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Author Topic: New Missions and ideas for Frostgrave  (Read 15012 times)

Offline Awesome Adam

  • Scientist
  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #60 on: 17 November 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.

Offline Mr Vampire

  • Bookworm
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Re: New Missions and ideas for Frostgrave
« Reply #61 on: 17 November 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.


Offline thejustwisesage

  • Schoolboy
  • Posts: 6
Re: New Missions and ideas for Frostgrave
« Reply #62 on: 17 November 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?

Offline markdienekes

  • Bookworm
  • Posts: 88
Re: New Missions and ideas for Frostgrave
« Reply #63 on: 17 November 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.



  
« Last Edit: 18 November 2015, 09:06:16 PM by markdienekes »

Offline Mr Vampire

  • Bookworm
  • Posts: 96
  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #64 on: 17 November 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.

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #65 on: 18 November 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.
« Last Edit: 18 November 2015, 09:17:26 PM by Urquhart »
“Youth is not made for pleasure but for heroism” - Paul Claudel
New Missions and ideas for Frostgrave topic
Felstad's incursions topic

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #66 on: 21 November 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.

Offline Mithras

  • Schoolboy
  • Posts: 5
    • Mithras' Goats - my painting diary
Re: New Missions and ideas for Frostgrave
« Reply #67 on: 24 November 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.


Offline Darkson71

  • Mad Scientist
  • Posts: 694
  • Rolling 1s so you don't have to since '95
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Re: New Missions and ideas for Frostgrave
« Reply #68 on: 24 November 2015, 03:10:27 PM »
I am so falling behind on adding these to our league resource! lol
Home of the ARBBL
"I survived the 525"

Offline hummus

  • Librarian
  • Posts: 108
Re: New Missions and ideas for Frostgrave
« Reply #69 on: 24 November 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?

Offline Mithras

  • Schoolboy
  • Posts: 5
    • Mithras' Goats - my painting diary
Re: New Missions and ideas for Frostgrave
« Reply #70 on: 25 November 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  :?

Offline Mr Vampire

  • Bookworm
  • Posts: 96
  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #71 on: 26 November 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.


 

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