*
Welcome, Guest. Please login or register.
April 18, 2024, 11:02:51 PM

Login with username, password and session length

Donate

We Appreciate Your Support

Recent

Author Topic: New Missions and ideas for Frostgrave  (Read 13103 times)

Offline Urquhart

  • Bookworm
  • Posts: 75
New Missions and ideas for Frostgrave
« on: November 03, 2015, 06:43:25 PM »
Of the things I like about Frostgrave one it’s that being so “open” can invent many things as you want. Inspiration can come from other books, movies, anything ... including his own book frostgrave as there are some background dispersed between rules.

In this thread will be posted a series of missions and special events that can be added when you want. of course, they have not been tested before ...

Note: English is not my mother language, so if there are errors, I apologize from now.

---------

THE POTION STORE
Quote from: The Fluff
…We’ve made a couple of runs on the old potion store, grabbing little frozen barrels before the blade-bats wake up. Of course the real fun is when you get them home and you have to figure out what they do. That’s just one more reason to take prisoners…

Set-Up
In the centre of the board, place four broken walls in a rough 12” square to represent the ruins of the potion store. Inside the ruins, place six treasure tokens roughly equal distance apart. Lay out the rest of the table as per the rules for a standard game.

Special Rules
At the start of any Creatures Phase, each miniature within the store receives the attention of the blade-bats. Consider it a shooting attack (the blade-bats are called for their sharp claws and wings more than their teeth) with a Shoot stat of +2, with no covers available.

Treasure and Experience
When rolling to determine the type of treasure, roll a die:
 1-10: d20x20gc, 11-14: 20gc, Potions (3), 15-18: 40gc, Potions (4), 19-20: 60gc, Potions (5).
There are no special experience bonuses for this scenario.

Prisoners Alternative: Your warband have to ‘figure what the potions do’. Each treasure token grants d20x10gc for the minor potions and licuor founded, and a bottle with strange liquid which doesn’t know its effects.

After checking the status of the miniatures that were knocked out, there is a difference. In this mission the members of any warband may not be killed (see Chapter 3: Injury and Death), just become unconscious. Keep track of whó ‘killed’ who. These were prisoners and will be object of experimentation. If you have more bottles than prisoners, you can use your own live warband members (constructs, demons and undead does not count)... but they may not end up very happy! After forcing them to drink, roll a die in the strange potion table. The effect is inmediate and should be noted in Wizard Sheet.

Strange Potion Table
d20 roll   Effect                         Duration      Potions also obtained
1-6         Death                        Permanent    -
7-8         +1 to Move stat         Permanent   Elixir of Speed (2)
9-10       -1 to Move stat          Permanent   -
11-12    +2 to Fight stat           Permanent   Potion of Strength (2)
13-14     -2 to Fight stat           Permanent   -
15-16    +1 to Armour stat       Permanent   Potion of Toughness (2)
17-18    -1 to Armour stat        Permanent   -
19          Restore health           Inmediate     Potion of Healing (2)
20          Restore health           Inmediate     Elixir of Life

If prisoners survives, you can sell them for 70gc each.

“Youth is not made for pleasure but for heroism” - Paul Claudel
New Missions and ideas for Frostgrave topic
Felstad's incursions topic

Offline monkeylite

  • Scientist
  • Posts: 456
    • Moedlhafen
Re: New Missions and ideas for Frostgrave
« Reply #1 on: November 03, 2015, 08:14:02 PM »
Cool scenario.

Presumably, you could not test the potions, but use them blind during the game?

Offline Mr Vampire

  • Bookworm
  • Posts: 96
  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #2 on: November 04, 2015, 05:34:15 AM »
A most excellent idea for a thread. Here's a scenario I've come up with.  :D

THE MOST DAZZLING PAIR OF PANTS

Fluff: "Among the rotted cloth and rags of the tailors store was a fine box, almost untouched by the ravages of time. On opening the box we discovered a most wondrous item of clothing, the most dazzling pair of pants ever sewn."

Set-Up
In the centre of the board, place four broken walls in a rough 10” square to represent the ruins of the tailors store. Lay out the rest of the terrain in a mutually agreeable layout.  Place one special treasure token inside the tailors ruins to represent the dazzling pair of pants. players then place two treasure tokens each as per a standard game.

Special Rules
On picking up the treasure from the tailors store, The Guardian of the Pants will activate. This is a wraith that will focus its attack on the holder of the special treasure token, then any nearby figure until the immediate area is clear of threats to the pants.

Any humanoid character obtaining the dazzling pair of pants may wear them. To do so the character must spend both their movement and action of one turn getting undressed (in front of anyone in line of sight!) and spend a second turn of both movement and action to put on the dazzling pair of pants. These actions do not need to be consecutive turns if the character is caught with his pants down and needs to run or fight, however at this time he is considered partially exposed, effectively giving a -2 to armor.

Optional rule: Any time the wearer of the dazzling pants engages in physically robust activity eg. combat, climbing, takes damage, etc. roll a die. On a 1-5 the pants are torn and the dazzling power is forever lost from them.

Treasure and Experience
The dazzling pair of pants grant the power of beauty to anyone wearing them. Treat this as casting the beauty spell as if from a scroll. This power may even be used by soldiers.  All other treasures are as standard.
There finder of the pair of pants gains 50 experience points.


Offline monkeylite

  • Scientist
  • Posts: 456
    • Moedlhafen
Re: New Missions and ideas for Frostgrave
« Reply #3 on: November 04, 2015, 08:28:03 AM »
That's pants.

Brilliant scenario, though.

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #4 on: November 04, 2015, 10:35:10 AM »
A DAY OF HUNTING

Quote from:  The Fluff
Your warband received a commission for a potentate of the city where your magic school is located. You have to send several animal kids for his private collection...

Set-Up
Lay out the table as per the rules for a standard game. Place treasure tokens as normal.

Special Rules
When any token is picked up, roll a die. On a 15-20, you have find the lair (or nest, warren, den, burrow…) of the objective’s creature. Immediately, one of the ‘parents’ leave from that point. Place it within 1” of the miniature who revealed the lair, directly in combat. It will take his actions in creature’s phase as usual. Also place 1d6 ‘children’ creatures in that point. When the lair is discovered, remove all other remaining tokens.

At the beginning of a turn, roll a dice. On a 15-20, the other ‘parent’ came for calls made from the lair. In any case, when the lair is discovered, the other ‘parent’ arrives immediately for any edge of the board (roll a dice to determine which one). This creature will not move in a random direction when no warband members are within 10” and in line of sight; it will moves to the lair by the shortest way to save their young ones attacking anyone founded on the path.

The lair have 1d6 ‘children’ creatures. They are so small and vulnerable that are collected as any other token as usual. One soldier only can carry one animal kid.

Treasure and Experience
The animal kids are worth 50gc each.

The skin of the bigger creatures are also valuable. Any figure that kills one of this ‘parent’ creature may spend an extra turn (a complete turn) to get the skin, which may be sold for 50gc after the game.

The wizards whose warband discovered the lair receives 50 additional experience points, and further 50 experience points are granted to the wizard whose warband manage to kill each ‘parent’ creature.

Offline monkeylite

  • Scientist
  • Posts: 456
    • Moedlhafen
Re: New Missions and ideas for Frostgrave
« Reply #5 on: November 04, 2015, 11:49:54 AM »
That looks fun. Maybe have the kids moving their full move in random directions every turn.

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #6 on: November 04, 2015, 10:58:40 PM »
THE TROLL AND THE BEAUTY

Quote from: The Fluff
…She was right there, frozen in the ice, naked as the day she was born, whenever that was. We were all ready to try and chip her out, for what good it would do, until that snow troll came crashing in on us…

Set-Up
In the centre of the board, place one “frozen” miniature (the beauty). Lay out the rest of the table as per the rules for a standard game. Four more treasure tokens should be placed on the board as per the normal rules.

Special Rules
When any miniature approaches within 6” of “the beauty”, roll a die. On a 10+, a Giant Snow Troll appears in random place. To determine where it deploys, roll a d20 and halve the result, that’s the number of inches. The place is determined with a direction dice. Inmediatly, Creatures phase starts, interrumpting the normal sequence of the turn. The Giant Snow Troll can take its actions normally but this creature will not move in a random direction when no warband members are within 10” and in line of sight; it will moves to protect ‘the beauty’ the shortest way.

Giant Snow Troll: Use Frost Giant stats but with 20 points of Health.

The “beauty” is encased on ice. The ice must be broken to release she. A miniature can use one action to fight. The ice has a Fight stat of +0. If the ice wins the fight, no damage is dealed. If the figure wins, the lady is free, but remains frozen. She may be collected as a normal treasure token.

The game ends when the frozen woman leave the board or all players have not miniatures left on the table.

Treasure and Experience
A wizard gains 100 experience points if his warband slays the Giant Snow Troll. Furthermore, the wizard receives an additional 50 experience point for his warband evacuate the ‘beauty’.

Treasure tokens are treated as normal. As the woman is unfrozen, roll a die in the table:

1-10--Dust to dust, ashes to ashes...: The long frozen body collapses into dust before your eyes. The only left are some ancient rings, earrings and necklaces. Treasure obtained: d20x20gc.
11-14--The Princess Bride: Some days ago a woman was kidnapped at the outskirts of the city. For rescue her, you get a reward. Treasure obtained: 150gc.
15-17--It’s a trap!: The woman is a vampire who was locked in an ice block before the Feldstad fall. She attacks a warband’s member before running away. Treasure obtained: None. Check the status of a random warband's member.
18-20--The Omega Woman: You have release the last survivor of a group of adventurers. she join your warband and show the hiding of the loot of her old comrades. Treasure obtained: One soldier of any kind, for free, and 2 additional treasure tokens.
« Last Edit: November 04, 2015, 11:13:13 PM by Urquhart »

Offline Geoffrey21

  • Student
  • Posts: 19
Re: New Missions and ideas for Frostgrave
« Reply #7 on: November 05, 2015, 01:12:50 AM »
These are really good.

Offline tyrionhalfman

  • Mad Scientist
  • Posts: 994
Re: New Missions and ideas for Frostgrave
« Reply #8 on: November 05, 2015, 06:05:57 AM »
Great ideas. Thanks for sharing

Offline thejustwisesage

  • Schoolboy
  • Posts: 6
Re: New Missions and ideas for Frostgrave
« Reply #9 on: November 05, 2015, 10:25:05 AM »
Liking your scenario thoughts, reminds me of one of my own

THE BEAUTY AND THE BEAST

Set-Up
In general, you should lay out the table as per the rules for a standard game, however, if possible, one half of the table should contain your worst scenery (e.g your most ruinous buildings, your most tattered trees, etc) and your best scenery in the other half (e.g your most complete buildings, your best trees,etc). [To a certain extent, it should resemble a ying-yang (The seeds of which will be explained below)]
Four treasure tokens should be placed on the board as per the normal rules.

Special Rules

In the centre of the"ruinous" area should be place a demon of beauty (the beauty) and into the centre of the "better" area should be placed a demon of horror (the beast), they will move as normal.

Demon of Beauty: Use medium demon stats  but with a permanent beauty spell (will target 12) on.
Demon of Horror: Use medium demon stats  but with a permanent Monstrous Form spell (will target 12) on.

Treasure and Experience

If the demons are killed, they bodies can be carried off the table as treasure.
Mages researching these bodies gain +1 to the casting of the appropriate spells (body dependent) in the future (by any means spell, scrolls etc) as they base their spell illusion on the demons natural form. 

Offline Fencing Frog

  • Scientist
  • Posts: 459
    • Fencing Frog
Re: New Missions and ideas for Frostgrave
« Reply #10 on: November 05, 2015, 12:58:13 PM »
Very interesting ideas here.

Offline Awesome Adam

  • Scientist
  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #11 on: November 05, 2015, 03:02:34 PM »
Lots of good ideas here guys, keep up the goof work.

Offline Darkson71

  • Mad Scientist
  • Posts: 665
  • Rolling 1s so you don't have to since '95
    • Home of the ARBBL
Re: New Missions and ideas for Frostgrave
« Reply #12 on: November 05, 2015, 03:03:58 PM »
*yoinked* them all.
Home of the ARBBL
"I survived the 525"

Offline thejustwisesage

  • Schoolboy
  • Posts: 6
Re: New Missions and ideas for Frostgrave
« Reply #13 on: November 05, 2015, 03:16:16 PM »
So many demons have wings but we don't seem to have rules to use them, thus
here's an idea that might work.
 
BATS IN THE BELFRY

Set-Up
A tower, at least 10" high, should be placed in the centre of the table. The rest of the table should be laid out as per the rules for a standard game, A special treasure token should be placed in the top of the tower. Four treasure tokens should be placed on the board as per the normal rules. Four Flying Demons start at the top of the tower.

Special Rules

Winged Demon: normal demon stats with wings

Wings: If a creature is said to have wings it doesn't fly per se but uses it wings to perform long jumps, thus a creature with wings can make it first movement as if using the Leap spell, however it still may perform another action if permitted.
[Note: the creature does not need to leap the full 10" if less would bring it into combat. If nothing is near the creature will move the full 10" in movement]
Additionally, if the creature falls from any height it may break it's fall using it's wings as if it is wearing a ring of slow fall.

Treasure and Experience
The special treasure token is worth a roll on the magic weapon/armour table as well as a normal treasure roll.

Offline PhilM

  • Assistant
  • Posts: 33
Re: New Missions and ideas for Frostgrave
« Reply #14 on: November 05, 2015, 07:03:00 PM »
Here is an idea I've been playing with taking some inspiration from video games...

THE SEALED VAULT


Set-Up

There should be a vault in the centre of the table, at least 6" to a side, the walls of the Vault are impenetrable and immune to all Spells and Magic Item effects, The vault has a ceiling that follows the same rules. Basically, its a locked, closed off room. Inside are placed two Treasure tokens and a Special Treasure Token

Each player rolls a d20, the highest scoring player places a Magic Ward Token (this should be a marker about 2" Diamater) within 9" of the Vault, then the second player places a Magic Ward Token, again withing 9" of the Vault but this one must be more that 9" away from the other Magic Ward Token.

The Vault has a door on one of its edges, this should be facing away from either players table edge.

3 more treasure tokens are placed according to the rules the Frostgrave Rulebook

Special Rules


Magic Ward Token: These wards are ancient protective spells, designed as very difficult to pick magic locks, a specific spell must be cast while standing on each at the same times. The Spell required was known only to the long dead Wizard who created the locks, luckily, thousands of years of magical interference and arcane-bleed has weakened them, its now possible for a Spellcaster to force the Ward open.

While standing on a Magic Ward, instead of casting a spell, a Spellcaster can pry at the aetheric energies of the Ward. The Spellcaster then makes a casting roll against a casting value of 18.

If they succeed then the lock is open until the end of the turn.

If the Spellcaster fails to pry open the lock, then they're better prepared for next time and reduce the casting value to pry open a Magic Ward by 2.

Locks: If both locks are opened by Spellcasters in the same turn then the Vault Door pops open so the vault can now be accessed through the door, the walls and ceiling are still invulnerable and immune to all Spells and effects from Magic Items though.

Treasure and Experience


A wizard who fails an attempt to pry open a Magic Ward: 25 XP (once only)
Successfully opening a Magic Ward: 100 XP (once only)

The treasure tokens are treated as normal Treasure tokens
The Special Treasure Token allows you to introduce some unique treasures to your campaign, I have Special Treasure table in the works with powerful treasures that are hard to find and impossible for today's Wizards to make. In the mean time, or if you don't want to use that table, the the Special Treasure Token gives you a roll on the Magic Weapons/Armour Table as well as a normal Treasure roll.

 

Related Topics

  Subject / Started by Replies Last post
9 Replies
4023 Views
Last post June 29, 2009, 06:36:53 AM
by Grimmnar
9 Replies
2738 Views
Last post September 15, 2014, 06:58:42 AM
by nathan
19 Replies
5827 Views
Last post September 13, 2015, 06:22:20 PM
by gorillacrab
72 Replies
15430 Views
Last post March 22, 2017, 01:46:56 PM
by WallyTWest
0 Replies
617 Views
Last post October 05, 2023, 12:01:54 PM
by nandrin