*
Welcome, Guest. Please login or register.
March 29, 2024, 08:37:30 AM

Login with username, password and session length

Donate

We Appreciate Your Support

Members
Stats
  • Total Posts: 1686624
  • Total Topics: 118114
  • Online Today: 777
  • Online Ever: 2235
  • (October 29, 2023, 12:32:45 AM)
Users Online

Recent

Author Topic: Homebrew Frostgrave Scenarios  (Read 3042 times)

Offline joechuck

  • Student
  • Posts: 10
  • I've got too much time on my hands. -Styx
Homebrew Frostgrave Scenarios
« on: March 06, 2016, 04:50:25 PM »
Here's a couple of ideas that I've been working and wanted to know what others thought. The main idea in these two scenarios was to pump-up player anxiety.

Scenario #1:

THE ASTRONOMER’S OUTLOOK

High on a cliff overlooking Frostgrave, sits an ancient astronomer’s lab. Rumor has it that the wizard that practiced there could pull the stars out of the sky. Truth be told, this wizard had discovered how to manufacture gigantic diamonds and the astronomer’s lab was a front to hide his more lucrative obsession. Your warband discovers that one of those giant diamonds still exists, but the ancient cliff is perilous.

Set-Up:

Standard setup with the exceptions that one side of the table is designated as the cliff’s edge that is hundreds of feet above the city of Frostgrave and treasure tokens can be placed right on this designated edge. Also, a giant diamond sits frozen within the ruins of the astronomer’s lab. The astronomer’s lab should be place in the middle of the table and 5 inches from the cliff’s edge.

Special Rules:

No figures can leave the board from the cliff’s edge with a treasure. Any figures that are pushed off the cliff are considered killed and any treasure held by those figures is lost.

Any damage that is dealt from melee or explosive spells that exceeds 6 points causes a fracture in the fragile ground of the cliff.

Once the cliff has suffered 10 fractures, the players have 2 rounds to get there figures off the table before the cliff collapses.

Any figures still on the cliff at the end of the 2 rounds, must make a roll +Fight (-1 for any treasure held) . If they roll over 15, they have battled against the collapsing cliff and survived with any treasure they were carrying.They will be considered badly wounded for the next battle. Any figure that does not succeed this roll, is considered killed.

The giant diamond is frozen in place by thick ice and must be hacked out of the ice.
The damage dealt to the frozen diamond counts toward the cliff fractures.
The Frozen Diamond has no fight skill, just roll +Fight for damage.

Frozen Diamond:
ARMOR (5) HEALTH (20)

Once the diamond is broken free from the ice, it is carried as normal treasure.

Treasure and Experience:

Roll for treasure as normal.

Any wizard whose warband  succeeds in retrieving the giant diamond will receive an additional 1500 gold or pay 1000 gold to have the diamond turned into a Diamond Golem in his/her control.

Diamond Golem:
M (6) F (0) S (0) A (15) W (2) H (15)
Notes: The Diamond Golem can hold up to 3 items. figures may use an action to take one of the items. Cannot carry treasure.

Diamond Golem take the place of a solider in the wizard’s warband and will roll survival checks, if ever knocked out of battle.
A wizard may place the giant diamond in his vault until he can pay for it to be made into a Diamond Golem.


Scenario #2:


Did You Do Something Different?

The night before, everyone fell asleep without anyone keeping watch. Your warband marches to the next location, but a couple of your men are acting strange and you can’t quite put your finger on it.

Set-Up

Lay out the table as per the rules for a standard game, including the placement of treasure.

Special Rules

When any treasure token is picked up, roll a die. On a 15-20, the figure turns out to be a doppelgänger. The only exception to this special rule is that Wizards, Apprentices, Constructs, Demons, and Undead do not roll to see if they are doppelgängers. Remove the figure that picked up the treasure from play and replace it with a doppelgänger figure. The doppelgänger is in possession of the treasure and will try to escape with it during the Creature phase (including the Creature phase for the turn that it was discovered).
Any spells cast on the figure previous to being discovered as a doppelgänger remain in affect and any items on the figure are now in possession of the doppelgänger, but it doesn’t use the items.

Doppelgänger
M (8 ) F (+3) S (0) A (10) W (+4) H (13)
Notes: Do Not Follow Normal Creature Movement Rules, Always Seeks the Closest Edge to Escape and Only Defends/Never Attacks. Always pushes after winning combat.

Any figure (that is not an animal) that kills a doppelgänger in hand-to-hand combat immediately gains possession of the treasure and any items held by the doppelgänger. If an animal kills the doppelgänger or the doppelgänger is killed by a ranged attack, the treasure is dropped to be picked up again, but any items are lost in the snow.

After the scenario, the warband find their missing comrades, that the doppelgängers copied, tied up some where in the base with all their original gear. These soldiers will be ready for the next battle.

Treasure and Experience

Treasure is treated as normal.
A wizard gains 25 experience points for each doppelgänger killed by his warband.


If you've read all this and tried the scenarios out, thank you for your time and I hope you had fun. FEEDBACK PLEASE!!!









« Last Edit: March 06, 2016, 04:53:49 PM by joechuck »

Offline Thargor

  • Mastermind
  • Posts: 1095
Re: Homebrew Frostgrave Scenarios
« Reply #1 on: March 06, 2016, 05:19:57 PM »
Nice scenarios, but in the first one if the Diamond requires 20 damage to retrieve it, but the cliff only requires 10 to cause it to crumble, it's going to be really difficult to retrieve it and get off the table (diamond 18" from table edge - maximum movement in 2 turns carrying treasure 9" for most characters 11" for the fastest and that's not taking into account any difficult terrain or walls)

Offline joechuck

  • Student
  • Posts: 10
  • I've got too much time on my hands. -Styx
Re: Homebrew Frostgrave Scenarios
« Reply #2 on: March 06, 2016, 05:39:38 PM »
Thanks for the reply. The cliff only suffers a fracture if the damage dealt by melee or explosive spells exceeds 6 damage.

Example 1:

Barbarian attacks Zombie.

Barbarian rolls 12+4Fight and the Zombie rolls 10+0Fight.

The Barbarian deals only 4 damage to the Zombie. The cliff suffers no fracture.

Example 2:

Barbarian attacks Zombie.

Barbarian rolls 5+4Fight and the Zombie rolls 20+0Fight.

The Zombie deals 10 damage to the Barbarian. The cliff suffers 1 fracture


The Frozen Diamond would at the most cause 4 fractures, if the players only damaged it for 6 points with each hit.


Offline Thargor

  • Mastermind
  • Posts: 1095
Re: Homebrew Frostgrave Scenarios
« Reply #3 on: March 06, 2016, 06:45:38 PM »
Ah I see.  Thanks for the clarification.

Offline Iamafish

  • Bookworm
  • Posts: 66
Re: Homebrew Frostgrave Scenarios
« Reply #4 on: March 08, 2016, 03:58:02 PM »
we have been thinking of using an old necromonda Scenarios 'The raid'

So what happens after a standard game of frostgrave, the warbands go home right but what if one warband follow the other home _


8 turn limit

Setup One warband sets up in the middle of the table in a large building , this is they home base. They also set up all the Loot tokens in side they base.  The Home team can deploy up to 4 Guards in or up to 6inchs from the home base the rest of the war band as asleep or off duty.

The other war band can set up any were on the table over 12 iches away from the home base or home base guard.

The attacker always gos 1st , his goal is to steal the loot and get it off table, defender has to stop him.  The defender cannot move away from the home base or to attack until a guard has spotted the attacker which needs a LOS and wining a fight roll all normal mods apily *stealth ect*

at the end of a turn were combat has happened all asleep/off duty defenders get a will power roll to wake up and join the fight.

still a WIP.  :)

Offline joechuck

  • Student
  • Posts: 10
  • I've got too much time on my hands. -Styx
Re: Homebrew Frostgrave Scenarios
« Reply #5 on: March 08, 2016, 06:53:06 PM »
That's sounds like it would be fun. It would definitely be an interesting game to play when one wizard is at a way higher level than the other. The wizard with the higher level would be the defender and the starting guards can only be soldiers and animals (maybe conjured creatures). I'd be interested in trying it out when you have the rules put together. l

 

Related Topics

  Subject / Started by Replies Last post
6 Replies
2138 Views
Last post October 09, 2015, 05:09:18 PM
by agent_pumpkin
8 Replies
2230 Views
Last post October 18, 2015, 10:01:46 AM
by Paboook
3 Replies
1808 Views
Last post May 16, 2016, 12:33:47 PM
by dustonpike
6 Replies
1686 Views
Last post June 25, 2016, 02:32:35 PM
by WallyTWest
3 Replies
1421 Views
Last post October 02, 2022, 07:25:44 PM
by Khusru2