Lead Adventure Forum
Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: FrozenRob on August 03, 2015, 12:49:46 PM
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Set-up in the centre of the table, place 1-10x tents for a wizardband to sleep/nap in. Players roll to see hows wizardband is in the tents with the lowest roll the sleeper/napper.
The winning player's wizardband has to sneak into the camp and the tents, take one items they have and get out without disturbing the sleeper. I think a Will Roll would work but are working on what and hows currently.
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Some rules for sentries might be useful.
And how to murder things quietly so and not to wake everyone.
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Sentries move using the rules for creatures until the alarm is raised. Nice and simple, avoids reinventing the wheel and is basically the same system I remember from Necromunda.
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To stop your wizardband from being garotted in their tents, the opponent score experience from not waking them up, successfully taking items, and negative experience points from killing opponents.
It a scenario that reward sneakines not cowardliness.
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Good stuff; I especially like the train of thought on ther sentries.
I have been thinking about a base raid scenario myself too.
But since you can establish a base in a location of your choice, I figured that you should also represent the site with an appropriate building, like a library, inn or catacombs. Perhaps each with their own pros and cons.
And I also think the base additions, such as kennels, summoning rings etc, should be represented and be 'destructable'. Certainly for campaign play, where this could force players to actually think strategically as well. And of course the band's vault!
Points for being not spotted, items nicked, base additions sabotaged/destroyed etc for the attacker. Points rewarded to the defender for spotting the attackers, base additions and vaults succesfully defended etc.
I really like the idea of such a scenario. Especially when it can be included in a map-driven campaign (great fan of those ;) )