Menelaos and the Fishman
"We with a cry sprang up and rushed upon him, locking him in
our arms, but the Old Man did not forget the subtlety of his
arts. First he turned into a great bearded lion, and then to
a serpent, then to a leopard, then to a great boar, and he
turned into fluid water, to a tree with towering branches, but
we held stiffly onto him with enduring spirit."
The Odyssey, iv.454-9 (trans., Richard Lattimore)
The heroic Menelaos has been stranded with his crew on the
island of Pharos, off the coast of Egypt. Food supplies are
running low, and the men fear they will die. But the
beautiful sea nymph Eidothea takes pity on them and tells
Menelaos what to do: If he and a few of his men can best her
father, Proteus, in combat, he will tell them how to escape
the island and sail home to Lakedaimon. It won't be easy!
Proteus, the Old Man of the Sea, is a powerful shapeshifter.
But Menelaos knows a few tricks of his own.
Setup
Player 1 (Menelaos and two of his crew) sets up first. Place
Menelaos and two crew members anywhere on the map. Player 2
(Proteus) then starts anywhere on the shore of the lake (the
land hexes adjacent to the lake). Proteus is a fishman
thaumaturge with full hit points. Menelaos is a human
magician, but has 15 hit points. His crew are non-wizards,
and have 4 hit points each. Both wizards have full
batteries.
Special Rules
Proteus can't use any spells, but can transform normally,
except that he can't leave the ground. He can change to a
form with air movement, but can't use it.
Menelaos can't transform, but can cast spells, and can use
the new spells in the list below. He has +1 added to each
attribute (Attack, Defense, Reflex) and moves at 4L/1S (like
all good Greek heroes).
Crewmen are just normal sailors, and cannot use any magic at
all no spells, no transforming, and they don't have any
charge or battery attributes.
Weapons. Menelaos and his crew all start the scenario armed
with sword and shield. These are standard-issue nonmagical
weapons, but behave like their magical counterparts in
combat. If an armed person takes damage from an attack, roll
1D6 for each item held; on a 1-2 he drops the item. Dropped
items stay in the hex and can be picked up by spending
1MP.
New Spells
Interfere. Moves the target wizard's form counter one circle
in any direction. Range: 3 hexes. Cost: twice the cost of the
path the target moves down, regardless of which way the arrow
points.
Stasis. The target wizard cannot transform next turn, though
they gain power and pay for maintenance normally. If the
wizard can't pay the maintenance, they lose all points and
drop down to the node creature of the kingdom they're in, or
to their home node if they start on a one-node kingdom.
Range: 2 hexes. Cost: the charge amount of the target
wizard.
Telekinesis. Moves target wizard one hex on the mapsheet.
Ignores terrain. Range: 5 hexes. Cost: 4 points.
(Spells provided by Bruce Glassco, PhD, and Bill Seurer.
Thanks, guys.)
Victory
Proteus wins if he kills the three humans. Menelaos' side
wins if they defeat Proteus i.e., reduce him to 0 HP. He
won't die, but he'll give up and tell them how to get
home.
|