Passwords for this scenario are available from either the Laddermaster of the Fantasy General Website (nvayn@chesco.com) or the Abaddon at the Fantasy General Website (hillsp@sghms.ac.uk). This scenario remains balanced mainly through the rules which are set out below. The author would advise that the more experienced (or highest ranked) player takes Player 1 Magnus Demonarm as the scenario requires a good strategy from player 1 in order to allow him a chance of victory. Also, the author would advise those wishing to play this scenario against more than one player to take player 1 as it is very easy to win this scenario as player 2 when you are ready for the surprises player 1 has. The author has a text file documenting the historical outcome of this battle available to those who wish it, however, you should play the scenario at least once before reading this as it reveals much which is crucial to the game's interest and viability as a challenge. To receive this historical outcome file, e-mail hillsp@sghms.ac.uk or nvayn@chesco.com and we will reply as soon as possible. Of Magnus Demonarm and Amal the Beast Of all the great generals that fought against the oppression of the Shadowlord, Archmage Krell was perhaps the least likely and most surprising. Having lived a scholarly life in the city of Ra, rarely leaving the famed wizards college or the nearby libraries and philosophy schools, he first came to fame whilst serving beneath Knight Captain Barselles in an early and initially ill fated skirmish at Drake Forge valley. The Knight Captain's army had been routed from the Valley by the Shadowlord's superior forces and Barselles himself was captured in the chaotic retreat. Krell, serving as a spellcaster at the time, rallied the remaining disparate forces of the army around the town of Brentwood launching a counter attack that briefly won the region for the Council. Summoned to report on his astounding turning of the situation and asked to explain how he had formulated his winning strategy, Krell informed the Council that he had long studied the history of the infamous evil mage Magnus Demonarm, often termed Master of The Dead through his skill in summoning and controling the undead. Demonarm had won a similar battle in the region centuries ago, and Krell, modelling himself and his strategy on the ancient Mage General had won the battle in a similar manner. The Council further tested Krell's strategic learning and installed him as a permanent general immediately and the rest we all know. The scenarios of Magnus Demonarm's known battles have since been included in the council's strategic training as prime examples of the many uses to which a skilled mage may put the units at his disposal. This first Scenario, fittingly, is that of the battle at Drake Forge Valley whose strategy first brought Archmage Krell to the Council's attention, which took place just as Demonarm was reaching the peak of his fame and skill. Magnus Demonarm had fought his way across the continent seeking the knowledge of the ancients said to be divided in vaults beneath the towns of Brentwood and Hoargrove such that possession of both would be needed to use the power. His violent passage had alerted Amal the Beast, a foul general infamous for his experimentation with corrupted beasts, particularly for his creation of the pestulant Plaguecats (perverted Lionmen whose poisonous talons were lethal even to the undead) and the ravenous Trollmounts (regenerating centaurs whose legendary lust for flesh fuelled their unholy healing powers) whose secrets are now thankfully lost. Seeking the powers of the ancients himself, Amal made a pact with Borg the Dreadnought, a Mechmaster and Engineer of dark renown at the time and their combined force massed to oppose the apparently weakened remnants of Demonarms forces. Demonarm had the advantage of reaching the town of Brentwood and forming a defensive position around it, whilst Amal lived in the certain knowledge his spies had provided him that his combined force was far superior to the charismatic and famous wizard. It was known that Demonarm himself searched the vaults of Brentwood, and that he had summoned The elementals Mrr'uk Magmaswimmer and Kral Earthshaker along with a demon known as Azgh the Thought Stealer to his aid, though their abilities were as yet unclear to Amal. Other than this only some chittering flying monkies and a few sporadic sitings of wraiths (shadows) had been reported in Demonarms possession, allegedly lead by a wraith lord named Gulzan, though only rumours of this entity could be gained. Amal split his force, taking a small army under his command consisting of plaguecats, Trollmounts, and support units including an attachment of Borg's spatterguns and his fodder slaves to hunt down game for his beasts to take and defend the nearby town of Hoargrove. The remainder of his army under Borg's command and including Borg's personal bodyguards, the twin Dread Golems Karg and Serk, massed in the Drake Forge Valley to launch an assault on Brentwood. For both sides time was an issue as the power of the ancients, according to legend, was accessable only during the week immediately preceding and the week succeeding the Vernal and Autumnal equinoxes and the Winter and Summer Solstices. The Vernal equinox has past and for either side to profit from the power they must hold both Brentwood and Hoargrove before the time limit set by the turns remaining. Further, unknown to Amal, Magnus Demonarm had a secondary objective. The evil Skull of Crang, long lost to the world of Aer had been discovered by Magnus sometime ago .... or rather half of the Skull. It had been seized by the Elven hero Loranus in a battle long since forgotten, and whilst Loranus did not have the power to utterly destroy the skull, his mighty sword was able to cleave the skull in twain. For safety's sake Loranus had taken one half of the skull with him and the remainder sent to a monastary of chaste monks for safe keeping. Unfortunately the evil of the skull corrupted the monks over the years and eventually the skull was taken by the now evil and corrupt brethren to the Temple of Mordoth. Magnus recovered Loranus' half when he looted his tomb some years past nad had since been seeking to reunite it with its twin. Now, just as his goal was near, he has learned that Amal has looted the second half of the skull from the Temple of Mordoth and has sworn to capture Amal in order to exact revenge. Objectives:- Magnus Demonarm seeks to capture the town of Hoargrove whilst holding Brentwood. Further Amal must be captured (killed) so that Magnus may use the skull of Krang. Amal seeks to capture and defend the town of Hoarwood whilst simultaneously launching a massive assault on Brentwood. The capture of Magnus Demonarm may bring many benefits to Amal and is to be sought. Scenario rules:- (NB These rules can be ignored if you find them too complex. They are provided merely to enhance the historical flavour of the game beyond what the units and game provide as bare bones. Playing without these rules will probably make the scenario much less interesting.) Each side has a large amount of gold for reinforcements. However, this *CANNOT* be spent unless both Brentwood and Hoargrove are in that player's possession. This gold represents the unleashing of the power of the ancients rather than recruitment money, and as such there are restrictions on what may be bought with it. Whilst the units (excluding heroes) on the map initially are no more than MUG 3, reinforcement units may be of any grade. Magnus Demonarm may purchase any Magical or Undead unit up to and including grade 5 (this includes heroes of Magical race or Undead, though such heroes should be renamed, use your imaginations) with his 1500 gold, but only when both Brentwood and Hoargrove have been claimed. (At the beginning of this game both Brentwood and Hoargrove are red in colour and technically belong to Magnus. Only Brentwood is considered *claimed* by Magnus, however, until such time as he can enter a unit into the town, which will almost certainly have been claimed by Amal by the time Magnus can reach it. Amal the Beast may purchase any Beast or Mechanical unit up to and including grade 5 (this includes heroes of Beast or Mech race) with his 1500 gold, but only when both Brentwood and Hoargrove have been claimed. (At the beginning of this game both Brentwood and Hoargrove are red in colour and technically belong to Magnus. Only Brentwood is considered *claimed* by Magnus, however, until such time as he can enter a unit into the town. Amal ought to be able to claim and defend Hoargrove before Magnus' units can reach it, if he chooses to do so) Skull of Crang:- Both the Magnus Demonarm and Amal units are equipped with the skull of crang item. However, neither may use the skull until the other has been captured (killed). ie only one of the two units may use the skull, that being the one who survives longest. Death/capture of heroes:- Magnus Demonarm:- The death of Magnus will be catastrophic to his forces. In addition to providing the enemy the use of the skull of Crang, once Magnus is killed any Magical unit that becomes broken on Magnus' side must be disbanded as it flees the battlefield refusing to fight on. All undead (except wraiths which follow Gulzan) must be immediately disbanded as they are animated purely through magnus' power and will. Further Magnus is not called Demonarm without reason, his left arm sports the foul Nemesis tatoo, a mystic ink imprint of a black snake which will crawl from the mages remains or captured person and strike dead those involved in his destruction. The last unit to attack Magnus when he is destroyed must be instantly disbanded, be careful whom you attack with, Gulzan The Wraith:- Should Gulzan be destroyed, all wraiths on Magnus' side must be disbanded as they fight only at Gulzan's side. Azgh the Thought Stealer:- Should the demon Azgh be forced from this world, his passing will leave a wave of confusion and fear in his wake. Any unit, friend or foe, within three hexes of Azgh when he 'dies' must flee in a straight line away from the hex in which Azgh was lost on both of its next two moves. If the unit reaches the edge of the map in these moves it is considered to have fled the battlefield and must be disbanded. Amal the Beast:- The loss of Amal will be catastrophic to his army. Not only will the opposition gain use of the skull of Crang, but any beast unit on his side which becomes broken must be disbanded as it flees the battlefield. Further the beasts become disoriented without their master and are not disciplined enough to rest or recruit. Beast units must move and/or attack each turn once Amal has been lost. Borg the Dreadnought:- Should Borg be destroyed, his bodyguards Karg and Serk the Dread Golems are immediately disbanded and Mech units may no longer rest or recruit. Further mech units which become broken must be disbanded.