JEWEL OF LUSTRIA

Jewel of Lustria

III · Crossing the Jade Vein

Scenarios

Scenario III: Crossing the Jade Vein

Rival expeditions battle for a vital bridge while daring companions chase treasure across deadly stones

Guided by the star charts, the expeditions push deeper into the jungle until they reach a massive river known among explorers as the Jade Vein.

This immense waterway cuts across the region for miles in both directions. Marching around it would delay an expedition so badly that rivals would almost certainly reach the Jewel first.

The only option is to secure a crossing. At this stretch of the river, an ancient stone bridge still spans the current, though time, flood, and neglect have left it in a dangerous state. One force bold enough to seize it may pass deeper inland. One careless enough to destroy it may lose everything.

Yet the bridge is not the only temptation here. The river has claimed many lives over the years, and on half-submerged stones near the crossing lie the visible remains of earlier attempts: shattered chests, dropped satchels, and valuables stranded just above the torrent.

To reach these prizes, a warband must send one of its boldest companions hopping stone to stone above the rushing water while the rest of the unit waits helplessly on the bank. Sometimes both sides reach the same prize at once, and the fight for it becomes a deadly duel fought on slick, uneven footing.

Thus the battle for the Jade Vein becomes more than a struggle for ground. Expeditions must hold the bridge, guard against disaster, and decide whether greed is worth the lives of their finest warriors.

Scenarios

Scenario III: Scenario Rules

Objectives, rewards, and end conditions

Victory Condition

The player who controls the bridge when the battle ends wins.

If that player's Unit Strength around the bridge is at least double that of the opponent, this counts as a Decisive Victory.

Battlefield Setup

Place a river so that it divides the battlefield into two approximately equal halves. The river should be approximately 12" wide at the crossing point. Place a bridge in the middle of it.

The bridge should be at least 4" wide and 12" long, spanning the full width of the river at that point.

In addition to the river and bridge, place terrain to represent the dense jungle pressing close to the crossing. A good battlefield for this scenario typically includes 1 Ruined Rise, 1-2 Mysterious Jungles, and a small amount of scatter terrain such as broken masonry, abandoned packs, snapped ropes, or half-rotted expedition debris.

Place 2 River Stone markers in the river, one on each side of the bridge. These represent stranded treasure visible above the torrent.

Deployment

Randomly determine which side of the river each player deploys on.

First Turn

Roll off as normal. The player that finished deploying first receives +1 to this roll.

Game Length

At the end of each round, beginning with the fourth, roll a D6 and keep a running total of these rolls. When the total reaches 10 or more, the battle ends.

Controlling the Bridge

To determine which player controls the bridge, calculate the total Unit Strength of all models on the bridge or within 1" of it.

The player whose total is higher (and at least 5) controls the bridge. Any models in the river do not count.

Bridge Collapse

If a player's action causes the bridge to collapse, that player immediately loses the battle (and their opponent earns a Decisive Victory).

River Stones Treasure

Each River Stone marker contains guaranteed treasure.

Each Treasure token recovered from the River Stones grants 1 Loot after the battle.

Rewards

Result Reward
Decisive Victory 2 Glory + 1 Loot
Victory 1 Glory
Draw / Defeat None

Note: Unit Strength

To determine Unit Strength, simply count the number of models currently in the unit and multiply this by the Unit Strength per model as shown on the following table:

Unit Type Unit Strength
Infantry 1 per model
Monstrous Infantry 3 per model
Swarms 3 per model
Cavalry 2 per model
Monstrous Cavalry 3 per model
War Beasts 1 per model
Chariots 5 per model
Monsters Equal to the Wounds on their profile (W)
War Machines Equal to their remaining Wounds

Scenarios

Scenario III: Terrain Features

The Jade Vein, the bridge, the river stones, and the Ruined Rise

The Jade Vein

The river is effectively impassable terrain to most troops.

Aquatic units, and units with an applicable Strider rule, may move through the river. However, the Jade Vein is so violent that such units gain no protection from Strider while within it.

Any unit capable of moving into or through the river must, when doing so, take a Dangerous Terrain test. These tests are failed on a 1-2. If the unit is moving fast (marching, charging, fleeing, pursuing, overrunning, or making a compulsory move), they instead fail on a 1-3.

A unit that ends its move in the river must immediately take an additional Dangerous Terrain test, even if it already tested earlier that turn.

The Bridge

Units cannot enter the bridge from its sides.

Any units on the bridge have soft cover, as the raised span, broken stonework, and limited angles of fire make it difficult to draw a clear shot.

Collapse Risk

The bridge is ancient and unstable. When any of the following occurs on the bridge, make a Collapse roll:

A war machine hits a unit on the bridge; a template weapon touches the bridge; a Monster ends a charge on the bridge; or a Flying Monster lands on the bridge.

Roll a D6 and add the bridge's current Structural Damage.

On a 1-4, there is no effect. On a 5-6, the bridge weakens and its Structural Damage increases by 1. On a result of 7+, the bridge collapses.

River Stones

A unit in base contact with the riverbank may attempt to claim a River Stone. Only a Companion may move onto the stones. For this purpose, a Companion means a unit champion or a character, including the Expedition Leader.

While a Champion is on the stones, its unit may not move. It is committed to the attempt until the Champion returns or is removed as a casualty.

Deadly Crossing

Each time a Companion moves across the stones, it must take a normal Dangerous Terrain test.

If failed, the Companion is removed as a casualty and any unclaimed treasure remains on the stones.

Duels on the Stones

If opposing Companions meet on the stones, they must issue and accept a challenge.

Models on the stones are treated as being in base contact only with other models on the stones.

Precarious Footing

Models fighting on the River Stones use their Initiative instead of Weapon Skill to determine To Hit rolls.

Any natural roll of 1 To Hit made by a model fighting on the stones requires that model to immediately take a normal Dangerous Terrain test.

Retrieving Treasure

A Companion that reaches a River Stone marker may claim its treasure at the start of their turn.

The treasure must then be carried back to the river bank. Once returned, it is considered to be fully retrieved.

Ruined Rise

The Ruined Rise is a hill crowned with ancient or unusual features. Roll a D6 on the following table to determine what kind of Ruined Rise is present:

D6 Ruined Rise
1 Anvil of Vaul
2 Scree Slope
3 Temple of Skulls
4 Arcane Ruins atop a hill. Replace the usual 6" radius with units in contact with, or atop, the hill.
5 Blessed Bulwark atop a hill. A unit fully atop the hill counts as defending the wall.
6 Acropolis of Heroes atop a hill. Place a building or enclosed walls on the hill; it may be garrisoned. Replace the usual 6" radius with units in contact with, or atop, the hill.