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Gas Giants IB2: Fend Off The Attack None
Gas Giants IB2: Fend Off The Attack None
Gas Giants IB2: Fend Off The Attack None
Requirements: None
Goal : Fend off the attack
Introduction : You are landed on a small orb in a tight cluster linger around you, ready to help you navigate
You drift across the surface of the gaseous of five. Among the spheres of gas, hundreds through the system of orbs.
sphere, following the strange lights. Soon of white lights dance around, flitting from
after, the lights ascend, floating toward a place to place. As you collect your bearings,As it draws close, the sea of black also
different sphere in the distance. You are you notice a sea of dark shapes approaching converges into distinct shapes—various
about to call out when another swarm of in the distance. armies of black lights, formed for specific,
lights surrounds your body and lifts you up. murderous purposes. Divine or not, your
“Our oppressors draw near!” the lights say. only option now is to fight.
With a glowing aura, you begin to fly through “You have arrived just in time, and we have
the storm, keeping close to the purple orbs to faith that the Great Storm will keep us safe
avoid the lightning. As you travel, the lights through your strength!”
begin to speak into your mind.
In preparation for the attack, g h
“We are at war,” the lights begin. “No sooner the white lights on each planet
than when we prayed to the Great Storm for gather into groups to attack as
aid, you did fall from Its divine maw into our coordinated armies. Some lights still
presence.
d f
Maps :
c C1a
C2b
D1a
D2a
M1a
a b
Optional
Maps :
G2a
N1a
Section 2 Special Rules : Move map tiles C1a and C2b two
Replace all Vermling Scouts with Ancient hexes to the right.
An End in Sight : Artilleries of the same type (normal or elite)
Roughly half of the remaining forces descend. and retain all damage and status condition
You can see clouds once again behind the on the monsters. Section Links :
mass of darkness. You draw a few ragged At the end of the tenth round, read section
breaths. Maybe you can make it through this. Spawn Vermling Scouts at b , d , e , 5 on page 3.
Maybe. f , and h . All spawns are normal for 2
characters, spawns at b , d and h are
elite for 3 characters, and all spawns are elite
for 4 characters.
2
Gas Giants
“Our foes will not relent so easily,” the lights Special Rules :
say. “Prepare for a bitter, drawn-out battle.” Replace all Vermling Scouts with Rending Special Rules :
Drakes of the same type (normal or elite) and Spawn Rending Drakes at a , c , and
retain all damage and status condition on g , and spawn Ancient Artilleries at
Special Rules : the monsters. Also set up new monsters on b and h . All spawns are normal for 2
Replace all Vermling Scouts with Rending the C2b map tile as shown. These monsters characters, spawns at c and h are elite
Drakes of the same type (normal or elite) and will not act until the following round. If a for 3 characters, and all spawns are elite for
retain all damage and status condition on figure currently occupies a set up monster’s 4 characters.
the monsters. Also set up new monsters on designated space, set them up in the closest
the C1a map tile as shown. These monsters empty hex instead. Move map tiles C2b, D1a, and D2a two
will not act until the following round. If a hexes down and to the left.
figure currently occupies a set up monster’s
designated space, set them up in the closest
empty hex instead. Scenario Goal :
When all enemies are dead, read section 6
below.
Section 6
Conclusion :
With the last of the armies routed, the
remainder of the black wisps of light
retreat back into the storm.