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Author Topic: New Missions and ideas for Frostgrave  (Read 15064 times)

Offline Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #45 on: 12 November 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.
« Last Edit: 12 November 2015, 03:40:20 PM by Darkson71 »
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Offline monkeylite

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Re: New Missions and ideas for Frostgrave
« Reply #46 on: 12 November 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.

Offline zellak

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Re: New Missions and ideas for Frostgrave
« Reply #47 on: 12 November 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.
North Ayrshire Wargames Club.

Offline Awesome Adam

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Re: New Missions and ideas for Frostgrave
« Reply #48 on: 12 November 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 ?

Offline Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #49 on: 12 November 2015, 02:17:19 PM »
Yep - think of it as a box of superior parts. ;)

Offline Awesome Adam

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Re: New Missions and ideas for Frostgrave
« Reply #50 on: 12 November 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)

Offline thejustwisesage

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Re: New Missions and ideas for Frostgrave
« Reply #51 on: 12 November 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.  
« Last Edit: 13 November 2015, 02:06:53 PM by thejustwisesage »

Offline Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #52 on: 12 November 2015, 04:43:44 PM »
You've put a lot more thought into yours. ;)

Offline Mr Vampire

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Re: New Missions and ideas for Frostgrave
« Reply #53 on: 13 November 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
« Last Edit: 13 November 2015, 10:45:15 AM by Mr Vampire »

Offline thejustwisesage

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Re: New Missions and ideas for Frostgrave
« Reply #54 on: 13 November 2015, 09:29:37 AM »
Note - edited my last scenario as I realized that there were a few holes in it.

Offline Mr Vampire

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Re: New Missions and ideas for Frostgrave
« Reply #55 on: 13 November 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.

Offline Darkson71

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Re: New Missions and ideas for Frostgrave
« Reply #56 on: 13 November 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


Offline Urquhart

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Re: New Missions and ideas for Frostgrave
« Reply #57 on: 15 November 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!
« Last Edit: 15 November 2015, 09:07:27 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 zellak

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Re: New Missions and ideas for Frostgrave
« Reply #58 on: 15 November 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.

Offline Mr Vampire

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Re: New Missions and ideas for Frostgrave
« Reply #59 on: 17 November 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.


 

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