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King of the Hill Scenario for Playoffs Print E-mail
Comic Emporium News - Breaking News
Written by Jason   
Thursday, 01 October 2009 08:02

Scenario Type - King of the Hill

Board Setup - The board will be 4x4 using the Citadel Realm of Battle game board, with the hill situated to the center of the battle mat. There will be one terrain feature in each corner, and one terrain feature in the center of the board.

Deployment - For round one, after determining teams at random, all players will roll a dice. The side with the highest total chooses to go first or second. The side that goes first selects one opposing set of corners as their deployment zones. (Either 1 and 2 or 3 and 4). The players then choose which of them will deploy to which zone, and proceed to deploy troops as normal. Once they are deployed, the other team must deploy into the other set of deployment zones, with one player taking each deployment zone.

For round two, the players will roll off and the winner may choose to go first or second. The player who goes first selects one corner (1, 2, 3 or 4) to deploy into and deploys their forces. The other player then deploys forces into the opposite deployment zone.

The deployment zones are 18" from the players corner. Units must be deployed at least 18" away from all enemy units.

Special Rules - Deepstrike, Infiltrate, Scouts, Seize the Initiative and Reserves will all be in effect for this scenario. Outflank will not be in effect. The 'Wipeout!' victory condition is in effect.

Retreat - Units forced to fall back will do so towards the nearest portion of table edge that is inside their deployment zone.

Turns - The game lasts 5 turns, at the end of turn five roll to see if the game continues as per standard missions.

Objective - At the end of each turn, count the number of scoring units entirely on top of the 'Hill' (The hill will be the entire raised area) in the center of the board. Each side will score one point per scoring unit on the hill. At the end of the game, the side with the most points will be declared victorious. All standard definitions and restrictions on what counts as a scoring unit apply.

 

 
Site's Back! Print E-mail
Site News - Announcements
Written by Jason   
Wednesday, 16 September 2009 05:39

Title says it all, the site is back and mostly functional. The Gallery doesn't work at all, but I'm thinking of dropping it anyway.

I'm not sure how secure it is, but I'm really hoping the hackers will just leave us be since they only affect like, 10 people when they mess with my site anyway. :P

 
Absalom Primer - Part 1 Print E-mail
Roleplaying Games - The Chronicles of Golarion (Pathfinder)
Written by Kaeros Darkfyre   
Monday, 31 August 2009 06:58

The Inner Sea, The Isle of Kortos and the Flotsam Graveyard

The first sight that most behold on the journey to Absalom is the immensity of the Kortos Mounts, among the tallest mountains in the known world, with the enormity of Arazlant Mox soaring over five miles into the sky. As the wind and waves carry their vessel closer, the approach to Absalom serves as reminder that while the city of Absalom is their destination, the nation of Absalom extends far beyond it's walls, the two islands it claims as territory hiding secrets and mysteries all their own.

Approaching Absalom itself, visitors and immigrants will behold a strange sight as they approach the deep bay harbor that Absalom embraces, a graveyard of hundreds of ships, choked with sea plants and with masts and hulls rising above the surface of the water as a grim reminder of the fate of those who attempt to take Absalom by force of naval might. Indeed, they will have plenty of time to behold such a sight as they wait for the rowboat that ferries a native pilot to their ship so that they can safely reach the docks.

The Docks

The docks of Absalom give the first glimpse of the sheer enormity of the city itself, and indeed much of the city is visible as a ship coasts to its pier. There are at least thirty individual piers reaching out into the bay, allowing for scores of ships to be loaded and unloaded at the same time. Near the center of the docks an immense building pivots on its base, swinging a huge wooden arm out over ships and lifting tons of cargo into warehouse buildings that rise as much as fifteen stories tall nearby. Off to the eastern edge of the docks is even visible a working shipyard, at least for a single ship that lies partially constructed with workers crawling over it.

The noise of the docks is immense, and indeed, countless criers shout out the virtue of their patron's shop or goods, while workers by the scores load and unload ships and throngs of people press and mill about on their way into, out of or simply through the city. It's a place where one doesn't linger long if they aren't a sailor and have any sense about them, and most of the foot traffic heads northward into the city.

The Coins

It is said by many that if it can be bought, you can buy it in Absalom, and if it can't be bought you can probably still find it for sale there. The Coins is teeming with life no matter the hour of one's arrival, and positioned due north of the docks is the overwhelming second step into Absalom for many. The taverns here never close, and no matter the hour you can find countless shops open selling every sort of good known to Golarion. To the east, a raised plateau skirts the edge of the coins, known as 'Misery Row' where even life is for sale in the form of slaves. Criers wander the streets announcing the hour every hour, and an immense bazaar of tents and pavillions forms the center of the district, with enough coin to fund several armies changing hands on a daily basis.

General Impressions

As one begins to move about even the first few districts of Absalom that they are exposed to, the sheer enormity of the city can be daunting. You're certain that you've seen at least five separate walled keeps within the city, and numerous clusters of buildings so grand that they could only be described as palaces. Beyond that, you long ago lost count of how many large manor houses you've seen, many of them with small walls to keep the common pedestrians at bay. 

It's not just the enormity of the city that is striking though, you've seen races and creatures that you'd never encountered before in your entire life. Oh, certainly there have been countless elves and dwarves, gnomes and halflings, as well as half-elves and half-orcs mixed among the crowds, but there have been other creatures wandering about the streets as well. A pavillion where short, bird-headed humanoids hawked their goods, strange creatures that looked like cats walking upright examining fine silks at a stall, even once what looked like a minotaur with pale white skin.

One saving grace is that you've had no trouble with your coin as you might have in other countries, no matter the nationality of your coin it's accepted (even if a few vendors might set it on a scale first to check the weight in some purchases) without discrimination.

 
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