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Scenario 3: Infernal Portals (Mid Game Scenario 1)

In parts of Corvis, the decay of the city accelerates beyond nature’s capacity to reclaim. In one
portion, the swamp has begun to return in force, the waters no longer drained away by the
blocked aqueducts and silent pumps. The fetid waters ferment and mix with the pollution of the
wreckage, forming acidic traps for the unwary. The denizens of the crumbling metropolis refer to
these places as Sink Traps, commonly shortened to “Traps”, and stay as far away as possible.

Or, at least, they usually do.

The sky rending and revealing the multi-hued air of the hellscapes beyond was the first
indication that something had gone horribly wrong. Veterans of the Infernal war quaked in fear,
sounded the alarm, or laughed in twisted glee. They knew that sight, they remembered the
stench of the gates. Some, too, remembered the terrible power that they had granted to
seemingly ordinary men. Others saw the faces of their friends and brothers flash before their
eyes lying broken on the field.

“Gruminard opened a gate in the Traps!” someone cried. “The end is upon us, flee while you
can!”

Warbands who had been hot on the trail of the escaped eldritch tomes understood better than
others what had occurred, the knowledge weighing like stones on the necks of some and
dancing with glee in the stomachs of others.

Some ran away, far away, anything to escape the terror they knew must be coming. Others ran
towards the beacons of eldritch light. Some went to close and end, while others...others went to
embrace the power they knew was there for the taking.

Scenario Size: 70 Roster Points, 1 Leader

Win Condition: Accrue 15 Infernal Power OR close all three Infernal Portals. Players may
not flee from this scenario.

Rewards:

Regardless of which route, the winning player draws a major loot card from the loot deck.

In all cases, the losing player gains 20 roster points and 10 gold pieces. Players roll a d6 for
each treasure token held by friendly models at the end of the game. On a 1, draw from the
minor loot deck. On a 2-5, draw from the medium loot deck. On a 6, draw from the major loot
deck.
Infernal Power Route:

Winning:
If the winning player harvested 15 infernal power, they may select a major contract from the
infernal contract deck for their Leader. That Leader may ignore the cost of the contract and does
not lose access to the contract at the end of the contract’s normal duration or when the leader
dies.

Additionally, when models that the player controls die, they may draw two infernal contracts for
that model and choose whichever they prefer for the remainder of the campaign.

Losing:
If the losing player accrued at least 5 Infernal Power, their Leader chooses a minor contract
from the infernal contracts, ignores the penalty, and always has access to the contract for the
rest of the campaign. Additionally, models in that players’ warband always accept Infernal
Contracts when they die.

Closing Portals Route:

Winning:
If the winning player closed all three Infernal Portals, they may choose to accept a Path of
Divinity initiation for their leader. These paths are listed below. Models that already have a
Morrowan, Thamarite, Menite, Dhunian, or Torukian tag lose that tag if they decide to accept a
different path of divinity. If the leader model in this mission has already accepted a path of
divinity, it advances to the next rank in that path. In addition, the winning player gains 20 roster
points and a treasure card from the major loot deck.

Initiate of Morrow: This model becomes a Morrowan model. While in this model’s command
range, friendly Morrowan models gain +1 DEF and +1 ARM.

Initiate of Thamar: This model becomes a Thamarite Model. This model gains stealth, parry,
and reposition 3. Additionally, Thamarite models in this model’s command range may reroll
attack rolls. Each attack may only be rerolled once as a result of Initiate of Thamar.

Initiate of Menoth: This model becomes a Menite model. This model gains Righteous
Vengeance. Additionally, this model gains the Vent Flames rule.

Vent Flames: Once per scenario, this model may use Vent Flames at any time during its
activation. Models within 2 inches of this model suffer a POW 12 fire damage roll and receive
the Fire continuous effect.
Initiate of Dhunia: This model becomes a Dhunian Model. This model gains Shield Guard.
Friendly Dhunian models in this Models’ command range gain +2 ARM.

Initiate of Toruk: This model becomes a Torukian model. This model gains a RNG SP10 POW
12 Fire damage type, continuous fire ranged attack and becomes RAT 6, unless it has a higher
RAT value. Additionally, this model gains the Press Forward [Undead] ability.

A winning player who closes three Infernal Portals may also choose none of the three paths and
instead gains 30 roster points, 50 gold, and 2 treasure cards from the medium loot deck as
other warbands celebrate the closure of the portals and toast the success of their saviors.

Losing:
If the losing player closed at least one Infernal Portal, they may choose one of the Paths of
Divinity for their leader model.

Scenario Set Up:

Place 3 3 Inch AOEs and 6 treasure tokens as indicated below. The AOEs are Infernal Portals.
The central AOE should be on top of the tallest obstruction on the table, and the other two
should be screened from view from the deployment zones by obstructions. Infernal Portals are
hazards that deal 1 point of fire damage to any model entering or ending their activations inside
it.

A model is considered to be contesting a Portal if it is within 1 inch of it and on the same


elevation. Unlike most objective tokens, a model may only interact with an Infernal Portal once
per activation.

1) Gain Power: A model within 1 inch of an Infernal Portal and on the same elevation may
interact with the Infernal Portal once per turn to gain an Infernal Power token. A model
may hold any number of infernal power tokens. When a model is knocked out, it loses
half the power tokens on it rounded down. When a model holding Infernal Power Tokens
is boxed while bloodied, it automatically dies and accepts an Infernal Contract and its
power tokens are lost.

2) Attempt to Close: A model within 1 inch of an Infernal Portal and on the same elevation
may interact with the Infernal Portal to attempt to close the Portal. To do so, the model
rolls 2d6 and adds their strength score. If the total is 12 or higher, the check succeeds.
Models suffer -1 to this check for each enemy model contesting the Portal and gain +1 to
this check for each friendly model contesting the portal.

If the check succeeds, the player gains a success token on that Infernal Portal. An
Infernal Portal with 2 success tokens from an individual player is closed and the AOE is
removed from the table.

Both Players Trying to Close Portals: If both players indicate that they are closing portals,
they may work together to do so. In this instance, the following happens:

At the end of the maintenance phase every round, roll a d6 for each infernal portal. If the result
is a 1 or 2, place a Foreboder Lesser Horror centered in the portal. If the result is a 3 or 4, place
a Lamentor Light Horror centered in the portal. If the result is a 5 or 6, place a Soul Stalker
heavy horror in the center of the portal.

If the Horror summoned through a Portal is still in play at the beginning of the next round, the
Portal does not summon a new Horror during the maintenance phase.

The Horrors ignore damage from the Portals and activate before either player at the beginning
of the activation phase. They charge the closest player controlled model and make all of their
initial attacks. The horrors ignore climbing and falling checks and do not pay tithe. Horrors are
not warrior models and therefore receive damage as per normal Warmachine game rules from
attacks. Charge damage rolls against Horrors are boosted. Horrors have boosted attack and
damage rolls.

Players may not close a Portal if a Horror is within 10 inches of it. Players must succeed twice
total to close a portal instead of the usual twice per player.

Win Condition: Close all three Infernal Portals, defeat every horror on the table.

Rewards: Same for both players as if they had won or lost by closing the Portals.

Link to a pre-built map: https://wartable.online/games/-MReqPsjMifcpAjM6fwP/copy

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