A most excellent idea for a thread. Here's a scenario I've come up with. :D
THE MOST DAZZLING PAIR OF PANTS
Fluff: "Among the rotted cloth and rags of the tailors store was a fine box, almost untouched by the ravages of time. On opening the box we discovered a most wondrous item of clothing, the most dazzling pair of pants ever sewn."
Set-Up
In the centre of the board, place four broken walls in a rough 10” square to represent the ruins of the tailors store. Lay out the rest of the terrain in a mutually agreeable layout. Place one special treasure token inside the tailors ruins to represent the dazzling pair of pants. players then place two treasure tokens each as per a standard game.
Special Rules
On picking up the treasure from the tailors store, The Guardian of the Pants will activate. This is a wraith that will focus its attack on the holder of the special treasure token, then any nearby figure until the immediate area is clear of threats to the pants.
Any humanoid character obtaining the dazzling pair of pants may wear them. To do so the character must spend both their movement and action of one turn getting undressed (in front of anyone in line of sight!) and spend a second turn of both movement and action to put on the dazzling pair of pants. These actions do not need to be consecutive turns if the character is caught with his pants down and needs to run or fight, however at this time he is considered partially exposed, effectively giving a -2 to armor.
Optional rule: Any time the wearer of the dazzling pants engages in physically robust activity eg. combat, climbing, takes damage, etc. roll a die. On a 1-5 the pants are torn and the dazzling power is forever lost from them.
Treasure and Experience
The dazzling pair of pants grant the power of beauty to anyone wearing them. Treat this as casting the beauty spell as if from a scroll. This power may even be used by soldiers. All other treasures are as standard.
There finder of the pair of pants gains 50 experience points.
The Psychotropic Arboretum
Fluff: "Inside the ruins of an old plant nursery we were amazed to find the most bizarre looking flowers poking through the frost".
Set-Up
In the center of the board, place four broken walls in a rough 12” square to represent the ruins of the arboretum. Place five special treasure tokens (the flowers) within these walls.
Special Rules
When a character attempts to collect a flower, make a will roll vs 16. If successful the character collects the flower, if unsuccessful the flower remains in place and the character is affected by the flower - consult the table below. After each turn make a willpower roll to shake off the effects. Constructs, demons & undead are immune to the effects.
D20 Effect
1-4 Sleep
5-8 Rage
9-12 Confusion
12-15 Fear
16-20 Hallucinations
Sleep - The victim falls asleep and may only be woken by combat or a friendly character.
Rage - The victim becomes enraged and hostile, moving towards and attacking the nearest character, friend or foe. The victim will only use hand to hand combat (never spells or bows).
Confusion - The victim wanders about aimlessly. The victim will not initiate combat but will defend themselves.
Fear - The victim flees the map by the quickest rout. If forced into combat, the character will make every opportunity to continue to flee.
Hallucinations - The victim sees all other characters, friend or foe, as if they had monstrous form cast on them.
Treasure and Experience
Due to their use in magical research, each flower is worth 25xp and 100gc.
I was working this one out when Darkson posted his, hopefully not too similar
Automatic Construct Factory
" The City required many workers to maintain it's splender, unfortunately live workers cost money and need fed, won't it be better to replace them with those that don't? Would it also not be better if these workers were able to maintain their own numbers?"
Set-Up
The table should be set up as if in the inside of a large building, with 4 entrances, one in the middle of each edge, roughly 6" in size. Wizard parties should set up in the entrances directly opposite of each other.
In the centre of the table in a clearing, a giant machine should be placed, Known as The Forge, the clearing should radiate 6" from The Forge. The rest of the table, should be strewn with crates, shelving, walkways, etc as in a jumbled up warehouse, piled high in some places and tumbled over in others.
4 Treasure tokens should be placed as normal.
1 randomly generated Construct from the table below should be placed towards an entrance, as if it had made it's primary move.
"It was the noise that brought this building to your attention, it was as if an army of blacksmiths and carpenters were working constantly, with a regular boom of explosions"
Special Rules
The Forge was constructed by The City's enchanters to create the army of constructs that the city needed to maintain itself. It can create many different types of construct but with no-one left to give it instructions, it is churning out constructs as it see fit.
The Forge is a giant construct, that can not move, it sit's in the middle of the factory creating constructs.
Completed constructs are placed next to the machine and can move
In each creature phase, follow the following steps:
1) roll a D20, consult the table below:
1 to 14 - Nothing happens this round
15 to 17 - Small Construct is created
18 to 19 - Small Construct with an ability is created, roll on the abilities table
20 - A Super Small Construct is created, with all abilities
2) If no construct was created in the previous round, roll D20 and consult the table below:
1 to 14 - Nothing happens this round
15 to 17 - Medium Construct is created
18 to 19 - Medium Construct with an ability is created, roll on the abilities table
20 - A Super Medium Construct is created, with all abilities
3) If no construct was created in the previous two rounds, roll D20 and consult the table below:
1 to 14 - Nothing happens this round
15 to 17 - Large Construct is created
18 to 19 - Large Construct with an ability is created, roll on the abilities table
20 - A Super Large Construct is created, with all abilities
3) If no construct was created in the previous three rounds, roll D20 and consult the table below:
1 to 12 - A Super Small Construct is created, with all abilities
13 to 17 - A Super Medium Construct is created, with all abilities
18 to 20 - A Super Large Construct is created, with all abilities
Abilities table:
1 to 3 - Strength - as strength spell +2 fight
4 to 6 - Enchanted Armour +1 armour
7 to 8 - Fleet Fleet +2 move
9 to 10 - Enchanted Weapon - Constructs attacks are magical, + 1 fight + 1 damage
11 - Strength and Enchanted Weapon
12 - Strength and Enchanted Armour
13 - Enchanted Weapon and Enchanted Armour
14 - Strength and Fleet Feet
15 - Fleet Feet and Enchanted Weapon
16 - Fleet Feet and Enchanted Armour
17 - Strength, Fleet Feet, and Enchanted Weapon
18 - Strength, Fleet Feet, and Enchanted Armour
19 - Fleet Feet, Enchanted Weapon, and Enchanted Armour
20 - Strength, Enchanted Weapon, and Enchanted Armour
Note: For the starting construct, keeping rolling through the steps until a construct is created.
For clarification:
1) All abilities means it has Fleet Feet, Enchanted Weapon, Enchanted Armour, and Strength
2) The only action a construct can do on creation is move, it can then react as normal in the following rounds.
The Forge is not however without it's defenses. It has the same basic stats as a large construct other that it cannot move, it has armour 16 and it is able to lash out various components to strike all people next to it (treat as individual attacks). Additionally, it has two other defenses
1) When a construct is complete, there is an explosion of energy, and the construct is placed next to The Forge after the explosion.
Treat the explosion as if it was an Destructive Sphere.
2) If attacked from long range, it can expel stream in the direction of fire, act like the fog spell although anyone caught in the fog suffers 1 damage from heat. The Steam should be placed directly next to The Forge, effectively blocking Line Of Sight. This is a reaction defense, and will immediate happen if The Forge is subject to a ranged attack.
Treasure and Experience
If The forge is killed the wizard gains 200 experience.
If a small construct with an abilities is killed, it can be removed as treasure, if studied an enchanter can work out how to make his constructs hold the abilities.
(On construct creation, the enchanter must successfully cast the ability spell and then the embed enchantment)
Scenario holes - Added 12/11/2015
Just realized that there might be a few holes in the scenario, mainly to do with the spell control construct.
It should be possible for a someone to control The Forge, how else did the original Enchanters get it to build what they wanted. Thus additional ruling, an enchanter can cast control construct but control construct only lasts for one round. Controlling The Forge means that it will not attack the wizards party and the wizard may attempt to influence the construct created. The construct creation tables should be rolled as before, noting where The Forge was in it's building, however on the roll:
1 to 14 nothing is produced (wizard will have to gain control next round) and roll on the next stage
15 to 20 Wizard can choose the construction created from the list including abilities or can force the The Forge to build a bigger construct (if rolling on the small or medium tables)
Note: The construct would not be under the wizards control as he can not control more than one construct, nothing stopping the apprentice though.
Controlling a medium or large construct with abilities and marching it off the board? Provided it leaves the board at the same time as the controlling wizard i.e a wizard's or apprentice's group move), then yes, the wizard should be able to study it.
Originally limited treasure to small constructs as I didn't perceive one party member as being able to drag a large or medium construct off the board as treasure.