Difference between revisions of "Xherus' Odyssey"

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The Odyssey of Xherus – English Translation
The Odyssey of Xherus – English Translation


Direct translation from scenario published on www.confrontation.fr


This Adventure is intended to be played by the Faithful Goblin [[Xherus the Visionary]]. The Adventurer's Mentor can be either [[Gidzzit the Bell-Ringer]] or [[The Babayagob]].


In this first part, you will discover Acts 1 and 2 of this Adventure. Other Acts 2 will be put online later to finally lead to Act 3 which will close the scenario Xherus' Odyssey.
 
This Adventure is intended to be played by the faithful goblin [[Xherus the Visionary]]. The Adventurer's Mentor can be either [[Gidzzit the Bell-Ringer]] or [[The Babayagob]].


=== ACT I: THE DREAM OF A WANDERING RAT ===
=== ACT I: THE DREAM OF A WANDERING RAT ===
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Then he woke up.
Then he woke up.


"It was not just a dream." He said to Gidzzit after telling him about it. "Rat sent me a message. It couldn't be clearer."
''"It was not just a dream."'' He said to Gidzzit after telling him about it. ''"Rat sent me a message. It couldn't be clearer."''


“What exactly are you thinking?" The Wizard asked him.
''“What exactly are you thinking?"'' The mage asked him.


“Xherus' gaze lingered for a moment on the bell that Gidzzit never took off. Then he answered.
Xherus' gaze lingered for a moment on the bell that Gidzzit never took off. Then he answered.


When our people fled from Mount Aegis, something remained there. Of the nine gifts Rat gave us, only one survived. The others were lost afterwards. But I'm sure now that one of the bells is still with those damned Dwarves. I will go and get it, for it is Rat's will. "
''"When our people fled from Mount Aegis, something remained there. Of the nine gifts Rat gave us, only one survived. The others were lost afterwards. But I'm sure now that one of the bells is still with those damned Dwarves. I will go and get it, for it is Rat's will."''


Xherus is well decided to lead an expedition to the Aegis Mountains to satisfy his god. But in Klûne, the Emperor Izothop does not see very well that the Rat's Faithful takes this kind of initiative without referring to him first. For Xherus, in his great fervor, has undertaken to gather a party of Goblins ready to follow him in his quest.
Xherus is well decided to lead an expedition to the Aegis Mountains to satisfy his god. But in Klûne, the Emperor Izothop does not see very well that the Rat's Faithful takes this kind of initiative without referring to him first. For Xherus, in his great fervor, has undertaken to gather a party of Goblins ready to follow him in his quest.
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Becbunzen cannot be present during this Act, neither on one side nor the other.
Becbunzen cannot be present during this Act, neither on one side nor the other.


Victory / - : Xherus has managed to force his way out of Klûne. Those who follow him are now certain that Rat is with them. In all subsequent Acts of this Adventure, all Goblins in the Adventurer's camp and Xerus himself will have the Fanaticism Skill.
''Victory / -'' : Xherus has managed to force his way out of Klûne. Those who follow him are now certain that Rat is with them. In all subsequent Acts of this Adventure, all Goblins in the Adventurer's camp and Xerus himself will have the Fanaticism Skill.
 
Defeat: Driven back to the gates of Klûne, Xerus narrowly escapes the Emperor's guards in charge of his arrest. He will have to gather other Goblins and try a new exit. But this first failure has cooled the fervor of his companions. The next time he tries to succeed in this Act, all the Goblins in the Adventurer's camp, except Xherus, will consider the Courage of their opponents as Fear.
 
Duration: 3 turns.


Deployment: Battle.
''Defeat'': Driven back to the gates of Klûne, Xerus narrowly escapes the Emperor's guards in charge of his arrest. He will have to gather other Goblins and try a new exit. But this first failure has cooled the fervor of his companions. The next time he tries to succeed in this Act, all the Goblins in the Adventurer's camp, except Xherus, will consider the Courage of their opponents as Fear.


200 A.P.
''Duration'': 3 turns. '''|''' ''Deployment'': Battle. '''|''' ''Maximum A.P.'': 200


=== ACT II: ARE YOU A WOLF? ===
=== ACT II: ARE YOU A WOLF? ===
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Defeat: The Wolfen will not let the Goblins out of their forest until the Adventurer has met at least one of the victory conditions in this Act. Until then, each Loss caused by the enemy in the Hero's ranks will cause him to lose experience points at the rate of 10% of the APs killed rounded up.
Defeat: The Wolfen will not let the Goblins out of their forest until the Adventurer has met at least one of the victory conditions in this Act. Until then, each Loss caused by the enemy in the Hero's ranks will cause him to lose experience points at the rate of 10% of the APs killed rounded up.


Duration: Special.
''Duration'': Special. '''|''' ''Deployment'': Retrenchment. '''|''' ''Maximum A.P.'': 300
 
Deployment: Retrenchment.
 
300 A.P.


=== ACT II: BETWEEN A ROCK AND A HARD PLACE ===
=== ACT II: BETWEEN A ROCK AND A HARD PLACE ===
"And now, what do we do?" Asked the Goblin in a sarcastic tone.
''"And now, what do we do?"'' Asked the Goblin in a sarcastic tone.


Gathered around Xherus, the small group was not doing well. In front of them stood the first escarpments of the northern Aegis Mountains. Behind them, the edge of the Diisha forest was only a few hundred meters away.
Gathered around Xherus, the small group was not doing well. In front of them stood the first escarpments of the northern Aegis Mountains. Behind them, the edge of the Diisha forest was only a few hundred meters away.
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From the foot of the mountains, staircases carved into the rock snaked up to the peaks. From where they stood, the Goblins could make out at least two openings in the wall. Natural or not, these were now framed by massive carvings and flanked by watchtowers that followed the contours of the rocks. Fom-Nur, the city where the Goblin revolt first broke out, lay much further south, but such gates barred access to the inner mounts all around the range.
From the foot of the mountains, staircases carved into the rock snaked up to the peaks. From where they stood, the Goblins could make out at least two openings in the wall. Natural or not, these were now framed by massive carvings and flanked by watchtowers that followed the contours of the rocks. Fom-Nur, the city where the Goblin revolt first broke out, lay much further south, but such gates barred access to the inner mounts all around the range.


"We're waiting. " Xherus replied with great serenity. "They are very close. They won't be long now."
''"We're waiting."'' Xherus replied with great serenity. ''"They are very close. They won't be long now."''


None of Xherus' companions understood what he meant, but none of them asked him for an explanation. The Rat Faithful have always had a nasty habit of speaking in riddles.
None of Xherus' companions understood what he meant, but none of them asked him for an explanation. The Rat Faithful have always had a nasty habit of speaking in riddles.
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Most of the Goblins saw this as the sign of the Rat they had been waiting for and wanted to attack. But Xherus held them back.
Most of the Goblins saw this as the sign of the Rat they had been waiting for and wanted to attack. But Xherus held them back.


"Not yet." He says. "Let them finish the job."
''"Not yet."'' He says. ''"Let them finish the job."''


Rat had nothing to do with the tower collapse. He only gave Xherus a vision of what was to come. The real culprits are the Dwarves of Mid-Nor, and while Xherus and his companions wait for the right moment, the battle rages between the Dwarves of Tir-Nâ-Bor and their cursed counterparts.
Rat had nothing to do with the tower collapse. He only gave Xherus a vision of what was to come. The real culprits are the Dwarves of Mid-Nor, and while Xherus and his companions wait for the right moment, the battle rages between the Dwarves of Tir-Nâ-Bor and their cursed counterparts.
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The Adventurer player must eliminate all their opponents on the playing field. If at the end of a turn no more Mid-Nor Dwarves are present on the battlefield, the Adventurer player wins.
The Adventurer player must eliminate all their opponents on the playing field. If at the end of a turn no more Mid-Nor Dwarves are present on the battlefield, the Adventurer player wins.


Victory / 4: The Goblins have managed to infiltrate the Dwarves' underground. Better yet, the attack on the gate was carried out by the Despot's servants, so the Dwarves of Tir-Nâ-Bor are unaware of the presence of Xherus and his companions. In the next scenario, five fighters chosen by the Adventurer player will have the Pathfinder Skill.
''Victory / 4:'' The Goblins have managed to infiltrate the Dwarves' underground. Better yet, the attack on the gate was carried out by the Despot's servants, so the Dwarves of Tir-Nâ-Bor are unaware of the presence of Xherus and his companions. In the next scenario, five fighters chosen by the Adventurer player will have the Pathfinder Skill.
 
Defeat: Pushed out of the mountain, the Goblins will have to come back and try again to dislodge the Dwarves of Mid-Nor. But the Dwarves will be more cautious. The first group to be deployed will be composed of 160 P.A. and the following ones of 80 P.A. only.


Duration: Unlimited.
''Defeat:'' Pushed out of the mountain, the Goblins will have to come back and try again to dislodge the Dwarves of Mid-Nor. But the Dwarves will be more cautious. The first group to be deployed will be composed of 160 P.A. and the following ones of 80 P.A. only.


Deployment: Battle.
''Duration'': Unlimited. '''|''' ''Deployment'': Battle. '''|''' ''Maximum A.P.'': 300
 
300 A.P.


=== ACT II: LIKE RATS... ===
=== ACT II: LIKE RATS... ===
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Defeat: Despite Rat's support, Xerus has been pushed out of the Dwarf domain. He will have to wait for his prayers to be answered and for reinforcements to arrive. The Adventurer must repeat this Act, but loses 2D6 experience points.
Defeat: Despite Rat's support, Xerus has been pushed out of the Dwarf domain. He will have to wait for his prayers to be answered and for reinforcements to arrive. The Adventurer must repeat this Act, but loses 2D6 experience points.


Duration: Unlimited.
''Duration'': Unlimited. '''|''' ''Deployment'': Battle. '''|''' ''Maximum A.P.'': Special
 
Deployment: Battle.
 
A.P.: Special.


=== ACT III: THE RATS AMONG THEMSELVES ===
=== ACT III: THE RATS AMONG THEMSELVES ===
Xherus was running out of breath. He knew he was completely lost but refused to give up. Rage distorted his features: to fail so close to the goal, betrayed by one of his own! And that's what upset him the most. Nematode, his Shadow, had followed him all along his journey and had tried to assassinate him in order to take the Rat relic alone. Now Xherus found himself alone or almost alone, accompanied by meager surviving troops, lost in the bowels of these cursed mountains of Tir-Na-Bor, pursued by both the elite troops of the Dwarf army and by his compatriot. The tunnel soon became a crossroads, two dark gutters opened before his eyes. Xherus was distraught and almost abandoned everything here. Suddenly he felt his body bathed in a great heat and a chiming echo warped his eardrums. "To the right! " he shouted in a high-pitched voice. His little escort obeyed without asking too many questions. As for Xherus, he was transfigured, he knew he was close to his goal, that the much sought-after Tinkerbell was just a few steps away, and he ran like hell. They finally arrived in a gigantic cavern whose ceiling was lost in the darkness. The atmosphere was suffocating, pestilential, a pungent, animal smell bathed the room. As he entered the room, Xherus realized that the floor was covered with thousands of rats with bloodshot eyes. He went deeper into the room, the rodents came and went around his legs in dark waves, opening a channel before his steps. In the center of the room stood a mound of skulls, broken bones, and more or less decomposed corpses: a veritable graveyard of rats that had come to die close to their deity. For above this mound was a metal bell, still glowing despite the passage of time. But immediately Xherus let out a howl of rage: just a few meters away, between him and his precious treasure, stood Nematode, smiling at him with an evil look. It was time for a confrontation.  
Xherus was running out of breath. He knew he was completely lost but refused to give up. Rage distorted his features: to fail so close to the goal, betrayed by one of his own! And that's what upset him the most. Nematode, his Shadow, had followed him all along his journey and had tried to assassinate him in order to take the Rat relic alone. Now Xherus found himself alone or almost alone, accompanied by meager surviving troops, lost in the bowels of these cursed mountains of Tir-Na-Bor, pursued by both the elite troops of the Dwarf army and by his compatriot. The tunnel soon became a crossroads, two dark gutters opened before his eyes. Xherus was distraught and almost abandoned everything here. Suddenly he felt his body bathed in a great heat and a chiming echo warped his eardrums. ''"To the right!"'' he shouted in a high-pitched voice. His little escort obeyed without asking too many questions. As for Xherus, he was transfigured, he knew he was close to his goal, that the much sought-after Tinkerbell was just a few steps away, and he ran like hell. They finally arrived in a gigantic cavern whose ceiling was lost in the darkness. The atmosphere was suffocating, pestilential, a pungent, animal smell bathed the room. As he entered the room, Xherus realized that the floor was covered with thousands of rats with bloodshot eyes. He went deeper into the room, the rodents came and went around his legs in dark waves, opening a channel before his steps. In the center of the room stood a mound of skulls, broken bones, and more or less decomposed corpses: a veritable graveyard of rats that had come to die close to their deity. For above this mound was a metal bell, still glowing despite the passage of time. But immediately Xherus let out a howl of rage: just a few meters away, between him and his precious treasure, stood Nematode, smiling at him with an evil look. It was time for a confrontation.  


Cut your game board into three equal areas lengthwise. Your opponent must place a marker anywhere in one of the side areas of the table, this is the Bell of the Rat God. 10 cm away from this target, still in this area, is Nematode. Its characteristics are indicated below and you can equip it for 30 A.P. of Spells, it follows the usual rules of Shadows and it is your opponent who controls it.
Cut your game board into three equal areas lengthwise. Your opponent must place a marker anywhere in one of the side areas of the table, this is the Bell of the Rat God. 10 cm away from this target, still in this area, is Nematode. Its characteristics are indicated below and you can equip it for 30 A.P. of Spells, it follows the usual rules of Shadows and it is your opponent who controls it.


Deploy Xherus and his followers more than their Nematode Charge distance, in the center area of the table. Xherus has 40 A.P. to equip with Miracles and Items, and 60 A.P. of troops. For this game the Reinforcement rules cannot be applied. On the other hand, the Goblins are galvanized by the presence of the relic of the Rat god: Xherus gains the Exalted skill and calculates his temporary Faith value as if he had the rank of a Zealot, all the Goblins surrounding him are considered Martyr / 2.
Deploy Xherus and his followers more than their Change distance from Nematode, in the center area of the table. Xherus has 40 A.P. to equip with Miracles and Items, and 60 A.P. of troops. For this game the Reinforcement rules cannot be applied. On the other hand, the Goblins are galvanized by the presence of the relic of the Rat god: Xherus gains the Exalted skill and calculates his temporary Faith value as if he had the rank of a Zealot, all the Goblins surrounding him are considered Martyr / 2.


The Dwarves are deployed on the table in the third area and have 200 A.P. The thousands of rats swarming across the room make movement difficult: it is impossible for the Dwarves to Charge, yet they can engage an opponent under normal conditions; the Goblins of course ignore this malus.
The Dwarves are deployed on the table in the third area and have 200 A.P. The thousands of rats swarming across the room make movement difficult: it is impossible for the Dwarves to Charge, yet they can engage an opponent under normal conditions; the Goblins of course ignore this malus.
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But Rat only grants his powers to his most deserving servants: for the next game, each miracle he acquires will cost him an extra 4 AP.
But Rat only grants his powers to his most deserving servants: for the next game, each miracle he acquires will cost him an extra 4 AP.


Duration : Special
''Duration'': Special. '''|''' ''Deployment'': Special. '''|''' ''Maximum A.P.'': Special.


Deployment : Special


A.P. : Special


 
'''[[Nematode|NEMATODE]]'''
'''NEMATODE'''


MOV: 10
MOV: 10
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Cost: Special
Cost: Special


<blockquote>The Second Bell of the God Rat
{{Colored box|title='''The Second Bell of the God Rat'''|content=The nine bells offered by the Rat God at the liberation of the Goblins all represent one aspect of this deity. The bell held by Gidzzit, for example, evokes the frenzy of the pack of rats, the fury of the Goblin people in a common hatred. The one that Xherus has just found awakens the voice of Rat. When this artifact is activated, the shrill sound of thousands of rodents squeaking invades the space. This intolerable noise assaults the eardrums to the point of tearing. The faithful Goblins think that among the missing bells, one must symbolize the Rat's ability to transmit diseases, another one must mark his cunning and deviousness, and the last one his ability to sneak everywhere. But who knows where these mythical relics might be.
 
The nine bells offered by the Rat God at the liberation of the Goblins all represent one aspect of this deity. The bell held by Gidzzit, for example, evokes the frenzy of the pack of rats, the fury of the Goblin people in a common hatred. The one that Xherus has just found awakens the voice of Rat. When this artifact is activated, the shrill sound of thousands of rodents squeaking invades the space. This intolerable noise assaults the eardrums to the point of tearing. The faithful Goblins think that among the missing bells, one must symbolize the Rat's ability to transmit diseases, another one must mark his cunning and deviousness, and the last one his ability to sneak everywhere. But who knows where these mythical relics might be.


When the bell is shaken, the terrible noise it makes sends all combatants into a stupor. Any miniature within a 15 cm radius of the owner of the bell is considered to be "STUNNED" until the end of the turn. Goblins are immune to the effect of this item.
When the bell is shaken, the terrible noise it makes sends all combatants into a stupor. Any miniature within a 15 cm radius of the owner of the bell is considered to be "STUNNED" until the end of the turn. Goblins are immune to the effect of this item.
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You cannot use both powers of the Bell during the same turn.
You cannot use both powers of the Bell during the same turn.


This item is reserved for Xherus, who can acquire it for free once he has emerged victorious from Act III of Xherus' Odyssey.</blockquote>
This item is reserved for Xherus, who can acquire it for free once he has emerged victorious from Act III of Xherus' Odyssey.}}

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