There's a pit full of treasure in a hidden corner of the Frozen city |
As promised, here is my scenario for use of the grille that I made when putting my Frostgrave terrain together. This scenario was
originally created for a multi-player introductory game to Frostgrave, in which
four different warbands fought over a small part of the frozen city. I've since
simplified the scenario a bit based on lessons learned during that original game and offer it here for
everyone's enjoyment. Feel free to use and adapt as you see fit for your own
use.
Skeletons! |
Scenario: The Pit
Background
As the ice sheet
covering the frozen city melts, it exposes an open shaft in the ground that
leads to an ancient treasure-filled mass grave. The residual magic of the city
has, however, infused the vault and animated its former occupants, out for
revenge upon those who would violate their last resting place.
Setup
Place a large
underground entrance in the centre of the table, and fill the remaining area of
the table with city ruins. Put one special treasure token in the centre of the
hole.
Place four treasure
items each 6" away from each side of the vault entrance with a clear path
from the vault to them. Place one skeleton on each side of the vault entrance
against the vault edge.
Special Rules
The grille covering
the entrance to the tomb counts as rough going. Each turn any figure of a
warband ends their move on the grille they must roll a die. The surface of the
grille is fragile. On a 14+ they fall in and are considered dead for this
scenario. Thieves and treasure hunters may reroll this die once. Wizards and
apprentices may adjust their own die score in the normal way.
At the start of each
creature phase more skeletons will emerge from the pit. Roll on the following
table to see how many, and where they appear. Identify each table edge as
north, south, east and west and place one skeleton on that side of the pit if
that compass direction is indicated below.
1-4 no skeletons come
out of the pit this turn
5 one skeleton (north)
6 one
skeleton (west)
7 one
skeleton (south)
8 one skeleton (east)
9 two skeletons
(north, west)
10 two
skeletons (north, south)
11 two
skeletons (north, east)
12 two
skeletons (west, south)
13 two
skeletons (west, east)
14 two
skeletons (south, east)
15 three
skeletons (north, west, south)
16 three
skeletons (north, west, east)
17 three
skeletons (north, south, east)
18 three
skeletons (west, south, east)
19-20 four skeletons
(north, west, south, east)
These monsters
behave normally unless any figure is within 6" of the central treasure, in
which case they will always move towards and attack the closest such figure.
Treasure and Experience
The
four normal treasure tokens are only worth 20 xp each while the central special
token is worth 100 xp.
The central treasure
is substantial. When the central token is recovered, roll twice on the treasure
table and add both results together.
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