I also wanted to limit somewhat the ease of getting magic items. As the area has just been reopened, it would take some time for the new bordertown merchants to gain any respectable amount of found tomes & artifacts. Thus if players wanted to find them, they best get into the mix & haul away some treasure!
Our group has several modified rules we use in our games. We like having creatures spawn throughout & thus have increased the likelihood of a spawn on snagging a treasure, as well as 1 encounter arrive each creature phase.
We also use xp for soldier kills. Thus a soldier killing a soldier nets 10xp, the same as a successful spell being cast. However Mages & Apprentices garner more xp for killing things.
This campaign will last 10 scenarios before a victor is deemed. Thus the wizard with the highest xp will win.
Scenarios last until all treasures have been removed or to a maximum of 15 turns. If treasures are held at the 15 turn mark, they will provide 25xp instead of 50.
The Road to Felstad:
Set-up: The area you find yourselves in is hilly & has a small dirt track winding through. The ruins of a farm lay astride the track. Several small copses of trees litter the hills, as well as areas of scree (brown areas) which count as rough going.
The treed areas provide +1 cover/ per inch inside, however if fully on the other side, will block LOS.
The remnants of a small caravan in the form of 3 unlimbered cart/wagons & several bodies which are cut up & have the shafts of arrows protruding from them. Searching the bodies will have a random result based on a d20. (this was a modified corpse table from the Attack Site scenario from the Hunt for Golem mini-campaign)
Treasure & Experience: The several treasures strewn about have been somewhat plundered & thus when rolling to determine the contents, only a d10 is rolled.
50xp per recovered treasure
10xp per corpse searched
25xp if the survivor is found & healed
I currently have 5 players for the campaign, however 2 of them were down with the cold/flu thats been going around since early December. Thus there were only 3 warbands engaged for this sceario (which is likely why it ended as quickly as it did)
So far the warbands involved are
Yhegda the Witch (Me)
Severus the Enchanter (Scott)
Herryk the Enchanter (Chen)
So onto the story!
The aftermath of the battle yielded the following to the warbands;
Severus (Scott) - 260xp, 430gc, Scrolls - Crumble, Bone Dart, Animal Companion
Herryk (Chen) - 300xp, 60gc, Scrolls - Invisibility, Fast Act, Fleet Feet; Potions - Healing, Teleportation, Explosive Cocktail
Yhegda (Me) - 200xp, 20gc, Horn of Destruction
As well the Merchant in town has a Grimoire of Fast Act for sale.
So with 3 of us playing, we all have FOG as a spell...it seems I will need to make some more fog markers before the next game! We also had very little interaction between us, again there wasn't much need. The board was quickly fogged off from one another. Add in the 3 wraiths (which my warband has nothing to combat them with) it kept us busy. Had all 5 warbands been on the table, there would have been no help but to have conflict. We shall see that next game I am sure!
Thanks for following the journey!