event card is drawn and then use the matching event table.
| Event Table | Opponents |
1-2 | Tribe | Amazons, satyrs, or centaurs |
3-4 | Tribe | Undead |
5-6 | Tribe | Strange inhabitants (Dog-headed men? Monopods? Orcs Burly green barbarians with tusks?) |
7-8 | Monster | Cyclops or Giant |
9-10 | Monster | Minotaur or Cecropian |
11-12 | Monster | Gorgon or Hydra |
13-14 | Monster | Nature Spirit or Demigod (use Fury stats) |
15-20 | Enchantress | See below |
The Enchantress |
Move | Fight | Shoot | Armour | Will | Health | Notes |
6 | +2 | +2 | 10 | +8 | 16 | Staff, Poison, Beautiful, Mesmerizing, Immortal |
If the Enchantress would be reduced to 0 health, instead she vanishes, leaving her wand behind. A Hero within 3” of the Enchantress may make a TN 25 Artistry or Diplomacy Roll - if successful, the Enchantress is charmed and will stop being hostile, releasing any warriors from their enchantments.
Challenge Level: the Enchantress can also make a 12” Shooting Attack.
Miniatures needed:
Tribe Event Table
Monster Event Table
1 monster
1 boar (or other animal)
1 lion (or other animal)
1 unarmed sailor
Enchantress Event Table
Set-up:
Use a large square board, about 3” x 3”. You could place a shore line on one side to suggest the sea. Place large terrain elements at three of the corners - for example, a grove of trees, a temple or village, and a cave or grotto. Place a pool of water in the center. Place a clue token near each of the four sites. Distribute smaller outdoor terrain (rocks, bushes, smaller trees, etc.) over the rest of the table. The warriors will enter (and must exit) near the fourth corner of the board.
Special Rules:
You may drink the water from the spring or pool. The first time a warrior drinks the water, roll a d6 to determine the effect:
1: The warrior becomes poisoned.
2-3: This is just ordinary water; no effect.
4-5: The warrior regains 1 point of Health.
6: The warrior removes any poison effects.
The game ends when all surviving warriors have exited the table.
If using the Enchantress Event Table: If a figure that is already poisoned takes damage from the Enchantress, they are at risk of transformation. Make a TN 12 Will Roll. If failed, roll a d6 to determine what animal they become:
1-2: Toad. The transformed warrior will cower in place.
3-4: Boar. The transformed warrior will move at random and will not fight unless attacked. They also gain Gluttony as a permanent effect (even if released from the enchantment.)
5-6: Lion. The transformed warrior becomes hostile towards his former companions.
During the Events Phase of each subsequent turn, transformed warriors may make a TN 20 Will Roll to attempt to break the enchantment. They may also be disenchanted by a touch from the Enchantress’s wand. If any are still enchanted when the game ends, they are automatically disenchanted if the player has obtained the wand. Otherwise, they may make a last attempt to break free with a Will Roll (TN 16). Any who fail remain transformed permanently.
Clue Marker Table |
Black Ace | There is a shrine with a small statue of a god or goddess decorated with gold and gems. You may either make an offering of sheep or fruit or collect the statue as a treasure token. |
Black King | You find a flock of sheep grazing here. One warrior may herd them back to your ship. |
Black Queen | There is a basket of ripe fruit here. You may collect it as a free action. While carrying it, the figure is encumbered. |
Black Jack | There is wood here that can be used to help repair your ship. Two warriors must work together to move the heavy timbers. |
Event Table (Tribe) |
Red Ace | Something has roused the tribe! All tribesmen get +2 to Move, Fight, and Shoot next turn. If there are no tribesmen on the board, instead place one superior and two ordinary tribesmen at a random corner of the board. |
Red King | Place a superior tribesman and two ordinary tribesmen at a random corner of the board. |
Red Queen | Place a superior tribesman and an ordinary tribesman at a random corner of the board. |
Red Jack | Two ordinary tribesmen appear 6” in a random direction from a warrior carrying loot. If no loot has been collected, choose the warrior with the lowest Health. |
Red 10 | A random hero may make a Hunt Roll or Perception Roll (TN 14). If successful, place two ordinary tribesmen at a random corner of the board. If unsuccessful, place them 6” from the hero in a random direction. |
Red 9 | A random warrior is shot at by unseen assailants (as a +2 Shooting Attack with a bow). |
Red 8 | Place a lion at a random corner of the board. |
Red 7 | Place a boar at a random corner of the board. |
Red 6 | Place an ordinary tribesman at a random corner of the board. |
Event Table (Monster) |
Red Ace | Tougher than it looked: the monster gains +4 Health and Difficult to Kill. If you thought you had slain the monster, it reappears where it was killed at 4 Health with Difficult to Kill. |
Red King | The monster calls out to a divine patron for aid. It gains Sacred. Each warrior within 12” must make a TN 10 Will Roll - any who fail get -2 Fight and -2 Shoot for the remainder of the game. |
Red Queen | The monster lets out a blood-curdling bellow. Each warrior within 12” must make a TN 14 Will Roll - any who fail flee 6” from the monster. |
Red Jack | If the monster is not in combat, it disappears and reappears 6” from a warrior carrying loot (if none, select any warrior at random). If it is in combat, it makes a +0 Shooting Attack against its opponent. |
Red 10 | Place a sailor armed with an improvised weapon 6” from the monster. He acts as a temporary companion (use stats for a Recruit). |
Red 9 | The weather has grown swelteringly hot. All warriors with Light Armour or Heavy Armour get -2 Move for the remainder of the game; all others get -1 Move. |
Red 8 | Place a lion at a random corner of the board. |
Red 7 | Place a boar at a random corner of the board. |
Red 6 | A shudder runs through you as you find the mangled remains of one of your sailors who vanished overboard during the storm. Are those teeth marks? What has teeth like that? A random warrior gets -2 Fight and -2 Move next turn. |
Event Table (Enchantress) |
Red Ace | An alluring song echoes across the island. All warriors must make a TN10 Will Roll. Any who fail will drop any loot and move directly towards the Enchantress on subsequent turns. Affected figures cannot fight her unless they are poisoned. |
Red King | Place a mythic serpent 6” from a random clue token. If no clue tokens remain, place the serpent 6” from a warrior carrying loot. |
Red Queen | All figures who are poisoned must make a TN 12 Will Roll or be transformed into a random animal (see Special Rules). |
Red Jack | A strange mist descends on the island. Line of sight is reduced to 6” for all figures except the Enchantress. |
Red 10 | An unearthly breeze soothes a random warrior to sleep. They cannot move until contacted by another warrior. Challenge level: select a warrior who is farthest from any other. |
Red 9 | A random warrior must make a TN 12 Perception or Trickery Roll - if they fail, they are poisoned. |
Red 8 | Place a lion at a random corner of the board. |
Red 7 | Place a boar at a random corner of the board. |
Red 6 | You find a toad hopping in the grass. If touched with the Enchantress’s wand, he transforms into a Fighter and may join you as a companion. |
Rewards:
20 XP for the timber (+1 XP for each surviving warrior)
10 XP for the sheep (+1 XP for each surviving warrior)
10 XP for the fruit (+1 XP for each surviving warrior)
10 XP if you made an offering at the shrine.
3 XP for each ordinary tribesman and 5 XP for each superior tribesman defeated
30 XP for defeating the monster or the Enchantress
15 XP if you released a figure from enchantment
10 XP for rescuing the sailor
10 XP for defeating the mythic serpent
3 XP for defeating the lion
3 XP for defeating the boar
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