Hunt for Arcanite - weekender '22 campaign
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Note: this was made using the first version of the second edition rulebook. All scenarios in this campaign are described in the book. This campaign was made to show how one can string together existing scenarios to make a story of them.
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Hunt for arcanite
Arcworlde weekender 23
Gaming campaign
All players bring a warband worth 350 gold. They also need a model that can be used as a VIP/hired sword.
These war parties are in search of lost powers in the Mildaark forest. Players are randomly drawn into pairs that matchup for the first game. In successive rounds, the winners face off against other players that won their previous games. Keep track of who has faced off against each other.
Objective control
The first model to touch an objective takes control of it. They do so until they move away from it, are knocked prone, killed or pushed away from it. To push a model away from an objective, the attacker declares they are doing so before they attack. If there are scored unsaved wounds, push the defender 1" away from the objective, but they take no damage. Arcanite need to be picked up as usual.
Game 1. Arcanite hunt
You are in charge of a party that has been sent into the depths of the Mildaark forest in search of arcanite. Either to harvest and bring it back to research, be fuel for magical artifacts, safeguard it from looters, sell it for profit or other objective of your masters. Even if it’s a vast area, the few locations containing the crystals are not empty. Just like the party you control, others too are drawn in by the flux emanating from the arcanite.
Played as scenario 1 form the rulebook, with the following exceptions.
Place five tokens in a pluss formation with one in front of either deployment zone and three along the center line. These center three are harder to break loose. A player needs to successfully make three easy feats, but only one attempt each round. However both players can work on the same token in the same turn. First to three successful attempts break it loose.
A player will drop any arcanite they have picked up if they are knocked out and can be stolen if they fall prone. The players only need to control the tokens to gain VP. The arcanite tokens gained in this game can be used later in the campaign, only once (unlike the ones bought for the warband). They can also be used in this game, but will then no longer gain VP.
Game 2. VIP
The warband returns to the camp, binding the wounds from the fight and tally up the catch. The crystals are big, but the bounty could have been much better, had not the others showed up. The next day as you get ready to search for more, you get no indications of where to go. It is as if all flux is gone. Even the crystals from last night emanate a weaker radiation. It’s a mystery beyond your knowledge. However you did come across a hermit a few days ago and he might help you on the right path.
Played as scenario 4 from the rulebook, with the following exceptions.
Both players are attackers and the VIP is neutral and moves like the "pray" in scenario 5. Players deploy up to 6" in along two connected table edges, but more than 12" away from any opposing character. The VIP is placed in the center. He is only allowed to share one normal move each turn, including Legg It. If players want to move him further, they can carry him by making a medium feet. If the VIP is let loose after being controlled, he'll move between turns and move around others characters keeping a 1" distance.
Both players must attempt to get the VIP back to the safety of their own deployment zone.
5VP is scored for getting the VIP to safety. 3 VP for controlling the VIP, but not bringing it back. 1 VP is scored for every table quarter a player controls, excluding the deployment zones. If a player brought the VIP to safety and won the game, they can field a generic sword for hire in the final game.
Game 3: Escape the Arcstorm.
As the night turns into daybreak, you wake up shivering with an unnatural fever. Slowly you realize that the lack of arcanite flux was not because the crystals were gone, because now it’s back at full force. It was the calm before the storm that's coming and it’s going to hurt. You need to seek cover and a magical one at that. The oldest trees in the forest and strange monoliths could provide such cover. The party quickly packs up and starts rushing through the forest. As you reach a clearing you see one site that might provide such cover, but you're not the only ones there.
Played like scenario 8 in the rulebook. Place an objective in the center of the board. All characters in base contact are safe.