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Author Topic: New Missions and ideas for Frostgrave  (Read 15058 times)

Offline Urquhart

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Re: New Missions and ideas for Frostgrave
« Reply #15 on: 06 November 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.
« Last Edit: 07 November 2015, 08:30:07 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 Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #16 on: 07 November 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.

Offline monkeylite

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Re: New Missions and ideas for Frostgrave
« Reply #17 on: 07 November 2015, 09:07:03 AM »
Training dummies, excellent on-theme idea.

Offline Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #18 on: 07 November 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.


Offline tyrionhalfman

  • Mad Scientist
  • Posts: 985
Re: New Missions and ideas for Frostgrave
« Reply #19 on: 08 November 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.

Offline pacarat

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Re: New Missions and ideas for Frostgrave
« Reply #20 on: 08 November 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.

Offline Philhelm

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  • Posts: 485
Re: New Missions and ideas for Frostgrave
« Reply #21 on: 08 November 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.

Offline Morray

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  • I'm a Snow Troll...Boo!
Re: New Missions and ideas for Frostgrave
« Reply #22 on: 08 November 2015, 10:51:10 AM »
Love these missions!

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #23 on: 08 November 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.

Offline Mr Vampire

  • Bookworm
  • Posts: 96
  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #24 on: 08 November 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.


Offline Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #25 on: 08 November 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?
Home of the ARBBL
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Offline monkeylite

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  • Posts: 457
    • Moedlhafen
Re: New Missions and ideas for Frostgrave
« Reply #26 on: 08 November 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?

Offline Mr Vampire

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  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #27 on: 08 November 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.

Offline Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #28 on: 09 November 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.
« Last Edit: 09 November 2015, 06:50:49 AM by Awesome Adam »

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #29 on: 09 November 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.
« Last Edit: 09 November 2015, 11:13:07 AM by Urquhart »

 

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