I modified the scenario using what I had done in the previous campaign, & added further to it, as will be seen.
Information has been discovered about the location of Myron's Tome (a multi-spell grimoire) as well as a cryptic note (see AAR to read the cryptic note)
As alluded in said cryptic note, there are several challenges before the tome can be taken. First the tome is kept in an underground vault, beneath the ruins of the library.
Second - The Test of Will. In a chamber at the bottom of the stairs stands a door upon which are embedded 2 hand prints. A person can spend an action placing his hands onto the prints.
Unknown to the players, only a Wizard or Apprentice can actually pass the test. Anyone else who attempts it, will automatically release a Large Construct from the adjacent hidden rooms. A Wizard or Apprentice must make a successful WILL test, beating a 15. If failed, a wall in the chamber opens & releases a construct. The size of the construct is determined by the amount of failure. 1-4 Small Construct, 5-10 Medium Construct, 11 or more Large Construct.
Third - The Book Worm. The Tome sits atop an altar. Only a Wizard or Apprentice can remove the book. Anyone else attempting it will summon a Giant Slug.
A Giant Worm is the guardian of the tome, which when removed from the altar, summons it. It appears d10" in a random direction & will always move towards the tome unless engaged in combat.
Once removed, the tome can be handed to another to carry & counts as a Treasure.
Fourth - The Catacombs. There are 4 passages leading away from the vault room. These lead to catacombs & are likely the best option for escape, as it avoids going back through the warbands which are likely following. However these catacombs are also home to Giant Slugs. These will appear as random encounters during the creature phase if their entry numbers are rolled. However there is only a maximum of 3 of these creatures.
Giant Slug - M:5 F:+2 S:+3 A:11 W:0 Hits:15
I've Been Slimed - The slug can spit slime up to 10" as a shooting attack. If the target loses the fight, they will be stuck in place unable to move for 2+d6 actions. While stuck all dice rolls are at -2.
Treasure: Each player places 2 treasure tokens, however all treasures must be placed inside the ruins of the library or in the underground area.
Experience: The Wizard or Apprentice who successfully opens the door gains 25xp. Successfully getting the tome off the board earns 100xp. Slaying the book worm earns an additional 50xp.
So with the scenario laid out, please enjoy what transpired below...
The aftermath for the warbands was as follows;
Bob the Elementalist (Scott) - 890xp, 4 treasures - 510gc,2x Banners of Courage (sold), 3 scrolls- Create Grimoire, Strike Dead, Control Undead. Tom (miss game)
Ludwig (Chen) - 375xp, no treasures. Bruno (dead), Thorgrin (miss game), Slick (miss game), Johann (dead).
Innovar (Craig) - 390xp, no treasures. Rab (dead), Xeph (miss game).
Eben (Terry) - 960xp, 1 treasure - 20gc,+2 Damage Hand Weapon. Grimoire(3 spells)-Restore Life, Familiar, Planar Tear. Maul (smashed leg -1Move), Anselm (dead), Calbraith (miss game)
Certainly a bloody affair, which we have come to expect. I would say by turn 10 most of the warbands were pretty much out of it.
Looking forward to our next game in July!