Freeblades - Bandit Caverns
This is scene 3 from the Fiend of the Forest Adventure presented as a Freeblades Scenario.
This scenario is provided to help players tell the story of the Fiend of the Forest through Freeblades. It is not balanced for competition.
Encounter Area: 4’x4’ Table
Objective: Place two Prisoner models in the Cell. SPD 6, no weapons, DEF 4, AV2, LP 2, DISC d4, Fearless (they have nowhere to run…).
Deployment:
The Bandit player is the defender. If there is no appropriate faction to represent the bandits, the defender is the player with the lowest Freeband Value. If all players have the same value, roll a d10, high score is the attacker.
The Bandit Hideout is the defender’s home area. (Remember that the TN for Morale tests in home area is 3).
The defender deploys all her models first.
The caster and two heroes deploy in the Ritual Room.
Followers deploy into the cavern with the Well as close to the Well as possible.
The rest of the heroes are deployed in the bandit hideout and are Sleeping.
Sleeping models must begin the game Prone. Sleeping models are considered Restrained and may not take any action or reaction until the turn after they are awakened. They are awakened once they:
• Are contacted by an enemy.
• Are hit by an attack.
• A friend in contact with the sleeping model takes a special action.
• Pass a wakeup test. A wakeup test is a SPR test taken during the End Phase. A model is eligible to take a wakeup test if: If a model lost a LP within 6”
• A melee combat took place within 6”
The defender may not infiltrate or ambush. For the purposes of Ambush, all the defender’s awake models are considered to have the Scout talent.
The attacker then deploys his freeband inside the Entrance Tunnel. The falls are the attacker’s home area.
The attacker is the first player on the first turn.
Special Rules: The two prisoner models are inseparable, and for all intents and purposes, one model. This model is referred to as the prisoner for simplicity.
At any point in time, the prisoner is either captured or freed. It starts the game captured.
The prisoner is a neutral model and is not considered friendly to either freeband for any game effect.
The prisoner is initially freed by a model from the attacker’s freeband performing a special action in contact with it with no defending models also in contact with it.
A freed prisoner is activated and moved by the attacker.
A freed prisoner may be recaptured and a captured prisoner may be freed again by a model from the freeing or capturing freeband performing a free action in contact with the prisoner.
• Models from the attacking freeband may not attack the prisoner.
• A captured prisoner may be activated and moved by the defender starting on turn four if it has a guard. See below.
• If at any point after it has begun moving, a captured prisoner is not in contact with a guard, it is considered freed.
• A prisoner in contact only with enemies is not engaged for the purposes of ranged attacks. Moving the Prisoner.
When it is a player's turn to move, the player may move the prisoner as though it were theirs to activate using a Maneuver or Sprint action if it is not in contact with the other player's models and all of the following conditions are met. For the defender to move the prisoner, it must be on or after turn 4, the prisoner must be captured and it must have a guard that has not yet been activated. A guard must be a Ready non-Feral faction model from the defender’s freeband. The prisoner and the guard are activated together and the prisoner must take the same move action the guard takes, and remain in contact with it throughout its movement, limited by the SPD of the slower.
For the attacker to move the prisoner, the prisoner must be freed. The prisoner may only activate once per Movement Phase – either while freed and moved by the attacker or while captured, guarded by a defending model and moved by the defender. Once it has been activated, it may not be activated again, no matter how many times its status changes.
If the prisoner otherwise meets all the criteria to be able to be moved by the active player, but is in contact with one or more models from the other side, the active player may call for a special opposed STR test called "the prisoner tug of war." Each player rolls a STR test for all of his models in contact with the prisoner. The results of all the tests are totaled for each side. If the active player has the higher total, they may move the prisoner the minimum distance necessary (along with one guard if the defender) to be out of contact with all models of the other side. The prisoner is then activated by the active player, along with its guard, if applicable.
The Bandit Hideout is the defender’s home area. (Remember that the TN for Morale tests in home area is 3).
The defender deploys all her models first.
The caster and two heroes deploy in the Ritual Room.
Followers deploy into the cavern with the Well as close to the Well as possible.
The rest of the heroes are deployed in the bandit hideout and are Sleeping.
Sleeping models must begin the game Prone. Sleeping models are considered Restrained and may not take any action or reaction until the turn after they are awakened. They are awakened once they:
• Are contacted by an enemy.
• Are hit by an attack.
• A friend in contact with the sleeping model takes a special action.
• Pass a wakeup test. A wakeup test is a SPR test taken during the End Phase. A model is eligible to take a wakeup test if: If a model lost a LP within 6”
• A melee combat took place within 6”
The defender may not infiltrate or ambush. For the purposes of Ambush, all the defender’s awake models are considered to have the Scout talent.
The attacker then deploys his freeband inside the Entrance Tunnel. The falls are the attacker’s home area.
The attacker is the first player on the first turn.
Special Rules: The two prisoner models are inseparable, and for all intents and purposes, one model. This model is referred to as the prisoner for simplicity.
At any point in time, the prisoner is either captured or freed. It starts the game captured.
The prisoner is a neutral model and is not considered friendly to either freeband for any game effect.
The prisoner is initially freed by a model from the attacker’s freeband performing a special action in contact with it with no defending models also in contact with it.
A freed prisoner is activated and moved by the attacker.
A freed prisoner may be recaptured and a captured prisoner may be freed again by a model from the freeing or capturing freeband performing a free action in contact with the prisoner.
• Models from the attacking freeband may not attack the prisoner.
• A captured prisoner may be activated and moved by the defender starting on turn four if it has a guard. See below.
• If at any point after it has begun moving, a captured prisoner is not in contact with a guard, it is considered freed.
• A prisoner in contact only with enemies is not engaged for the purposes of ranged attacks. Moving the Prisoner.
When it is a player's turn to move, the player may move the prisoner as though it were theirs to activate using a Maneuver or Sprint action if it is not in contact with the other player's models and all of the following conditions are met. For the defender to move the prisoner, it must be on or after turn 4, the prisoner must be captured and it must have a guard that has not yet been activated. A guard must be a Ready non-Feral faction model from the defender’s freeband. The prisoner and the guard are activated together and the prisoner must take the same move action the guard takes, and remain in contact with it throughout its movement, limited by the SPD of the slower.
For the attacker to move the prisoner, the prisoner must be freed. The prisoner may only activate once per Movement Phase – either while freed and moved by the attacker or while captured, guarded by a defending model and moved by the defender. Once it has been activated, it may not be activated again, no matter how many times its status changes.
If the prisoner otherwise meets all the criteria to be able to be moved by the active player, but is in contact with one or more models from the other side, the active player may call for a special opposed STR test called "the prisoner tug of war." Each player rolls a STR test for all of his models in contact with the prisoner. The results of all the tests are totaled for each side. If the active player has the higher total, they may move the prisoner the minimum distance necessary (along with one guard if the defender) to be out of contact with all models of the other side. The prisoner is then activated by the active player, along with its guard, if applicable.
Game End:
The game ends at the conclusion of an End Phase if any of the following are true:
Winner:
1. The side that moves the prisoner to safety is the winner.
2. If the prisoner is on the encounter area, and only one side with an unbroken freeband remains, that side wins.
3. If the prisoner is on the encounter area and all freebands have broken or more than one side has unbroken freebands or the game is any result not listed above, the game is a draw.
The game ends at the conclusion of an End Phase if any of the following are true:
- Only one side has an unbroken freeband or all freebands are broken.
- The time limit has been reached.
- One side has moved the prisoner to safety (the attacker to the falls, the defender out the escape tunnel).
- The prisoner is dropped.
1. The side that moves the prisoner to safety is the winner.
2. If the prisoner is on the encounter area, and only one side with an unbroken freeband remains, that side wins.
3. If the prisoner is on the encounter area and all freebands have broken or more than one side has unbroken freebands or the game is any result not listed above, the game is a draw.
The winning freeband gains 3d10 gold, the losing freeband gains 2d10 gold. An unbroken freeband possessing a live prisoner at the end of the scenario gains an additional 1d10 gold in reward or ransom. Campaign Experience: A model that frees, or recaptures the prisoner gains 2 AP. A defending model that drops the prisoner gains +1AP in addition to the normal award for causing LP loss (page 160).
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