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Subject: Eternal Campaign Scenarios V3

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04/21/2006 6:43 PM  
Changed to it ignores unavoidable strike, and also made it so bloodrock effects ranged attacks for this scenario.

Any thoughts?

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04/21/2006 7:40 PM  
quote:
Originally posted by eMpTy Kay
Before placement initiative, roll for scenario inititive. Whoever wins may choise either their scenario or their opponents scenario to play.

How about instead of the winner picking the scenario, you do an elimination of scenarios to decide. So, you'd roll for scenario init, and starting with the player who won, you'd alternate striking a scenario off the list. That way you'd be guaranteed at least two scenarios that you wouldn't have to deal with, but may not get your prime choice. All in all, it wouldn't be as big of a loss for the player who loses scenario init this way.

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04/21/2006 8:23 PM  
quote:
Originally posted by eMpTy Kay

WEEK - #?? - Player's Choice
Custom Scenario, Premade Map

Sometimes, you don't know what the goal will be until you get there...

Terrain Setup: Use the Dragon's Horde Map.

Special Rule: As part of warband declaration, include what kind of scenario you want to play, from the following list.
    Standard
    Assault
    Bounty
    Cave of Pain
    Plunder
    Quick-Strike
Before placement initiative, roll for scenario inititive. Whoever wins may choise either their scenario or their opponents scenario to play. For Assault and Plunder, all squares with the red difficult markers are considered shared victory areas. Roll for placement initative as normal after scenario is known.

Victory: As determined by the scenario.



How is that? Looking to think outside of the box.



We would need to include the rules for each of those options in the Scenario description for the week. I would not want someone to show up and not know how to play one. Also, it would let the players know what they are before hand to pick their favorite.

I also like Zephyrstorm's countdown suggestion. Then you really don't know what it will be until you get there. Another twist would be to decide the scenario after units are placed on the map. Then you are really, truely there before you know.

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04/22/2006 1:40 AM  
quote:
Originally posted by eMpTy Kay

quote:
Originally posted by jjbeezer

quote:
Originally posted by eMpTy Kay

WEEK - #?? - Player's Choice



We would need to include the rules for each of those options in the Scenario description for the week. I would not want someone to show up and not know how to play one. Also, it would let the players know what they are before hand to pick their favorite.

I also like Zephyrstorm's countdown suggestion. Then you really don't know what it will be until you get there. Another twist would be to decide the scenario after units are placed on the map. Then you are really, truely there before you know.



Good point about the need for the rules, and I like Zephy's idea as well. I was thinking the original version would favor the LG warlords with their high cmdrs vs the chaostics & promoted Lts and Zephy's suggestion covers that.

Anyone see a problem with using the Dragon horde map?



I really hate Dragon Horde. It favors high speed and flying so much. How about the original, lets go Fane of Lolth for it.

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04/22/2006 5:38 PM  
Can we never do this week's scenario again please?


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04/23/2006 2:04 AM  
Agreed. While it isn't really that unfair of a scenario, it just makes the game take way too long. A 150 pt game lasted three hours, when normally I'd only expect a little over an hour.

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04/24/2006 4:20 PM  
quote:
Originally posted by zephyrstorm

Agreed. While it isn't really that unfair of a scenario, it just makes the game take way too long. A 150 pt game lasted three hours, when normally I'd only expect a little over an hour.



I don't get it, shouldn't it have been quicker?

G vs G you only need to 1/2 hp everyone. E vs E you only need to kill commander.... G vs E is normal.


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04/24/2006 4:30 PM  
quote:
Originally posted by galneweinhaw

quote:
Originally posted by zephyrstorm

Agreed. While it isn't really that unfair of a scenario, it just makes the game take way too long. A 150 pt game lasted three hours, when normally I'd only expect a little over an hour.



I don't get it, shouldn't it have been quicker?

G vs G you only need to 1/2 hp everyone. E vs E you only need to kill commander.... G vs E is normal.





Yes, but when so much hinges on one die roll you take a lot of time thinking things out and are hesitant to engage.

It's not to much that the scenario was unfair, it was that there was a lot riding on the one initiative. Or two really. If you win init the round that battle is joined and then win init the next round you should be able to decimate your opponent's band. Unless you roll 2's of course.


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04/29/2006 10:30 PM  

IN XX WEEKS - #XX - Monster under the Bridge
Custom Scenario, Premade Map

Be careful crossing the bridge! Something calls it home!

Terrain Setup: Use the Drow Outpost.

Special Rule – Creature under the Bridge: At the end of a round, if there is a unit in or within two of the shared victory area, the creature under the bridge comes up. The players roll an unmodified d20 to determine who places the creature within, or as much as possible, the shared victory area. The creature is determined by the following chart:

    Band size....Creature
    50...........Cursed Spirit
    75...........Sacred Watcher
    100..........Troll Slasher
    125..........Wraith
    150..........Ghostly Consort
    175..........Night Hag
    200..........Khumat
    225..........Balor
    250..........Lord Soth (Epic)
    275+.........Balor (Epic)

All these creature are considered to have no alignment for purpose of alignment based spells or abilities (like Unholy Blight or Evil Outsider Foe). They are also fearless and can not fall into the chasm.

At the end of every round that the creature is on the board (include the round it appears) the players roll an unmodified d20 to see who controls the creature for that round. The creature will attack, if able, any creature it can reach and will not move more than two squares away from the shared victory area. If there are no creatures, other than the bridge creature, in or within two squares of the shared victory area, the creature returns to its lair. Every turn the creature is in or returned to its lair, it recovers 10 hp.

Victory: You score 10 points for every round that you have a creature in the shared victory area. The winner is the first person to reach 50 points.



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05/01/2006 8:48 PM  
quote:
Originally posted by jjbeezer

NEXT WEEK - #69 - Dungeon of Slaughter
Custom Scenario, Premade Map

The years of sacrifice in the Dungeon of Blood have led to an increased power built up in the blood covered floor.

Terrain Setup: Use the Dungeon of Blood Map.

Special Rule – Powerful Criticals: Critical hits (except those caused by Unavoidable Strike) deal triple damage instead of double damage, and creatures that are normally immune to critical hits lose that immunity. The Blood Rock terrain on the map applies to both melee and ranged attacks.

Special Rule – Death of Fear: Creatures that fail a Morale Save must instantly make another Morale Save. If the second save fails, the creature is destroyed. If a second save would normally be required, resolve the Dungeon save first.

Victory: Standard Victory conditions (gain Victory Points equal to the Warband Size or eliminate the opponent's entire warband)



Question on the map. since I don't have a copy. Is the four squares in the Sacred Circle (R11-R12-S12-S11) a pit or wall? Looks kind of like a pit that the blood flows into.

I see Victory Area B marked in K8-L8, but how big is that area? I can't tell in the picture.

I am assuming the "things" in S8, S15 & L15 are pillars and count as walls...


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05/02/2006 1:58 AM  
For Blood map, Week 69, is the sacred circle also blood rock, or just the lower left / upper right corners where the blood drains into the hole.

Also, you might want to mention the center of the sacred circle is a pit, not a wall. Pit rules are in the rulebook now.

Thanks!

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05/02/2006 2:00 AM  
quote:
Originally posted by Zippy

For Blood map, Week 69, is the sacred circle also blood rock, or just the lower left / upper right corners where the blood drains into the hole.

Also, you might want to mention the center of the sacred circle is a pit, not a wall. Pit rules are in the rulebook now.

Thanks!



Good points. Just the squares where the blood drains is blood rock. Id guess that blood must take up over half the square (much like forest, pit, or dragon shrines)

Yes please clarify that that is a pit as well. I look forward to the scenario. First one of my creation :)

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05/02/2006 2:02 AM  
quote:
Originally posted by eMpTy Kay


IN XX WEEKS - #XX - Monster under the Bridge
Custom Scenario, Premade Map

Be careful crossing the bridge! Something calls it home!

Terrain Setup: Use the Drow Outpost.

Special Rule – Creature under the Bridge: At the end of a round, if there is a unit in or within two of the shared victory area, the creature under the bridge comes up. The players roll an unmodified d20 to determine who places the creature within, or as much as possible, the shared victory area. The creature is determined by the following chart:

    Band size....Creature
    50...........Cursed Spirit
    75...........Sacred Watcher
    100..........Troll Slasher
    125..........Wraith
    150..........Ghostly Consort
    175..........Night Hag
    200..........Khumat
    225..........Balor
    250..........Lord Soth (Epic)
    275+.........Balor (Epic)

All these creature are considered to have no alignment for purpose of alignment based spells or abilities (like Unholy Blight or Evil Outsider Foe). They are also fearless and can not fall into the chasm.

At the end of every round that the creature is on the board (include the round it appears) the players roll an unmodified d20 to see who controls the creature for that round. The creature will attack, if able, any creature it can reach and will not move more than two squares away from the shared victory area. If there are no creatures, other than the bridge creature, in or within two squares of the shared victory area, the creature returns to its lair. Every turn the creature is in or returned to its lair, it recovers 10 hp.

Victory: You score 10 points for every round that you have a creature in the shared victory area. The winner is the first person to reach 50 points.





Though I do like this, I am a on the tired side of extra monster scenarios. But storing it back for a bit it looks pretty solid.

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05/02/2006 8:48 AM  
quote:
Originally posted by AesophDarkfable

quote:
Originally posted by Zippy

For Blood map, Week 69, is the sacred circle also blood rock, or just the lower left / upper right corners where the blood drains into the hole.

Also, you might want to mention the center of the sacred circle is a pit, not a wall. Pit rules are in the rulebook now.

Thanks!



Good points. Just the squares where the blood drains is blood rock. Id guess that blood must take up over half the square (much like forest, pit, or dragon shrines)

Yes please clarify that that is a pit as well. I look forward to the scenario. First one of my creation :)



Zephyrstorm had a good way to decide what the terrain was in a square during our game last week. The type of terrain that covers the center of the square determines the type of terrain in that square.

It is pit terrain in the center of the sacred circle. As far as what is columns (walls), I don't know and don't remember what the map looked like for sure. They probably are columns if they are art and do not have the difficult terrain symbol. Hopefully someone else can answer that one more clearly.


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05/02/2006 10:46 AM  
quote:
Originally posted by jjbeezer
Zephyrstorm had a good way to decide what the terrain was in a square during our game last week. The type of terrain that covers the center of the square determines the type of terrain in that square.

As far as I know, that's the "official" way on how Guy determines if something is terrain or not. Found one ruling on the boards for this (rearding forest terrain), and Guy also uses that method for the Dragon Shrine blessing areas in his unofficial clarifications page.
http://boards1.wizards.com/showthread.php?t=626163

I also happened across a specific ruling for the sacred circle/blood rock while looking up that previous link.
http://boards1.wizards.com/showthread.php?t=621590

With that ruling then, I'd assume that the "center rule doesn't apply to all terrain types" mentioned in the first link would refer to Sacred Circles. As in this case the circle doesn't overlap the center of T10 or Q13, but Guy says they're sacred circle and blood rock. Either that or they're "close enough" to the center of the square that they count I guess.

quote:
Originally posted by eMpTy Kay
I see Victory Area B marked in K8-L8, but how big is that area? I can't tell in the picture.

I'm only looking at it on the vassal scan, but it looks like it's tetris piece, taking up four squares (J9, K9, K8 and L8).

quote:
Originally posted by eMpTy Kay
I am assuming the "things" in S8, S15 & L15 are pillars and count as walls...

Yep.

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05/02/2006 7:41 PM  
So, since there hasn't seem to be much interest in "The Sky Has Fallen" Scenario as written, what if we spiced up the mining a bit to allow for a bit more benefits for creatures that will be in the fighting. Mining ore would still be good for victory points, but it'd make it more enticing for beaters to get in on the fun. I'm also considering a note that only energy immunity will allow a creature to ignore the damage from the stones, not just resist 5. The a modified table is below.

01-04 You find nothing<br>05-06 Caustic ore (Gain Cleave; 5 acid damage on activation)<br>07-08 Frigid ore (Gain Immunity to Critical Hits; 5 cold damage on activation)<br>09-10 Charged ore (Gain +2 Speed; 5 electric damage on activation)<br>11-12 Igneous ore (Gain Death-Strike; 5 fire damage on activation)<br>13-14 Acoustic ore (Gain Blind-Fight; 5 sonic damage on activation)<br>15-16 Blessed ore (Gain +1 save; 5 healing on activation, no save)<br>17-18 Hallowed ore (Gain Aura of Fear 2; 5 negative damage on activation, no save)<br>19-20 Magical ore (Gain Improved Critical; 5 magic damage on activation, no DR)<br>
Whenever a creature with an elemental meteorite activates, it may make a save DC 10+(highest warlord level) to possibly avoid damage inflicted by the meteorite. Blessed, hallowed and magical meteorites have no save. The benefits granted by holding a meteorite do not stack on the same attribute with any benefits granted by another item that creature carries.

Comments?

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05/02/2006 10:36 PM  
I don't like the idea of energy damage ignoring energy resists. Why not just scale up the damage based on warband size? Maybe 5 damage per round per 2 warlord levels (higher warlord)?

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05/03/2006 2:38 PM  
I'm working on a scenario with 2 warlords of the same (player) working together.

Posted By WakeXX on 09/25/2006 4:49 AM
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05/09/2006 11:48 PM  
JJB we need a clarification in this weeks scenario. My original intention was the MC part to be only be the first MC based on being at half HP, not from fear effects etc and not on rally checks. Im gonna post this in the main thread too. it isnt clear.

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05/09/2006 11:50 PM  
Wait, so fear spells don't help?

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05/09/2006 11:55 PM  
quote:
Originally posted by HailSpork

Wait, so fear spells don't help?



That was the original intention. This frustrates me because I should have thought of this in design and then it should have been caught and clarified. I think for simplicity and in mid week we need to either make it 1) all MCs which would get frustrating and sick, or 2) only initial MC deterimined by half HP.

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05/10/2006 12:01 AM  
I think the good comprimise would just be, if you fail your first MC, then make another to avoid dieing of shock. Any subsequent MCs don't have a second death MC associated with them. So the first MC would cause the second check on a fail regardless of how it was caused. However if it was caused by an outside HP halving source and that unit was then reduced to half, it wouldn't have to make the death save on a failed MC then.

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05/10/2006 12:14 AM  
quote:
Originally posted by zephyrstorm

I think the good comprimise would just be, if you fail your first MC, then make another to avoid dieing of shock. Any subsequent MCs don't have a second death MC associated with them. So the first MC would cause the second check on a fail regardless of how it was caused. However if it was caused by an outside HP halving source and that unit was then reduced to half, it wouldn't have to make the death save on a failed MC then.



Good compromise. and I make it so. I will change the notes in the main thread.

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05/10/2006 12:17 AM  
Changed it in the main thread to this.

The Second "Shock" MC applies to the first MC of the game for each figure. No matter what the source. After they have passed an MC or failed an MC it no longer applies.

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05/10/2006 4:47 AM  
Ug god I hate tiles :) I would like to see Storm Fury again, that was a great fun scenario. Storm Fury on Fields of Ruins maybe? (instead of quick boon?)

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05/10/2006 5:49 AM  
Crossed Paths
The basis of this is each warband is trying to send messengers past the other warband.

King's Road would make the most sense for the map.

Messengers: Each warband would include a unit from a list to be designated the messenger. Its cost should count towards your warband size and may not be a support unit. Messengers gain the respawn ability and respawned messengers keep their messenger status. Messengers may not start with magic items. The goal is to get your messenger to your opponent's exit (at which point they score points respawn).

Scoring: I was thinking either grant a bonus to the points for killing/routing an enemy messenger (maybe 10%-20% of the warband size) and grant the same bonus if the messenger makes it to the opposite exit. Alternatively, perhaps just go to three messengers killed/scored to end the game.

LG: Man-at-Arms (3), Azer Raider (5), Protectar (7), Sun Soul Initiate (8), Dwarf Axefighter (12), Earth Shugenja (17), Half-Orc Monk (17)
CG: Xeph Warrior (3), Catfolk (5), Protectar (7), Daring Rogue (14), Bariaur Ranger (16), Spirit Folk Fighter (19), Wood Elf Ranger (23)
LE: Hobgoblin Warrior (3), Azer Raider (5), Baaz Draconian (6), Hobgoblin Archer (11), Sahuagin Ranger (15), Half-Orc Monk (17), Scarlet Brotherhood Monk (20)
CE: Orc Warrior (3), Bugbear (5), Dark Creeper (8), Carrion Tribe Barbarian (12), Howling Orc (15), Drow Rogue (19), Orc Mauler (26)

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05/10/2006 6:21 AM  
quote:
Originally posted by HailSpork

Crossed Paths
The basis of this is each warband is trying to send messengers past the other warband.

King's Road would make the most sense for the map.

Messengers: Each warband would include a unit from a list to be designated the messenger. Its cost should count towards your warband size and may not be a support unit. Messengers gain the respawn ability and respawned messengers keep their messenger status. Messengers may not start with magic items. The goal is to get your messenger to your opponent's exit (at which point they score points respawn).

Scoring: I was thinking either grant a bonus to the points for killing/routing an enemy messenger (maybe 10%-20% of the warband size) and grant the same bonus if the messenger makes it to the opposite exit. Alternatively, perhaps just go to three messengers killed/scored to end the game.

LG: Man-at-Arms (3), Azer Raider (5), Protectar (7), Sun Soul Initiate (8), Dwarf Axefighter (12), Earth Shugenja (17), Half-Orc Monk (17)
CG: Xeph Warrior (3), Catfolk (5), Protectar (7), Daring Rogue (14), Bariaur Ranger (16), Spirit Folk Fighter (19), Wood Elf Ranger (23)
LE: Hobgoblin Warrior (3), Azer Raider (5), Baaz Draconian (6), Hobgoblin Archer (11), Sahuagin Ranger (15), Half-Orc Monk (17), Scarlet Brotherhood Monk (20)
CE: Orc Warrior (3), Bugbear (5), Dark Creeper (8), Carrion Tribe Barbarian (12), Howling Orc (15), Drow Rogue (19), Orc Mauler (26)



I like the concept in general. It will need alot of tweaks I think to make it fun and balanced. But its a solid concept.

I think the game has to be standard (to pts) and for every messenger that makes it up to say (3) you get 10% of the warband size.... have to figure out which messenger you get... maybe a set of options by pts.... ... mmm could be interesting.

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05/10/2006 9:01 AM  
quote:
Originally posted by HailSpork

Crossed Paths
The basis of this is each warband is trying to send messengers past the other warband.



It may be better to just assign a creature for each of the 4 factions. Then warbands have to be built around that creature.

Fixed, I hope, the rules for this week.

Moved the tiles scenario back a week since I get to play next week and did not want to have to set up tiles. Should we never play on tiles again (except Eternal Battle Scenario)?

AesD, I liked the Storm's Fury scenario as well. I have not been saving the rules for the various scenarios we have created. If you can recreate the rules I would be happy to assign it, even as early as next week.

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05/10/2006 12:31 PM  
quote:
Originally posted by jjbeezer

quote:
Originally posted by HailSpork

Crossed Paths
The basis of this is each warband is trying to send messengers past the other warband.



It may be better to just assign a creature for each of the 4 factions. Then warbands have to be built around that creature.

Fixed, I hope, the rules for this week.

Moved the tiles scenario back a week since I get to play next week and did not want to have to set up tiles. Should we never play on tiles again (except Eternal Battle Scenario)?

AesD, I liked the Storm's Fury scenario as well. I have not been saving the rules for the various scenarios we have created. If you can recreate the rules I would be happy to assign it, even as early as next week.



Galn had a master list of scenarios that we created somewhere. Ill see if I can dig it up tonight.

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05/10/2006 1:00 PM  
quote:
Originally posted by AesophDarkfable
Galn had a master list of scenarios that we created somewhere. Ill see if I can dig it up tonight.


galnew posted a bunch of scenarios within the EC rules. Here ya go!
Storm Fury

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05/10/2006 1:49 PM  
How about if the list were made based on warlord level?
IE, the 3 point units would be for 50 point games, then a fig by alignment for 75-100, then 125-150, etc. Perhaps allow them to choose any fig from a lower point game? I could see where a 15 point runner could be hard to kill in a 50 point game. To simplify that, perhaps your choice of 3 figs for 50-100 point games, and a choice of 3 more figs for 125+?
The problem with set figs is that it can give some alignments advantages; are the figs for _____ warband size equal? With a list, you have enough choices to build a strategy, but not so much that you have an easy win (githyanki). It also means that you have a good idea of what runner your opponent will play, but not certainty.

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05/10/2006 2:25 PM  
quote:
Originally posted by HailSpork
With a list, you have enough choices to build a strategy, but not so much that you have an easy win (githyanki).

To make it fair, you probably need to have lists and place the following restrictions on the messenger.
1) Must have speed 6 and no alternate movement abilities (Flight, Incorporeal or Burrow).
2) Cannot be a lieutenant.
3) Cannot be a support troop.
4) Cannot equip the messenger with any magic items.

This will make the most fair choice of messengers for each faction, and will also mean things like bigstepping won't mean an easy win like the githyanki fighter would.

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05/10/2006 2:38 PM  
I already did no items and no support. Hmm.. I did intend not a LT, but I suppose it would probably be a good idea to specify. If we have a list, then we don't need #1 (unless you're trying to reduce the effectiveness of the mephling). Actually, the highest speed I included was 8; there should be a speed 8 in each alignment...

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05/10/2006 4:32 PM  
quote:
Originally posted by zephyrstorm

quote:
Originally posted by AesophDarkfable
Galn had a master list of scenarios that we created somewhere. Ill see if I can dig it up tonight.


galnew posted a bunch of scenarios within the EC rules. Here ya go!
Storm Fury

Awesome thanks Zephyr. This scenario is a BLAST!

Im out- find me on Hordelings if you want to chat.

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05/10/2006 5:06 PM  
quote:
Originally posted by HailSpork

I already did no items and no support. Hmm.. I did intend not a LT, but I suppose it would probably be a good idea to specify. If we have a list, then we don't need #1 (unless you're trying to reduce the effectiveness of the mephling). Actually, the highest speed I included was 8; there should be a speed 8 in each alignment...


#1 would be something you would use when generating the list. You won't have a speed 8 for all alignments though, not for low point cost units. Which is why I suggested speed 6. It would also make it harder to get the messenger across, meaning you may actually have to defend it a bit. I think it'd add more flavor to the scenario if you had "average" speed messengers, so other units can keep up with it.

I would also add #5&6 in when making your list: can't be an animal or magical beast (or perhaps even, must have arms); can't be difficult, wild, incited, or disruptive or be a scout or wandering monster.

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05/10/2006 6:06 PM  
Ah, I see. I was already doing 5&6 when I made my list.
Actually, I was doing humanoid only aside from the protectar. You can get speed 8 with all of the alignments except LE for 8 or less points; LE costs 17 for the cheapest humanoid (Half-orc Monk); though a silent wolf goblin has speed 7 for 12 points.

Anyway, 1, 5, and 6 wouldn't be in the rules because the list would be compiled beforehand; unless we'd want to make it open-ended in terms of what can be picked..

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05/11/2006 2:56 AM  
Stragglers
Minis Handbook Senario, Premade Map

Terrain Setup: Both players pick a map that does not contain a shared exit. (No maps that contain any space labled "exit A&B")

Setup Both players start with no creatures deployed

Special Rule - Straglers All creatures that start out undeployed do not count as eliminated for scoring victory points.
At the begning of each round, before rolling iniative, one player rolls a die. The result of this die roll is the number of points of creatures that each player can bring in during the upcoming round. Players who have suppourt trops get a second batch of points equal to thier suppourt troop modifier as well that can only be used twoards suppourt troops. (Eg, player 1 is two levels lower than his opponent and gets a 20% point bonus of suppourt troops. This is not rounded off, so a roll of 11 gives 1.1 points for support.)
Both players roll an unmodified d20 with the winner choosing what creatures to bring in the next round. A player may chose not to spend all of the points in a round, but any further points must be applied to another creature, any further points must be spent on that creature in the following rounds untill the creature is brought out. Any creatures brought in this round are then placed on any square labeled with the players exit. If there is no legal placement for these creatures they must wait untill the next round. The loser of the unmodified roll then places thier creatures and iniative is rolled.

Die to roll:
    50 pts --- 1d10
    75 pts --- 1d15
    100 pts --- 1d20
    125 pts --- 1d25
    150 pts --- 1d30
    175 pts --- 1d35
    200 pts --- 1d40
    225 pts --- 1d45
    250 pts --- 1d50
    +25 pts --- +5 sides


Victory Neither player may score victory points untill after the end of the fifth round. Victory points are obtined by eliminating units or occupying victory areas. Victory points are scored for each victory area that a player's pieces are in unopposed at the end of the round as follows:

    50-100 pts --- 5 pts
    125-200 pts --- 10 pts
    225-300 pts --- 15 pts
    325-400 pts --- 20 pts





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05/12/2006 3:38 PM  
I have a question about the scenario for week #70 - Storm Fury:
Does Immune Electricity, Resist Electricity, Immune Stun (via Construct) negates the variable storm effect ? What about Incorporeal (does it happen only on 11+) ?
I hope this is the right place for this.

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05/12/2006 5:08 PM  
quote:
Originally posted by madda

I have a question about the scenario for week #70 - Storm Fury:
Does Immune Electricity, Resist Electricity, Immune Stun (via Construct) negates the variable storm effect ? What about Incorporeal (does it happen only on 11+) ?
I hope this is the right place for this.



This is the place, and those are good questions. Any resistances or immunities apply to the storm effects. So if you have someone who is immune electricity and stun, they can't get zapped by the Storm. Their ranged attacks and spell casting are still affected by the Storm, though.

Incorporal creatures get the 11+ roll to avoid damage from attacks, spells, and special abilities. The storm effects do not fall into any of those cases so incorporal creatures would still taste the effects of those effects that can affect them. (most are undead and would be immune to the stun part)

Pardon me to all you English teachers if I mixed up my effects with my affects.


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05/12/2006 5:40 PM  
If you used storm as an adjective on "effects", then you did it right.

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