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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Urquhart on November 03, 2015, 06:43:25 PM

Title: New Missions and ideas for Frostgrave
Post by: Urquhart 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.

Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 03, 2015, 08:14:02 PM
Cool scenario.

Presumably, you could not test the potions, but use them blind during the game?
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire 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.

Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 04, 2015, 08:28:03 AM
That's pants.

Brilliant scenario, though.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart 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.
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 04, 2015, 11:49:54 AM
That looks fun. Maybe have the kids moving their full move in random directions every turn.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart 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.
Title: Re: New Missions and ideas for Frostgrave
Post by: Geoffrey21 on November 05, 2015, 01:12:50 AM
These are really good.
Title: Re: New Missions and ideas for Frostgrave
Post by: tyrionhalfman on November 05, 2015, 06:05:57 AM
Great ideas. Thanks for sharing
Title: Re: New Missions and ideas for Frostgrave
Post by: thejustwisesage 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. 
Title: Re: New Missions and ideas for Frostgrave
Post by: Fencing Frog on November 05, 2015, 12:58:13 PM
Very interesting ideas here.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 05, 2015, 03:02:34 PM
Lots of good ideas here guys, keep up the goof work.
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 05, 2015, 03:03:58 PM
*yoinked* them all.
Title: Re: New Missions and ideas for Frostgrave
Post by: thejustwisesage 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.
Title: Re: New Missions and ideas for Frostgrave
Post by: PhilM 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.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 06, 2015, 11:50:41 PM
THE ARMORY

Quote from: The Fluff
Accorgind to some rumours, on a in a secluded area of the city are some military barracks. Among its ruins, the armory and the training room looks like they are still standing ...

Set-Up
Lay out the table as per the rules for a standard game. In the center of the board place six weapon racks roughly equal distance apart.
In the surrounding area, place the training dummies:
-Four close combat training dummies (medium constructs).
-Four long range combat training dummies (small constructs) on the top of plinths or columns.

Special Rules
The training dummies are active from the beginning of the game.
Close combat dummies acts as normal creatures.
Long range dummies doesn’t move at all, only can shoot their arrows to the nearest miniature. Because of their height, they can only be achieved with other shots or spells.

Treasure and Experience
A miniature that reaches one weapons rack can roll in the Magic Weapons and Armour Table and inmediatly use it against his enemies. If obtains a weapon that cannot use (for example, a thug obtaining a magic bow), he can carry out of the board, but cannot brandish it. The weapons rack is removed from table.
A wizard gains 25 experience points for each training dummy destroyed by his warband.


Edited with the point made by AA.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 07, 2015, 12:58:40 AM
You need to tighten up the wording on the rules for the weapons rack, or you'll have entire warbands leaving the board with each member sporting a new magic weapon.
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 07, 2015, 09:07:03 AM
Training dummies, excellent on-theme idea.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 07, 2015, 07:30:48 PM
Yeah, I probably should have mentioned that I liked the scenario  :P

If anyone has a good idea on how to craft training dummies and ranged targets, I'd be interested in hearing them.

Title: Re: New Missions and ideas for Frostgrave
Post by: tyrionhalfman on November 08, 2015, 12:22:03 AM
Interesting scenario. I'm using old chaos knights as medium constructs as they're fully armoured with just eye slits, so could just as easily be hollow or clockwork as opposed to being followers of chaos. I think these could work equally well as close combat training dummies. Not sure about the ranged ones.
Title: Re: New Missions and ideas for Frostgrave
Post by: pacarat on November 08, 2015, 02:00:19 AM
Yeah, I probably should have mentioned that I liked the scenario  :P

If anyone has a good idea on how to craft training dummies and ranged targets, I'd be interested in hearing them.



Twisted Catacombs had some in their KS.
Title: Re: New Missions and ideas for Frostgrave
Post by: Philhelm on November 08, 2015, 03:59:10 AM
John Carpenter's The Thing would be perfect for a Frostgrave translation scenario, although I'm not sure how it could be played out.
Title: Re: New Missions and ideas for Frostgrave
Post by: Morray on November 08, 2015, 10:51:10 AM
Love these missions!
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 08, 2015, 11:27:22 AM
John Carpenter's The Thing would be perfect for a Frostgrave translation scenario, although I'm not sure how it could be played out.

I've just been thinking something similar, but I have not seen that movie. After reading some of it on the net, I think the spell possession may be something to be taken into account.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 08, 2015, 01:06:38 PM
Hungry Hungry Hounds

Fluff: "A large pack of the foulest hounds I had ever laid eyes on, un-alive they were!"

Set-Up
In the center of the board, place four broken walls in a rough 12” square representing the den.  Place 6-15 ghoul-hounds inside the den. In the  Place treasure tokens as normal.

Special Rules
When any token is picked up, roll a die. On a 15-20, you have attracted the attention of the ghoul-hound pack. Whenever any activity that would make significant noise, such as combat, make this roll also. Once active the pack will move towards the target they have been attracted to. The ghoul-hounds have the same stats as war dogs and move in a pack as per wild dogs.  The pack will follow normal creature behavior rules with the addition of the noise roll if they are out of line of sight.

Treasure and Experience
Each ghoul-hound is worth 15xp.

Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 08, 2015, 06:07:37 PM
Enjoying these scenario's so far, and have copied them into a word doc for my club to use.

With regards to the Hungry Hungry Hounds, it says place "6-15".  What is the proposal for how many to place?  Is it random, based on the warbands levels? Or just how many models there are available?
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 08, 2015, 07:59:15 PM
Enjoying these scenario's so far, and have copied them into a word doc for my club to use.

With regards to the Hungry Hungry Hounds, it says place "6-15".  What is the proposal for how many to place?  Is it random, based on the warbands levels? Or just how many models there are available?

Also is it the whole pack goes after a single foe, as a pack, or do they go individually one per roll?
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 08, 2015, 10:23:31 PM
The plan was to have a random pack size. You can determine the 6-15 by rolling D20/2 +5, or just put as many dog models as you can muster because that is a lot of dogs.

The hounds will hunt one individual as a pack, which is what makes them frightening. When facing multiple foes split them up into smaller groups.  The pack will stay together so if two opponents flee in separate directions, determine randomly which they pursue.

Hope that gives you the gist of how the pack should work.

Side note: I googled canine packs to get the pack size, the average pack is 6-7 but can reach 15, on rare occasions that can double to around 30.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 09, 2015, 12:55:59 AM
Does anyone know what fonts are used in the Frostgrave rulebook ?

I want to make a PDF of custom missions, but I would like them to match the aesthetic of the main book.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 09, 2015, 11:01:06 AM
Does anyone know what fonts are used in the Frostgrave rulebook ? I want to make a PDF of custom missions, but I would like them to match the aesthetic of the main book.

The font used in sub-titles (Set-Up, Special Rules, etc...) is Espanola 1726, not free. I used, for the look, IM FELL DW PICA. The font used in main titles (Chapter, etc) does not matter much, any font can be used. I use Castellar, but Garamond is good too.

And hey, this thread is to put missions!  ;) ;D Let's go with one inspired by "Screamers" movie (1995).
----------------

THE WIZARD’S KILLER
Quote from: The Fluff
In the usual clash of warbands in the city, some kind of creature are stalking wizards and apprentices...

Set-Up
Lay out the table as per the rules for a standard game, including the placement of treasure tokens.

Special Rules
At the start of each turn, roll a die. The amount of Magic Hunters depends on the roll: 1-11 nothing, 12-14, one Magic Hunter, 15-17, two Magic Hunters, 18-19 three Magic Hunters, 20 five Magic Hunters. Their deployment is the same as other wandering creatures.

Also, when any spellcaster attempts to cast a spell (no matter whether it succeeds or not, or whether is used a scroll), roll a die. On a 5-20, place another Magic Hunter. The primary objective of these creatures are spellcasters (wizards and apprentices), so their movement will be guided to them as far as possible, ignoring the rest of members of the warbands. They will fight against anyone who force combat against them, but in case that this creature can move after the fight (pushing back the opponent or being pushed back), it will use its second action to move closer to any spellcaster.

The Magic Hunter can be a construct or demon creature type, and resistant to magic. Use Small Construct or Imp creature stats, but it can repeat the ‘resisting spell’ rolls.

The game ends when the last treasure token exit the board. The wizards and apprentices can’t leave the board voluntarily in this mission.

Treasure and Experience
Treasure tokens use normal rules.
A wizard gains 10 experience points for each Magic Hunter destroyed by his warband.
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 09, 2015, 11:25:27 AM
I will add my scenario from another thread, coz this seems to be the place where all the cool scenarios hang out.

FOR WHOM THE BELL TOLLS

Quote from: The Fluff
Many stories are told of how a legendary ghostship still haunts Watergrave. Sometimes it can be seen sailing through the misty skies above the city on its eternal journey. It is also said there is a magical bell, the ship’s original bell, that if rung, will impel the ghostship to take you, magically, anywhere you want to go.

Set-Up

This game takes place in a waterlogged area, with water everywhere, crossable by buildings, boats, flotsam, and raised walkways.

Set up the tallest structure in the centre of the board. This building should hold the ghostship’s bell at its highest point. Access to the bell should be roughly equal from all the starting positions.

Once the starting positions are determined, before any figures are placed, in initiative order, each player must place one rowing boat anywhere on the water.

Special Rules

Water

Any warband figure going in the water leaves the game immediately. This also provokes a random monster appearance (on a roll of 16-20).

The Bell

The bell at the centre of the board is not treasure, but it can be rung by any figure capable of picking up treasure. This requires an action. The bell can only be rung once during the game. If it is rung, then that figure’s warband receives 50 xp bonus.

As soon as the bell is rung, the entire warband that rang the bell is removed from play together with all the treasure they are carrying, carried aloft the mysterious ghost ship. The other warbands must leave the arena by more conventional means.

Marsh Trolls

Marsh Trolls are the only random monster in the scenario. They can appear whenever treasure is picked up (on a roll of 16-20), whenever a treasure or body falls into the water (16-20), whenever an activation involves crossing a bridge (20 only), whenever a boat is moved (20 only).

To determine where the Troll appears, note a point d20 inches in a random direction from the event that caused the appearance (if this is off table use the point closest to the edge of the table). The troll will then appear in the closest bit of water to that point.

Marsh Trolls
M    F      S     A    W    H   Notes
6   +4   +0   12   +2   14   Large, Huge Weapon,
Treats water as normal terrain,
Vomit*

*Vomit: Before a Marsh Troll attacks, roll a d20. If it rolls 16+ then it Vomits instead: Every figure even slightly within a 5” diameter circle centred on the Troll is attacked with a F +0 attack (roll each attack individually).

Sea Mist

Playing on a water-themed table could mean a bit less scenery and more open spaces. To prevent the Line of Sight spells becoming unbalanced, it might be worth considering having a Sea Mist roll in and limit visibility to 18”, or something like that.

Bridges

Crossing a bridge can provoke the appearance of a Marsh Troll (on a roll of 20). Decide which bits of terrain constitute bridges before you start.

Boats

Rowing boats travel at 4”/2”. They can carry up to 4 figures. Every figure in the boat must use its move action, to make the boat move. And they must all use their second action as a move to gain the second move.

Moving the boat provokes a random monster appearance (on a roll of 20)

Treasure and Experience
Treasure tokens use normal rules.
Ringing the bell gets you 50 xp.





Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 09, 2015, 12:51:42 PM
You might want to have sea mist limit visibility, instead of invisibility   ;)
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 09, 2015, 02:15:11 PM
You might want to have sea mist limit visibility, instead of invisibility   ;)

Yeah, thanks.
Title: Re: New Missions and ideas for Frostgrave
Post by: hummus on November 09, 2015, 10:34:34 PM
John Carpenter's The Thing would be perfect for a Frostgrave translation scenario, although I'm not sure how it could be played out.
How good would a frostgrave version of the fog be
Title: Re: New Missions and ideas for Frostgrave
Post by: Philhelm on November 10, 2015, 02:00:59 AM
How good would a frostgrave version of the fog be

It would be righteous.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 10, 2015, 05:25:31 AM
The Psychotropic Arboretum

Fluff: "Inside the ruins of an old plant nursery we were amazed to find the most bizarre looking flowers poking through the frost".

Set-Up
In the center of the board, place four broken walls in a rough 12” square to represent the ruins of the arboretum. Place five special treasure tokens (the flowers) within these walls.

Special Rules
When a character attempts to collect a flower, make a will roll vs 16. If successful the character collects the flower, if unsuccessful the flower remains in place and the character is affected by the flower - consult the table below. After each turn make a willpower roll to shake off the effects. Constructs, demons & undead are immune to the effects.

D20    Effect
1-4      Sleep
5-8      Rage
9-12    Confusion
12-15   Fear
16-20   Hallucinations

Sleep - The victim falls asleep and may only be woken by combat or a friendly character.
Rage - The victim becomes enraged and hostile, moving towards and attacking the nearest character, friend or foe. The victim will only use hand to hand combat (never spells or bows).
Confusion - The victim wanders about aimlessly. The victim will not initiate combat but will defend themselves.
Fear - The victim flees the map by the quickest rout. If forced into combat, the character will make every opportunity to continue to flee.
Hallucinations - The victim sees all other characters, friend or foe, as if they had monstrous form cast on them.

Treasure and Experience
Due to their use in magical research, each flower is worth 25xp and 100gc.

Title: Re: New Missions and ideas for Frostgrave
Post by: Skipper on November 10, 2015, 04:59:38 PM
I like the Arboretum mission.  I've been building some over sized mushrooms for my board and they will make a great substitute for the flowers.

I love this thread and once we get started playing I'll add some of my ideas....  We are just in the terrain and warband building / painting phase.

Skipper
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 10, 2015, 06:08:18 PM
I like The Psychotropic Arboretum, but I worry that it is going to degenrate quickly into a murderfest

5 treasures, that incapacitate the models trying to claim them, more than 50% of the time, all within a 12" square.

It's guranteed comedy, with a body count.

Can't wait to try it   :D

Title: Re: New Missions and ideas for Frostgrave
Post by: PhilM on November 10, 2015, 10:13:51 PM
Yeah looks fun, the thing is, its best to let your opponent grab a treasure so you can kill their soldiers when they're more than likely not at their peak, it could just end up in a stand off in the middle as each player dares the other to go for a treasure
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 11, 2015, 01:27:39 AM
The Psychotropic Arboretum is an almost identical setup as the official Living Museum.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 11, 2015, 01:49:54 AM
The Psychotropic Arboretum is an almost identical setup as the official Living Museum.

True, but the Living Museum is already a meat grinder mission. All those soldiers and constructs fighting in a 12" square can be brutal.

The Arboretum removes the constructs, but randomly incapacitates the soldiers, leaving them vulnerable for blood thirsty wizards looking to score easy XP for dispatching soldiers.

There is nothing wrong with it. People just need to expect the carnage.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 11, 2015, 10:52:08 AM
THE SWORD ON A POND

Quote from: The Fluff
…It glowed with an unearthly light and when Seron approached it, as echoes of trumpets began to sound in the environment. And a sword emmerged of the water …

Set-Up
Place a pond in the middle of the board. Put on the middle of the pond a rock with a sword stuck in it.
The rest of the board should be set up as normal. Place also one treasure token per player.

Special Rules
A miniature in contact with the sword may make a Will roll against 14 to draw the sword. No matter if the roll succeeds or not, the Lady of the Lake also emerge from the water. Consider it as a Major Demon.

Treasure and Experience
Treasure tokens use normal rules.
The sword is a Magic Hand Weapons and gives its wearer a +2 Fight, +1 damage modifier and +1 Will stats bonus that should be noted in Wizard's Sheet.
A wizard gains 50 experience points for his warband draw the sword. Furthermore, 100 experience points are given for knock down the demon.

Note: Wizard can add the name of the bearer of the sword the title of ‘King of the Britons’ if want in the Wizard Sheet ... but you should know that...
Quote from: Monty Python
Strange women lying in ponds distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony!
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 11, 2015, 11:22:34 AM
I understand English is not your native language, so please take this enquiry in a polite manner, but I'm not sure what you mean here:
Whether failure as if successful,
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 11, 2015, 12:16:55 PM
Edited. Sorry for the inconvenience!
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 12, 2015, 06:28:09 AM
I've added the following to the sword scenario:

"However, the model that draws the sword cannot sell it, give it away or have it taken from them by their wizard (if not the wizard themselves)."

Makes it more of a decision for the player if they want to risk their wizard/apprentice going for the weapon, rather than letting a grunt do the dangerous job then taking it off them later.
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 12, 2015, 07:32:51 AM
The Monster Makers

“So Devin was a brilliant but lazy wizard.  He decided to make his fortune by offering Constructs to others, and he was good at it, but it was too much effort. Until he hit upon the idea of getting the Constructs to make the Constructs.  It worked well, but as any good wizard will tell you, it’s not starting Constructs that’s the problem.”

Set up
Set up the table as normal.  In the centre of the table should be the ruined exterior walls of a large building, at least 12” by 12”, inside these walls should be scattered lots of benches, cupboards etc. (so intervening terrain but not cover). The floor is covered in finished and partial constructs, not of which are active, so the inside of the building counts as rough ground. Place two treasure tokens per player inside the central building.

Special rules
Worker constructs are still active in the building, continuing with the last activity they were told to do.  Luckily for the warbands, while they can build constructs, they can’t activate them.  The workers will ignore warband members, not even defending themselves, until someone claims a treasure token.  At this point the workers will stop what they’re doing and attack the person carrying the token.  Place two workers 1” from the token carrying warband member.  They will act in the creature phase, but will act as if only the token carrier(s) are on the table.

Littered amongst the debris are some regular constructs that are more or less active.  Every turn that at least one token is carried, roll a D20 per carried token: 1-10, nothing happens, 11-15 a Small Construct activates, 16-18 a Medium Construct and 19-20 a Large Construct.  Place them randomly in the building.  These act in the Creature phase, but will attack anyone, regardless of whether they carry a token or not.  Workers will not leave the building, other constructs will.
   
            M    F     S  A  W   H   Notes
Worker  5   +0  +0 11 +0 11   Not designed for combat, count as armed with a Dagger

Treasure and experience

Each treasure token can be used in one of three ways: Can be used to equip a base with a Enchanter’s Workshop; can be used once to add +5 to an Animate Construct spell (can be added after the dice roll); can be sold for 250gc.
Title: Re: New Missions and ideas for Frostgrave
Post by: monkeylite on November 12, 2015, 08:42:22 AM
I've added the following to the sword scenario:

"However, the model that draws the sword cannot sell it, give it away or have it taken from them by their wizard (if not the wizard themselves)."

Makes it more of a decision for the player if they want to risk their wizard/apprentice going for the weapon, rather than letting a grunt do the dangerous job then taking it off them later.

Yeah, that's nice, coz it will really be about who is gonna be King of the Britons, rather than just grabbing some treasure for the party.
Title: Re: New Missions and ideas for Frostgrave
Post by: zellak on November 12, 2015, 09:08:37 AM
Playing this on Sunday.

Its a multiplayer game, I have 5 players confirmed at this time.

Stormbringer.

Set up ;  A castle wall stretching across the table, the gate is missing but there is a barrier blocking the gate.
   Behind that is another barricade and then a Keep.  The treasure is in the keep.

One treasure token per player (each counts as 3 rolls on the treasure table.)
Plus one special treasure token ( Stormbringer )

Opfors ; 40 Werewolves, some with crossbows ( shooting +0 ) some with javelins (range 12 " shooting +0 )

Werewolves will be divided into groups some on the walls , some defending the gate barricade, some at the second barricade, some at the Keep front door, some on the roof of the Keep and some in the treasure room.  Also a small "bayonet party"  ;)  in one of the walls towers which will counter-attack as the attackers clear the barricade at the gates and assault the second barricade.

 Werewolf heads are worth 20 GC as usual.

The games master gets 20 xp for every warband member killed as his Wizard is employed as a military advisor.  ( In this case it will be Diablo,  Summoner level 42 )

Stormbringer ; +4 two handed sword which can be used to cast Call Storm every turn as an action by the wielder (even if not a spellcaster ).

Soul drinker ; Anyone killed by Stormbringer is dead ! don't roll on the table.
 If the wielder rolls a natural 1 in melee and is killed he is dead ! don't roll on the table.

If the wielder is killed Stormbringer reverts to a special treasure token and placed on the table.
In this case the wielder does roll on the table for survival.
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 12, 2015, 01:04:44 PM
Treasure and experience
Each treasure token can be used in one of three ways: Can be used to equip a base with a Enchanter’s Workshop; can be used to add +5 to an Animate Construct spell (can be added after the dice roll); can be sold for 250gc.

One time use ?
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 12, 2015, 02:17:19 PM
Yep - think of it as a box of superior parts. ;)
Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 12, 2015, 02:56:57 PM
Yep - think of it as a box of superior parts. ;)

I believed that was the intent. Might I suggest changing the wording to
can be used once to add +5 to an Animate Construct spell (can be added after the dice roll)
Title: Re: New Missions and ideas for Frostgrave
Post by: thejustwisesage on November 12, 2015, 04:02:08 PM
I was working this one out when Darkson posted his, hopefully not too similar

Automatic Construct Factory

" The City required many workers to maintain it's splender, unfortunately live workers cost money and need fed, won't it be better to replace them with those that don't? Would it also not be better if these workers were able to maintain their own numbers?"

Set-Up

The table should be set up as if in the inside of a large building, with 4 entrances, one in the middle of each edge, roughly 6" in size. Wizard parties should set up in the entrances directly opposite of each other.

In the centre of the table in a clearing, a giant machine should be placed, Known as The Forge, the clearing should radiate 6" from The Forge. The rest of the table, should be strewn with crates, shelving, walkways, etc as in a jumbled up warehouse, piled high in some places and tumbled over in others.

4 Treasure tokens should be placed as normal.

1 randomly generated Construct from the table below should be placed towards an entrance, as if it had made it's primary move.  

"It was the noise that brought this building to your attention, it was as if an army of blacksmiths and carpenters were working constantly, with a regular boom of explosions"

Special Rules

The Forge was constructed by The City's enchanters to create the army of constructs that the city needed to maintain itself. It can create many different types of construct but with no-one left to give it instructions, it is churning out constructs as it see fit.  

The Forge is a giant construct, that can not move, it sit's in the middle of the factory creating constructs.
Completed constructs are placed next to the machine and can move

In each creature phase, follow the following steps:
1) roll a D20, consult the table below:  
1 to 14  - Nothing happens this round
15 to 17 - Small Construct is created
18 to 19 - Small Construct with an ability is created, roll on the abilities table
20       - A Super Small Construct is created, with all abilities

2) If no construct was created in the previous round, roll D20 and consult the table below:
1 to 14  - Nothing happens this round
15 to 17 - Medium Construct is created
18 to 19 - Medium Construct with an ability is created, roll on the abilities table
20       - A Super Medium Construct is created, with all abilities

3) If no construct was created in the previous two rounds, roll D20 and consult the table below:
1 to 14  - Nothing happens this round
15 to 17 - Large Construct is created
18 to 19 - Large Construct with an ability is created, roll on the abilities table
20       - A Super Large Construct is created, with all abilities

3) If no construct was created in the previous three rounds, roll D20 and consult the table below:
1 to 12  - A Super Small Construct is created, with all abilities
13 to 17 - A Super Medium Construct is created, with all abilities
18 to 20 - A Super Large Construct is created, with all abilities

Abilities table:
1 to 3   - Strength - as strength spell +2 fight
4 to 6   - Enchanted Armour +1 armour
7 to 8   - Fleet Fleet +2 move
9 to 10  - Enchanted Weapon - Constructs attacks are magical, + 1 fight + 1 damage
11       - Strength and Enchanted Weapon
12       - Strength and Enchanted Armour
13       - Enchanted Weapon and Enchanted Armour
14       - Strength and Fleet Feet
15       - Fleet Feet and Enchanted Weapon
16       - Fleet Feet and Enchanted Armour
17       - Strength, Fleet Feet, and Enchanted Weapon
18       - Strength, Fleet Feet, and Enchanted Armour
19       - Fleet Feet, Enchanted Weapon, and Enchanted Armour
20       - Strength, Enchanted Weapon, and Enchanted Armour

Note: For the starting construct, keeping rolling through the steps until a construct is created.
        For clarification:
        1) All abilities means it has Fleet Feet, Enchanted Weapon, Enchanted Armour, and Strength
        2) The only action a construct can do on creation is move, it can then react as normal in the following rounds.

The Forge is not however without it's defenses. It has the same basic stats as a large construct other that it cannot move, it  has armour 16 and it is able to lash out various components to strike all people next to it (treat as individual attacks). Additionally, it has two other defenses
1) When a construct is complete, there is an explosion of energy, and the construct is placed next to The Forge after the explosion.
   Treat the explosion as if it was an Destructive Sphere.
2) If attacked from long range, it can expel stream in the direction of fire, act like the fog spell although anyone caught in the fog suffers 1 damage from heat. The Steam should be placed directly next to The Forge, effectively blocking Line Of Sight. This is a reaction defense, and will immediate happen if The Forge is subject to a ranged attack.


Treasure and Experience

If The forge is killed the wizard gains 200 experience.
If a small construct with an abilities is killed, it can be removed as treasure, if studied an enchanter can work out how to make his constructs hold the abilities.
(On construct creation, the enchanter must successfully cast the ability spell and then the embed enchantment)

Scenario holes - Added 12/11/2015

Just realized that there might be a few holes in the scenario, mainly to do with the spell control construct.

It should be possible for a someone to control The Forge, how else did the original Enchanters get it to build what they wanted.  Thus additional ruling, an enchanter can cast control construct but control construct only lasts for one round. Controlling The Forge means that it will not attack the wizards party and the wizard may attempt to influence the construct created. The construct creation tables should be rolled as before, noting where The Forge was in it's building, however on the roll:
1 to 14 nothing is produced (wizard will have to gain control next round) and roll on the next stage  
15 to 20 Wizard can choose the construction created from the list including abilities or can force the The Forge to build a bigger construct (if rolling on the small or medium tables)

Note: The construct would not be under the wizards control as he can not control more than one construct, nothing stopping the apprentice though.

Controlling a medium or large construct with abilities and marching it off the board? Provided it leaves the board at the same time as the controlling wizard i.e a wizard's or apprentice's group move), then yes, the wizard should be able to study it.
Originally limited treasure to small constructs as I didn't perceive one party member as being able to drag a large or medium construct off the board as treasure.  
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 12, 2015, 04:43:44 PM
You've put a lot more thought into yours. ;)
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 13, 2015, 08:04:18 AM
The Golden Pitch

Fluff: "We assume it's from some sort of ancient contest. It's wicked fast and damn near impossible to see."

Set-Up
in the center of the map create a large arena at least 24" diameter, or square if circular is too difficult with your terrain pieces. If you are playing on a smaller map (eg. 2ft) then make the entire map the arena.  The arena should have obstacles and the remains of broken obstacles throughout its field (lots of things to climb over and onto).  Place four special treasure tokens inside the arena area.

Special Rules
When a character makes contact with any of the tokens it becomes the pitch which immediately moves 8" in a random direction. Consider this activation a special move in addition to it's normal movement. Remove the other tokens.

The pitch moves 4" at the beginning of the wizard phase, 4" at the beginning of the soldier phase and 4" at the start of the creature phase.  While random, it will generally move away from characters, and will not leave the arena.  The pitch ignores terrain (it flies) and will move to the top of obstacles that characters need to climb. The pitch will not move if there are no characters are within 8" of it.

To catch the pitch characters need to jump up and grab it, make an unarmed combat roll against a score of 20 (Rolling a natural 20 is always success). If the pitch wins the combat it moves 2" away from the attacking character (this movement is in addition to its normal movement).

The pitch is unaffected by spells that target it directly such as magical damaging attacks, dispel, slow, petrify, control construct etc. etc. It can also be considered to be unaffected by physical attacks (weapons, arrows etc.) other than being grabbed.

Treasure and Experience
The Golden Pitch is worth 100xp if caught and can be sold for 500gc.

 :D
Title: Re: New Missions and ideas for Frostgrave
Post by: thejustwisesage on November 13, 2015, 09:29:37 AM
Note - edited my last scenario as I realized that there were a few holes in it.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 13, 2015, 10:48:16 AM
Note - I too edited my last scenario (The golden Pitch) as I forgot to include the bit about spell & damage resistance.
Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 13, 2015, 07:16:06 PM
Glad I haven't had time to copy them to my scenario doc yet then. ;)


Talking of scenarios, hoping someone might be able to help.  I've got a couple of ones that I found somewhere, but I can't recall where from, and I'd like to be able to credit the author(s), so if anyone recognises the following, and knows who wrote them I'd appreciate it.  I "think" I may have found them on Facebook, but I'm not sure.


The Excavation
The Stampede

Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 15, 2015, 08:41:50 PM
Just put them, and if the authors appears, put them and go. Total, nobody is making money by increasing the number of missions!
Title: Re: New Missions and ideas for Frostgrave
Post by: zellak on November 15, 2015, 10:06:42 PM
Played Stormbringer today.

Start line to base of tower was 42", we played 12 turns, all the warbands had people ( or animals ) in the tower by turn 10.  So I would recommend 12 game turns.

I killed 19 warband members ( 380 xp to Diablo .... now a Level 45 Summoner   :)  ).

  All the defenders were neutralised.  An Enchanter got into the tower first and got Stormbringer.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 17, 2015, 11:11:58 AM
The Eye of Someone

Fluff: "Atop was great lidless, all seeing eye. The only safe place was in the shadow of the tower its self."

Set-Up
in the center of the map create a 18" diameter, or square if circular is too difficult, clearing (or larger if you want) with a large pillar or thin tower like structure at the center. Place four treasure tokens around the base of the pillar.

Special Rules
The eye has an effective sight range of 24". Any character that comes within line of sight of the tower will be subject to an elemental bolt attack. The tower can make up to three attacks per turn and acts last in the creature phase. There is a 4" square at the base of the tower that is considered not in line of sight of the eye (the eye can't see directly down). Wandering monsters will be subject to the towers attacks, however, assume most of the local creatures know the dangers of entering the clearing, so avoid it.

Treasure and Experience
It's at the bottom of the tower.

Title: Re: New Missions and ideas for Frostgrave
Post by: Awesome Adam on November 17, 2015, 02:46:47 PM
How do you determine who the eye attacks ?

There should be additional treasure or XP. Elemental Bolt is  basically the most dangerous attack in the game. Spending mulitple turns moving though it, picking up the treasure, and retreating at half move, should have greater reward.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 17, 2015, 03:16:56 PM
Meant to include a line about targets. Determine randomly through whatever means is convenient and fair.

I was going to add greater reward, then I thought: Nah. Frostgrave is scary and dangerous place.

Title: Re: New Missions and ideas for Frostgrave
Post by: thejustwisesage on November 17, 2015, 04:02:20 PM
The Eye of Someone


Some spell questions of your scenario:

1) what would you expect the result of crumble being cast on the tower?
2) What would you expect the result of forget being cast on the eye?
3) What would you expect the result of casting Blinding light being cast ion the eye?
Title: Re: New Missions and ideas for Frostgrave
Post by: markdienekes on November 17, 2015, 07:52:49 PM
I'll give this a try :)

The Skull of Wolves

All we could smell was wet dog...

Set Up
In the center of the board create an 6" by 6" walled enclosure to represent the werewolf den with two entrances opposite each other. At the center of this building place a special treasure token. Place the 5 remaining treasure tokens as normal. The rest of the terrain set up as normal.

Special Rules
As soon as someone picks up the special treasure token, a werewolf springs from hiding and is placed at the entrance to where the figure who picked it up entered (If there is a figure at the doorway, it immediately attacks that target.) Two more werewolves should be placed together at a random table edge as they've received the call for help at the den.

Roll as per usual for random creatures when another treasure token is picked up, but if any of the secondary rolls on the monster table is 17+, another werewolf enters the board. Place this figure as per usual random monster rules.

At the end of each turn, one player should roll to see if any more werewolves or wolves have answered the howling calls and have emerged to challenge the interlopers. On a roll of 16-18 a wolf has entered the table, 19-20 another werewolf. Place them as per standard rules.

These werewolves and wolves will target anyone in their lair (which is considered to be the whole of the board), not just the owner of the special treasure.


Treasure and Experience

Each werewolf killed is worth 50xp, and their heads can be taken using up an action to sell for 20gc.

The Special Treasure token is worth 100xp, and the wizard also discovers the Skull of Wolves, an object which after study can aid its owner in the ability to control werewolves. If equipped as an item, it gives the wearer (spellcaster or soldier) the ability to call a werewolf to fight for him (which costs an action to use) during a game. On a roll of 15+, a werewolf answers the call and enters the game on the nearest board edge to the holder of the Skull of Wolves. This can only be used once per game if a werewolf has successfully answered his/her call (so no army of werewolves!). If a 1 is rolled attempting the call, place a werewolf on the nearest board edge to the holder of the Skull of Wolves. It is not on the players side and will concentrate on attacking the holder of the Skull, ignoring all other targets, and moves in the next creature phase.

Roll as normal for the other 5 treasure tokens.



  
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 17, 2015, 10:48:33 PM
Some spell questions of your scenario:

1) what would you expect the result of crumble being cast on the tower?
2) What would you expect the result of forget being cast on the eye?
3) What would you expect the result of casting Blinding light being cast ion the eye?

You can assume the eye & tower is conveniently resistant to magical or physical attack. Which is probably why it's still standing tall when the rest of the city is in ruins.
1) It's too tough.
2) It's not a living mind.
3) A giant tinted monocle appears.
4) Control construct just makes it angry.
5) It does not find your beauty spell attractive.
6) It is not scared of monsters.

Cheers.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 18, 2015, 09:00:17 PM
DER RATTENFÄNGER
Quote from: The Fluff
…Then we hear a few chords of a happy tune and that is something that not happens often in this horrid place. Giles went to investigate and when he turned the corner, lots of giant and bloody rats engulfed him…

Set-Up
Lay out the table as per the rules for a standard game, including the placement of treasure tokens.
Place six sewer hatches on the board roughly equal distance apart and 10" from the center of the table.

Special Rules
When any treasure is picked up, roll a die. On a 15-20, that figure encountered the Pied Piper. The Pied Piper is placed it on the board up to 2” away from the miniature that found him, but it must be closer to that figure than any other.
The Piper counts as a Minor Demon that knows Mind Control (without penalties) and will cast it once a turn against the nearest miniature (that can be affected). The Piper can maintain more than one controlled miniature at a time. The controlled warband’s members will activate in Creatures phase as if they were any other creature.
Until the Pied Piper is found and destroyed, at the start of the creatures phase roll a dice for each sewer hatch: 1-5 Nothing, 6-10 One giant rat, 11-15 Two giant rats, 16-19 Three giant rats, 20 Four giant rats. They follow the normal rules for creatures.
A sewer hatch can be blocked placing a human-size miniature above it.

Treasure and Experience
Treasure tokens use normal rules.
When Pied Piper is destroyed, drops his flute (count as a special treasure token). The flute is considered a grimoire containing Animal Companion spell and after learning it, the flute still is a valuable piece of ancient musical instrument and can be sold for 250gc. (So, you can learn the spell and sell the flute).
The wizards whose warband discovered the Piper receives 50 experience points. A further 70 experience points are granted to the wizard whose warband manages to kill the Piper.

Magic Item Variation: The flute can be considered also a magic item. After the spellcaster learn Animal Companion spell from the flute, it can be given to any soldier. Once per game, the bearer may use one action to play the flute. Inmediately, place a Giant rat up to 2” away from the flute’s player and controlled by him.
Title: Re: New Missions and ideas for Frostgrave
Post by: Urquhart on November 21, 2015, 07:14:11 PM
FROM DUSK TILL DAWN

Quote from: The Fluff
…Everything was fine at the Julofferfest; there was food, drink and beautiful women and even we had a non-aggression deal with the rest of the warbands during the festival. But we did not know is that the show was going to be a bloodbath…

Special Rules
-From the center of the table draw a 10” diameter circle free of obstacles and place a 3” square stage or raised platform  in the middle of the circle (also the center of the board) and tables, chairs, stools and other things like that surrounding it.
-Divide the circle into as many parts as there are bands. Players choose a soldier along his wizard and apprentice and lets the opponent player to deploy them in one of the circle parts. No miniature can be placed less than 4” from the center of the table and less than 2” of an enemy figure. After deploying the opponent’s warband, players place his own wizard, apprentice and the selected soldier.
-Place one vampire and two ghouls in the middle of the board on the stage, and place five zombies and five more ghouls in a random place (use a direction dice and the distance determined by a halved d20).
-Lay out the remainder of table as per the rules for a standard game.
-Place a special treasure token on the stage and four more treasure tokens as per normal rules.

Special Rules
The creatures activates first, before the proper first round start.

Treasure and Experience

Normal treasure tokens use normal rules. The special treasure token is worth three treasure rolls.
The wizards whose warband slays the vampire receives 100 experience points.

Townsfolk/Peasant/Villager variation: Place also a number of neutral villagers among the miniatures (their deployment can be the same as zombies/ghouls). They will activate before any creature in Creatures phase and move randomly their full Move stat (they have only one action). They never force combat but can be attacked by creatures as usual. Their stats are showed below.

Townsfolk/Peasant/Villager
M   F   S   A   W   H   Notes
6   0  +0  6   +0  2   Unarmed

To save a peasant, he/she can be collected as a treasure token and taken off the board. The villager also runs, so the Move stat is not halved and the Fight stat is not reduced when carrying a villager. Each saved villager grants 20 experience points and 25gc.
Title: Re: New Missions and ideas for Frostgrave
Post by: Mithras on November 24, 2015, 12:24:09 PM
THE PILLAR OF PAIN

Quote
... In the ancient city of Felstad, before the disaster, wizards liked to match their strength in dangerous games. The rewards were often great but the risks too. One such game was created by the sinister wizard Pillarius Painus. The rules are simple: to win you must reach the Pillar of Pain and be the only one to touch it. But while there is only one way to win, there are several ways to lose...

Disclaimer: this scenario is a re-write of a Mordheim scenario written by a certain Wrath so most of the credits go to him/her.

Set-Up
In the centre of the board, place a large magical pillar (e.g. with arcane writings on it). No other terrain (or treasure) should be placed closer than 8'' from the pillar. Otherwise set up terrain and treasure tokens as per the standard rules.

Special Rules
In order to win the game, a member of the wizard's warband must touch the pillar for two consecutive rounds without anyone else touching it. While touching the pillar the model may take no other actions as it takes all his/her willpower to resist the pain it causes.

The model touching can be attacked in H2H, by missile fire or by magic but cannot defend itself. In H2H the attacker auto-hits the defender. He rolls a D20 and substract the defenders armor value to determine the amount of damage done (if any).

At the end of each round in the creature phase, the Pillar of Pain will feast upon the energy of the person touching it. Roll a D20 against the target's Will. If the target rolls equal or higher nothing happens. Otherwise it suffers damage equal to the pillar's roll minus the target's armor.

The game ends when a member of one of the warbands manages to touch the Pillar of Pain for two consecutive rounds, without anyone else touching it. The pillar will reward the wizard of the winning warband with knowledge of a random spell. Reroll when a spell is rolled that the wizard already knows.

Due to the magical nature of the pillar it is immune to Crumble.

Treasure and Experience
The wizard of the warband that manages to beat the Pillar of Pain will gain +50 XP. If it is the wizard himself that has beaten the pillar he/she will receive +100 XP. Otherwise use the normal rules for rewarding XP.

Treasure tokens use normal rules. All treasure not carried off the board at the end of the game is lost.

Title: Re: New Missions and ideas for Frostgrave
Post by: Darkson71 on November 24, 2015, 03:10:27 PM
I am so falling behind on adding these to our league resource! lol
Title: Re: New Missions and ideas for Frostgrave
Post by: hummus on November 24, 2015, 09:37:44 PM
THE PILLAR OF PAIN

Disclaimer: this scenario is a re-write of a Mordheim scenario written by a certain Wrath so most of the credits go to him/her.

Set-Up
In the centre of the board, place a large magical pillar (e.g. with arcane writings on it). No other terrain (or treasure) should be placed closer than 8'' from the pillar. Otherwise set up terrain and treasure tokens as per the standard rules.

Special Rules
In order to win the game, a member of the wizard's warband must touch the pillar for two consecutive rounds without anyone else touching it. While touching the pillar the model may take no other actions as it takes all his/her willpower to resist the pain it causes.

The model touching can be attacked in H2H, by missile fire or by magic but cannot defend itself. In H2H the attacker auto-hits the defender. He rolls a D20 and substract the defenders armor value to determine the amount of damage done (if any).

At the end of each round in the creature phase, the Pillar of Pain will feast upon the energy of the person touching it. Roll a D20 against the target's Will. If the target rolls equal or higher nothing happens. Otherwise it suffers damage equal to the pillar's roll minus the target's armor.

The game ends when a member of one of the warbands manages to touch the Pillar of Pain for two consecutive rounds, without anyone else touching it. The pillar will reward the wizard of the winning warband with knowledge of a random spell. Reroll when a spell is rolled that the wizard already knows.

Due to the magical nature of the pillar it is immune to Crumble.

Treasure and Experience
The wizard of the warband that manages to beat the Pillar of Pain will gain +50 XP. If it is the wizard himself that has beaten the pillar he/she will receive +100 XP. Otherwise use the normal rules for rewarding XP.

Treasure tokens use normal rules. All treasure not carried off the board at the end of the game is lost.



The frostgrave version of touch the truck?
Title: Re: New Missions and ideas for Frostgrave
Post by: Mithras on November 25, 2015, 10:28:51 AM
The frostgrave version of touch the truck?

Had to Google 'Touch the truck' but yeah, I see some similarities. Not entirely the same though so maybe you could write a scenario 'Touch the Pillar'? Probably better to give it another name actually  :?
Title: Re: New Missions and ideas for Frostgrave
Post by: Mr Vampire on November 26, 2015, 04:24:03 AM
Had to Google 'Touch the truck' but yeah, I see some similarities. Not entirely the same though so maybe you could write a scenario 'Touch the Pillar'? Probably better to give it another name actually  :?

Like Touch the Nude Statue.