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Author Topic: New Missions and ideas for Frostgrave  (Read 15074 times)

Offline monkeylite

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Re: New Missions and ideas for Frostgrave
« Reply #30 on: 09 November 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.





« Last Edit: 09 November 2015, 02:13:27 PM by monkeylite »

Offline Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #31 on: 09 November 2015, 12:51:42 PM »
You might want to have sea mist limit visibility, instead of invisibility   ;)

Offline monkeylite

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  • Posts: 457
    • Moedlhafen
Re: New Missions and ideas for Frostgrave
« Reply #32 on: 09 November 2015, 02:15:11 PM »
You might want to have sea mist limit visibility, instead of invisibility   ;)

Yeah, thanks.

Offline hummus

  • Librarian
  • Posts: 108
Re: New Missions and ideas for Frostgrave
« Reply #33 on: 09 November 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

Offline Philhelm

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  • Posts: 485
Re: New Missions and ideas for Frostgrave
« Reply #34 on: 10 November 2015, 02:00:59 AM »
How good would a frostgrave version of the fog be

It would be righteous.

Offline Mr Vampire

  • Bookworm
  • Posts: 96
  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #35 on: 10 November 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.


Offline Skipper

  • Bookworm
  • Posts: 80
Re: New Missions and ideas for Frostgrave
« Reply #36 on: 10 November 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
Skipper

"No challenge is too small.......or too large!"

Offline Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #37 on: 10 November 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


Offline PhilM

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  • Posts: 33
Re: New Missions and ideas for Frostgrave
« Reply #38 on: 10 November 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

Offline Mr Vampire

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  • May or may not be wearing pants.
Re: New Missions and ideas for Frostgrave
« Reply #39 on: 11 November 2015, 01:27:39 AM »
The Psychotropic Arboretum is an almost identical setup as the official Living Museum.

Offline Awesome Adam

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  • Posts: 228
Re: New Missions and ideas for Frostgrave
« Reply #40 on: 11 November 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.

Offline Urquhart

  • Bookworm
  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #41 on: 11 November 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!
« Last Edit: 11 November 2015, 12:16:11 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 Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #42 on: 11 November 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,
Home of the ARBBL
"I survived the 525"

Offline Urquhart

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  • Posts: 75
Re: New Missions and ideas for Frostgrave
« Reply #43 on: 11 November 2015, 12:16:55 PM »
Edited. Sorry for the inconvenience!

Offline Darkson71

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  • Rolling 1s so you don't have to since '95
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Re: New Missions and ideas for Frostgrave
« Reply #44 on: 12 November 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.

 

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