Well, I wanted to playtest this prior to publish, but it seems that soon I will have (fortunately) a bit less free time thanks to a new job, so, by any chance, let's see the rough draft.
Design Premises:
1) This is a CtA map more than a laid out adventure to allow players to use whatever units they have.
2) I phrased perhaps strangely many rules, making it seems more complex than it really is. Sometimes Rulenglish come out a bit as Engrish from me, I apologize.
3) The middle line of the battlefield is dominated by three massive features - the big forest on West, the river in the central section and the hills-montains on East. I included a "secret passage" point of interest where troops can fast travel between two points far away on the battlefield. This, in the intention, will produce local (big) skirmishes, but having not playtested it yet I don't know if they will result more funny or if, instead, they will backfire on my design, producing too much clutter on maneuvering. What do you think?
4) One special Tie Breaker Condition, the possess of a named artifact to spice up things. I hope. Should make the battle longer.
5) The idea is to use the simpler set of Multiplayer rules with some specifics on Heroes instead of Reluctant Allies to see if (partially) conflicting Heroes could make this mode of game shine on his own (many consider it the lesser stepchildren of Epic play, with good reasons)...
6) Speaking of which, the Map is designed to make Heroes bicker at least a little, to be the first to acquire a Treasure, so there are some "Gamer types" which could influence the outcome and pleasure of the battle. The ideal probably is the "Funny Powerplayer" who likes to build up his roleplay Hero and is egotical and diabolical in that sort of way which make all the players laugh at his dirty nastyness. The "Pure Powerplayer", instead, could ruin it, on the contrary. The overly competitive or strongly collaborative gaming group could make the conflict harsher or too bland, too. Let's work to make it suit every taste.
7) The setting is a radical blending and not too much respectful, too, of history and folklore. See this for a fascinating figure, exemplar of Mediterranean legends... en.wikipedia.org/wiki/Pope_Sylvester_II . Primaluna (which, in Italian, roughly sounds like FirstMoon) is a real location near Lecco, and the birthplace of Della Torres' family. Awe evoking name, never been exactly there, actually, even if I'm not to far from there IRL.
The meat:
Realized with http://www.battleloreadventure.com/
Background:
December 21, 1262
After the death of Lungisguardo, farseer and necromancer, the new Archbishop of Milan, Ottone Visconti, resolved to lead a force of purification against the horrors yet lurking in the depths of the sorcerer's fortress, Rupeferro. Not all the intentions of Ottone were good and pious, however, because great treasures lied in the deep darkness of the dungeons: especially the Living Bronze Head, a mysterious golemish artifact once possessed by Silvestro II, The Mage Pope, capable of predict the future. However, the reckless and infamous Della Torre, rivaling in power the Visconti's family, and historically allied with the dead Lungisguardo, had the same intention, and greedy adventurers flocked under one banner or the other, granting their loyalty, above everything, to their share of the loot...
Briefing:
Pennants play as Della Torre, Standards play as Visconti
Victory:
Decisive: 9 banners + possession of the Bronze Head of Innocenzo II at game's
Marginal: 9 banners
Capture of Rupeferro's Castle (Stronghold Hex) counts as one victory banner as long as a camp occupies it.
Possessor of the Bronze Head of Silvestro II at game's end is considered the Supreme Winner of the adventure. See special effects of Rupeferro's Castle for further informations.
Special Conditions:
OPTIONAL: Battle Savvy rules. Your choice!
The river is impassable except at bridges and fords.
Lore Masters Landmark rules are NOT in use.
Lungisguardo Evil Pentacle
Follow Graveyard rules . Place three Chest tokens on the Pentacle hex. A hero may search for hidden treasure in the Pentacle hex (Quest). A hero on the Pentacle at game's end receives an artifact.
Rupeferro's Castle
Treat as Stronghold, with the following exceptions: the Camp which benefits from the Stronghold morale boost is the camp actually occupying it. Do not discard a command card from your opponent hand while you're occupying the Stronghold. Place three Chest tokens on the Stronghold hex. A hero may search for hidden treasure in the Stronghold (Quest). A Hero on the Stronghold at game's end receives the Bronze Head of Innocenzo II; if there is no Hero on the hex at the end of the battle, the artifact goes to the Camp whose unit is controlling the Stronghold - assign it as a ransom; if no unit occupied the Stronghold at game's end, at last, treat the Head as a ransom for the winning camp.
Rupeferro's Secret passage
Treat as Rogue's Den - Secret passagge Hexes, but both camps can benefit from their special effect. V
VARIANT House Rules:
Multiplayer Battle with Heroes (aka Dashing Heroes) , for 3-6 players - NOT Reluctant Allies!
A player has always complete control of his Hero and any unit for which he acts as a Leader (the Hero "requisites" the unit). When a Section or Tactic card allows to order the Hero, the player has always the right to order it, even if the player in charge of the section's command disagree. Use an alliance marker to signal the unit who'll receive the order. When more Heroes are eligible, Section's player's can choose who will act first.