We have started a new campaign with home grown scenarios. I will be posting them here once they have been played.
The weird water oubliette
You have descended into concealed caves base of a large, ruined tower. As you move from chamber to chamber you notice plenty of evidence that they are still in use, then the sound of splashing water starts filtering through the darkness.
Setup
The table is set up as a cave system with many small rooms, passages, and dead ends. In the center there is a 12-inch square cavern that is clear of obstacles. In the center of that cavern there is a pool with a spinning sphere of water hovering above it. It is a Water-Weird that was summoned long ago to protect valuables for the wizard who once owned the tower. The central treasure is not placed on the board as it can only be pulled from under the Water-Weird. As there are so many twists, turns and limited exits the board should be no bigger than 3 X 3.
Special Rules
Models can only enter and exit from the passageways at each of the opposite corners of the board. There is limited light filtering into the cavern, so line of sight is limited to ten inches. The central treasure is not placed on the board. All other treasures are placed normally.
A tribe of lizard men have made the cave system their home. After turn two, at the beginning of each creature phase the player with the initiative will roll a d20. On a score of 1-10 one lizard man will enter the board from a random entrance. On a score of 11-20 two lizard men will appear. These creatures will activate normally during the creature phase and follow the normal rules for creature actions with the exception that they will always move towards the center of the board if no enemy is in view. After arriving in the central chamber, they will then move towards the central treasure wherever it is on the board. No other wandering monsters appear this scenario as the lizard men have cleared them from the tunnels.
Any model that moves into contact with the sphere of water may use an action by making a Will roll with a target number of 14. If they succeed, they retrieve the central treasure from the pool underneath the Water-Weird. If they fail, they will be pushed back away from the Water-Weird the number of inches that they failed the roll by only stopping if they hit an obstacle. If an obstacle is hit the model will suffer the same effects as if they fell a similar distance from their starting point.
Treasure and Experience.
All treasures are rolled normally in the Frostgrave rulebook except for the central treasure. It contains 200gc and the Codex of Resolution. After the game, the Codex is treated as a grimoire. If it is read by the wizard, they will increase their Will stat by two. The wizard who reads the Codex is unable to increase their Will further or learn other spells using grimoires until the next game. Wizards can increase other stats normally.
+ 10 Experience for each lizard man killed by the wizards warband with a max of 40 for the scenario.
+5 Experience for each member of a warband that attempts to access the central treasure and fails.
+ 25 Experience if an apprentice retrieves the central treasure from under the Water-Weird.
+40 Experience if a wizard retrieves the central treasure from under the Water-Weird.
Lizard man
Lizard men were originally bred for fighting in the pits where their tough skin and vicious temperament were highly prized. Due to their cold-blooded nature only a few scattered tribes have managed to survive until the thaw.
Lizard Man |
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M |
F |
S |
A |
W |
H |
Notes |
5 |
3 |
0 |
12 |
0 |
6 |
Animal, pack hunter |
Our club has now played this scenario twice. In both instances the wall spell was used to good effect. In the single one on one game played it effectively blocked one player from entering the central chamber for the majority of the game. In the multi player game they managed to lock several models into a narrow space where they were forced to fight it out. One spell that was used unexpectedly was push. The player that used it managed to splat several models against walls. Having exits in each corner of the board helped make this scenario particularly difficult for players to get treasure out unmolested.
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