Showing posts with label Scenarios. Show all posts
Showing posts with label Scenarios. Show all posts

Thursday, 26 April 2018

The Frozen Thieves – A Scenario



Having a few Celtic casualty figures left over, I hit upon the idea of painting some as some frozen statues. This in turn got me thinking up a scenario…


The Frozen Thieves

Back in days of yore, the fearsome Ice Dragon made it’s lair on the outskirts of Felstad and brooded over it’s vast hoard of magical treasures.
Many a foolish thief would try to pilfer the Ice Dragon’s trinkets as the beast lay seemingly asleep, but, as they stole back into the city to hide their loot, a shadow would envelop them as the dragon descended upon it’s prey.
Such unfortunates would be blasted by it’s icy breath, turning the cowering thieves into frozen statues. It is said that while the Ice Dragon is long dead, these statues remain to this day and, more importantly, so does the treasure they so hurriedly discarded.

Set Up

The table represents the last hiding place of a group of thieves as they were set upon, centuries ago, by the Ice Dragon. Set up the table as per a standard game of Frostgrave.
Each player should place one treasure token and two figures representing frozen statues, as per standard treasure placement rules. Deploy warbands as normal.

Special Rules

The frozen statues represent thieves that have been frozen by the Ice Dragon. Although frozen solid, spellcasters may be able to thaw them out enough to learn where they have hidden their hurriedly hidden booty.
To do so, the spellcaster must be in base to base contact with the statue and use an action to successfully cast any spell in his/her repertoire by rolling a casting roll of 10 or higher (i.e. a spell that requires a 10 or more to cast, or a spell with a lower casting value that is empowered to 10 or more).
If the spell is cast, the magical energy will partly awaken the frozen form. Consult the table below.
The frozen statues will only reveal one item of treasure, but may have multiple spells cast on them until they are completely thawed out.

Casting roll
Effect
10-17
The frozen statue is thawed out enough to scream the location of some of the hidden treasure. Place a treasure token in a random direction, d20” from the statue.
If the treasure has already been revealed, nothing happens.
17-19
The frozen statue is completely thawed out. 
In addition to revealing the treasure as above, the figure temporarily joins the spellcaster’s warband.
It has the same stats as a thief, but, due to it’s recently frozen state, can only take one action per turn.
If the spellcaster has room after the game, the thief can join his/her warband and operate as normal in subsequent games.
20
You manage to completely thaw out the statue, but the thief has been driven insane over the centuries and will make an immediate and furious attack on the spellcaster.
Treat it as a barbarian which, due to it’s recently frozen state, can only take one action per turn.
If it defeats the spellcaster, it will act as a wandering monster for the rest of the game.

Experience and Treasure

Any treasure revealed by the frozen thieves is treated as normal.

Experience is calculated as normal, but with the following additions:-

  • +10 for each thief that is thawed, or partially thawed out a frozen thief by the spellcaster (in addition to the usual experience earned by casting a spell). This only applies once per thief.
  • +10 for each thawed thief that joins the spellcaster’s warband and survives the game.
  • +10 for each thawed thief that is killed by a spellcaster’s warband (in addition to any experienced earned if killed by the wizard).  


Optional rule

You may introduce the Ice Dragon into this scenario. See Spellcaster magazine issue 2 for rules on using dragons.
For each spell that reveals a treasure, make a note of the number rolled (including modifiers, empowerment etc.).
When that treasure is picked up, roll for wandering monsters as usual. However, if a creature is spawned and if either of the rolls on the monster table matches the noted spell casting roll, place the Ice Dragon on a random corner of the board.
Treat the Ice Dragon as an ‘adult dragon’ with the spit poison trait (this represents it’s icy breath, which has weakened during the intervening centuries).
The Ice Dragon activates in the next creature phase.
As per the dragon rules, spellcasters gains +50 experience if their warband slays the dragon.

Monday, 10 October 2016

The Ghosts of Chronos - A Scenario


Possibly an over-complicated scenario this, but one I've been mulling around in my head for a while. Wizards and Witches, dare you face...

The Ghosts of Chronos


A rare and ancient text has led you to the ruins of the home of Chronos the Great: a pioneering wizard thought by some to have been the father of Chronomancy.
You can be sure that many great treasures lie within this once sumptuous estate, but be warned, for it is said that Chronos’ tinkering wore thin the fabric of time, and the grounds are riddled with ghosts from the past, and the future…

Set up

Set up the table as normal, but bear in mind that you will be removing and replacing areas of terrain, so you might want to use items that are easy to move (e.g. based on CDs etc.). 

Special Rules

Chronos’ treasures are steeped in chronomantic energy and are very unstable. Approaching one risks triggering a time warp, shifting the surrounding area into a time pocket belonging to a different era.
Any warband member within 1” of a treasure triggers a time warp, opening up a pocket of time in a circle approximately 5” in diameter, centred around the treasure. Roll on the time warp table and replace any terrain within this area as necessary. The treasure stays roughly where it was.
Once a treasure is carried out of this 5” pocket, the time warp collapses. Any terrain effects are removed and replaced by the original terrain (more or less). Otherwise the new terrain remains in play.
Any random creatures generated by this triggering are placed next to the treasure. They act as normal random creatures within the time pocket, but will disappear if their movement takes them out of it.
Treasures generated by Fool’s Gold and Reveal Secret do not trigger time warps.
Once a time warp is triggered, the relevant treasure cannot trigger another one.
Unless stated differently, line of sight can be drawn into and out of time pockets as per usual if terrain allows.
Spellcasters from the Chronomancy school may re-roll on the time warp table once per game (second result stands). 

Time Warp Table

Roll
Time Pocket
Game Effects
1
Time of the great blizzard
The area is plunged back a millennia to the time of the great blizzard.
All figures within are subjected to an intense, will-sapping cold.
Replace all terrain within 5” of the treasure with a blank white disk.
All figures within the time pocket must immediately lose 2 health.
For each subsequent turn inside the pocket, they must lose 2 health and make will successful test against a 10 before being able to activate.
Players cannot draw line of sight in or out of circle.
2-3
Primordial swamp
The area is sent back to a time when history has barely begun.
Things crawl out of the mire…
Replace all terrain within 5” of the treasure with a large swamp.
Terrain classed as difficult.
Roll d20 to determine what lurks in the swamp. 1-15: giant toad (treat as ice toad), 16-20: swamp worm (treat as giant worm).
4-5
The Recent future
The figure triggering the time warp sees a glimpse of his/her future.
Pre-warned is pre-armed…
No effect to terrain.
Play continues and the treasure that triggered this event can be treated as normal.
However the triggering figure counts as having a scroll of Fast Act (does not count towards items carried).
6-8
Ancient Forest
The area is sent back to a time when all this was trees.
Replace all terrain within 5” of the treasure with a forested area.
Make a random creature roll and select the nearest animal(s).
Terrain classed as difficult.
Any figure within classed as in light cover if being shot at from within the area, or heavy cover if being shot at from outside the area.
9-10
The Distant Future
The area has been hurled forward in time to an era devastated by war.
The blasted desert heat is intense…
Replace all terrain within 5” of the treasure with a rocky desert.
All figures within the time pocket must deduct 1 health for each turn they remain in the pocket.
Roll d20 to determine what lurks among the rocks. 1-10: Sand spider (treat as ice spider), 11-18: wasteland raider (treat as marksman), 19-20 giant worm.
11-12
The Time of Chronos
The area has been sent back to the time when Chronos himself dwelt here in his sumptuous mansion.
Wary of temporal ghosts, his treasure is guarded…
Replace all terrain within 5” of the treasure with dungeon/treasure room furniture.
Roll d20 to determine who guards the treasure. 1-5: infantryman x 2, 6-10: Man-at-arms x2, 11-15: Knight, 16-20: Templar.
If the guards are defeated any player in this pocket may use an action to snatch d20 gold (counts as an item).
13-14
Ice Age
The area is sent back to a prehistoric ice age.
Replace all terrain within 5” of the treasure with frozen tundra.
Roll d20 to determine what is hunting in the area. 1-5: snow leopard, 6-10: bear, 11-15: wild boar, 16-20: apemen (treat as white gorilla x2).
15-17
Back to the Past
Instead of entering a pocket, the figure triggering the time warp is sent a short distance back in time.
They find themselves back at their base, just after their warband has left on this expedition!
They have enough time to rest and re-equip before re-joining the fray.
No effect to terrain.
Remove the figure from the table. Restore his/her health to the pre-game level and swap item(s) from vault if required.
Return the figure to their starting table edge at the start of the next turn.
Henceforth the treasure that triggered this event can be treated as normal.
18-19
The Apocalypse is Nigh!
The area is thrust forward in time to a period of terrible, soul shattering apocalypse.
Everything is dark, everything is dead…
No effect to terrain.
Make a random creature roll and select the nearest undead creature(s).
No-one may draw line of sight into the area.
All figures within the time pocket must make an immediate will test against a 15 before being able to activate.
20
The beginning/end of time
The figure triggering the time warp travels to the very beginning/end of time itself…
No effect to terrain.
Remove figure from the game and treat as permanently dead.
Henceforth the treasure at that triggered this event can be treated as normal.

Treasure & Experience

Treasure and experience calculated as normal, but in addition:-
20 experience for each time a spellcaster in your warband triggers a different time warp.


Wednesday, 11 May 2016

The Assassin - A Scenario


Introduction


Successful expeditions into the frozen city have earned you much knowledge and treasure; however there are those back home who grow afraid of your increasing power and jealous of your growing reputation.

Safe and warm in their studies and laboratories, your old rivals may lack the courage to face you themselves, but they are not above hiring others to do their dirty work…

Set-Up


Set up the table as per a standard game of Frostgrave. Place warbands as normal.

The highest level wizard is the ‘target’ wizard (if wizards are at the same level, the one with the most pre-game gold is the target. If wizards hold the same amount of gold, then roll a d20 and nominate the lowest roll as target.

Once all warbands are placed, the non-target player (or player with the lowest level wizard if more than two players) places an assassin figure up to 9” from the centre of the board. The assassin must be placed so that no member of the target wizard’s warband can make line of sight to the figure.

The Assassin


The Assassin will stop at (almost) nothing to kill his target. He is a crack-shot who uses poisoned bolts to slow down his prey before moving in for the kill.

Assassin
M
F
S
A
W
H
Special Rules
7
See ‘Marksman’ in main rulebook
Poisoned bolts
Camouflaged
Susceptible to bribery
Professional Hit
Separate phase

Poisoned bolts
All of the assassin’s bolts are treated with poison (see Dark Alchemy supplement)

Camouflaged
The Assassin has taken an Elixir of the Chameleon (see Dark Alchemy supplement)
Additionally, he must stay behind cover whenever possible.

Susceptible to Bribery
During his wizard phase, the target wizard can attempt to bribe the assassin if within 6” and line of sight - this takes one action.
Pay three treasure tokens (which must already have been carried off the board by a member of the warband) and the Assassin will target a wizard of the target wizard’s choice.
Pay 1,000GC and the Assassin will leave the board.

Professional Hit
If the Assassin successfully executes his contract, the target wizard must roll for survival post-game with a -1 modifier.

Separate Phase
The Assassin acts in his own phase, after the last soldier phase but before the creature phase.
The Assassin has the standard two actions and follows this priority:-

  • Move to within range and line of sight of the target (staying in cover if possible)
  • Reload crossbow
  • Shoot at target (if within range and line of sight) until target is down to 4 health
  • Engage the target in combat if within 5" and target is down to 4 health

The Assassin will not enter combat with any other figure unless attacked by it.
If the Assassin successfully kills his target or is bribed to leave the board, he will not act as above but will head for the nearest edge as quickly/directly as possible and will only enter combat in self-defence.

Treasure and Experience


Treasure is treated as per a standard game.
Do not roll for any treasure tokens used in bribing the Assassin.
If the Assassin is killed, an action may be spent looting his poisoned bolts - one action per bolt with a maximum of 5. These may be used in the next game only by a crossbow-using warband member, or may be sold for 20GC each.

Experience is calculated as per standard game, in addition to the following:-
+50 Experience for the target wizard if he kills the Assassin.
+25 Experience for the target wizard if he survives the game.
+10 Experience for each non-target wizard if the target wizard (new target if the Assassin has been bribed) is 'killed' in-game by the Assassin.


Monday, 21 December 2015

The Vampire Field – A Scenario



FOREWORD

Another early Christmas present for you – ideally played between wizards with a sizeable difference in levels.

INTRODUCTION

It is said that the two greatest attributes in a wizard are an insatiable thirst for knowledge and the infinite patience needed to acquire it.

Now once upon a time there was a wizard who possessed the former in spades, but was sadly lacking in the latter…

Insanely jealous of the magical discoveries of his peers, it is said that this wizard delved too deeply into the darker recesses of the craft, taking counsel from creatures not even the greatest practitioners of the day dared seek out.

Strange noises and unholy lights emanated from the wizard’s abode, until one day passers-by espied a weird device squatting in the square that fronted his house. This device began to throb and emanate a magical field, and soon all the magic users in the vicinity began to grow forgetful…

The authorities grew worried as news spread of the wizard and his ‘Vampire Field’, and how anyone caught in it’s embrace began to forget their spells. Meanwhile the wizard would walk cockily through the streets, boasting of each new spell that he had suddenly learned.

Soon sorcerers of every persuasion were discovered wandering the alleyways, lost and confused. As time went on they began to forget their very names and had to be led, dribbling and incoherent, into the local asylum. And all the while the wizard grew ever more powerful.

But one night a young enchanter, barely out of her apprenticeship, set forth to investigate the wizard’s machine. She felt her brain being probed, but the device sought more powerful fare than the handful of tricks at her disposal and withdrew it’s feelers. Gripping her magical spanner, she opened up the device and began to tinker…

The explosion that followed was impossible to describe, but one thing was for certain – out strode the enchantress, now so powerful that she immediately ascended to a higher plane. And of the wizard there was nothing but a mindless old fool, who could only gibber as he was dragged to the very asylum that housed his poor victims.

Now this is a very old tale – an ancient legend even before the great calamity. But some say that, like the story, the magical field created by the device still survives, and although weak, still roams the ruins looking for minds to transfer to it’s long-dead master…

SET-UP

Set up the table as per a standard game, but with the remains of a ruined magical device in the centre. Place treasure as per the normal rules.
Take a circular disk, 3” in diameter and place it d20 halved inches (rounding up) in a random direction from the centre.

SPECIAL RULES

THE VAMPIRE FIELD

This 3” disk is the remnants of the Vampire Field. It cannot be fought, damaged, dispelled etc.
At the beginning of each turn, roll a d20. On a 1, the field will centre on the lowest level wizard; on a 20 it will centre on the highest level wizard. Any other result will see the field move half that number (rounding up) in inches in a random direction.
If it reaches the edge of the board, re-randomise the direction and move the remainder of the distance.

Any wizard either partially of fully in the Vampire Field must roll a d20 and subtract their will. On a 10 or more he/she will immediately be drained of all knowledge, which will be swapped with another wizard on the table (roll to decide if there is more than one).
The wizards so affected must swap stats and spells (but not magical items, weapons etc.) – it might be useful to have an extra copy of each wizard sheet to swap with your opponent.
Apprentices are not affected and keep their stats as normal.

If more than one wizard is in the field, it latches onto the one with the highest level.

ENDING THE GAME

Game ends as normal, but what of our wizards and their swapped minds?
Luckily, the effects of the field are only temporary(ish). Roll a d20 for each pair of ‘swapped’ wizards and consult the table below:-

D20 roll
Result
1 - 12
Lowest level wizard chooses a stat (except experience level) and changes it to that of the wizard he/she swapped with (apprentice stat changes in-line if applicable). Otherwise all stats return to normal (plus in-game experience etc.)
13 - 17
Lowest level wizard chooses a spell known by the wizard he/she swapped with and retains knowledge of it at the base casting number.
Otherwise all stats return to normal (plus in-game experience etc.)
18 – 19
Highest level wizard chooses a spell known by the wizard he/she swapped with and retains knowledge of it at the base casting number.
Otherwise all stats return to normal (plus in-game experience etc.)
20
Highest level wizard forgets a spell (chosen by the wizard he/she swapped with) and may no longer cast it until it is re-learned.
Otherwise all stats return to normal (plus in-game experience etc.)

If a wizard has swapped with more than one other wizard during the game, then more than one roll will be made –effects are cumulative.

TREASURE AND EXPERIENCE

Treasure is treated as normal.

Experience treated as normal, however all magic users will also gain by experiencing the power of the field, so the following additions apply:-
100 experience points if a wizard enters the Vampire Field (may only be applied once).
50 experience points if an apprentice enters the Vampire Field (may only be applied once).

Friday, 4 December 2015

The Cell - A Scenario


A few days ago I was enjoying a small dessert, when I realised that the container it came in could be used as a very easy piece of scenery. This in turn inspired me to write the following scenario…

THE CELL

“It was like a huge glass jar, or an upturned crystal goblet – y’know, the ones rich people drink out of. Inside it was… well, I don’t know – a wizard I suppose. I wonder what he had done to be stuck in there all these years?”

Set-Up

Dress the table as normal, but leave a clearing in the centre.
Inside this clearing, a wizard has been imprisoned in a magical cell since before the Great Freeze. Place a wizard figure in the centre of the clearing and place a treasure token next to it.
Place a transparent container (small upturned glass – be careful, plastic pot etc.) over the wizard and token.
Place 2 treasure tokens per player onto the table as per normal rules.

Special Rules

The cell – the cell must be broken into to get access to the wizard and treasure. It is immune to non-magical weapons and counts as a stationary creature with the following stats:

M
F
S
A
W
H
Notes
0
0
0
12
0
15
The cell does not move/attack during the creature phase.
Immune to non-magical weapons.
Once it’s health has been reduced to zero, it has been broken into and may be removed from the table.

The wizard – once the cell has been smashed, the wizard is released. But what kind of wizard..? Roll a d20.

d20
Result
1 -2
The wizard died long ago and is now nothing more than a husk.
Spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
3 - 7
The wizard is also a vampire (with vampire stats as per rulebook) with a thirst for blood!
Activate the vampire during the creature phase as per normal rules.
If slain, spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
8 – 13
“Imprisoned for a crime I didn’t commit and now free at last!”
The wizard is grateful to be freed, and gives you a gift before vanishing in a puff of smoke.
Make an extra roll on the treasure table after the game.
14 - 18
The wizard is possessed by a powerful demon! (with Greater Demon stats as per rulebook)
Activate the demon during the creature phase as per normal rules.
If slain, spending an action searching the corpse (once per game) will give you an extra roll on the treasure table after the game.
19 - 20
“Ahahahahaha!”
The wizard, driven insane by centuries of imprisonment, launches a Destructive Sphere spell!
All figures within 3” of the wizard must immediately suffer a +5 attack as per the spell.
After this the wizard vanishes in a puff of smoke.

Treasure and Experience

Treat the treasure token next to the imprisoned wizard as a normal treasure token.

The treasure given by the imprisoned wizard or looted from the corpse is temporarily shrunk (all the better to hide it from whoever imprisoned the wizard) and does not count as an encumbrance. It does however count as an item.

A wizard will gain 50 points if his warband breaks into the cell.
If a wizard kills the imprisoned vampire/demon by magic, experience is earned as if he/she had killed an opposing wizard by magic, as per the rulebook.

Any wizard who is hit by the Destructive Sphere spell and survives gains 20 points.