The Bounty

Note: Before playing this scenario, take note of which figure your warband most recently hired.


The Bounty - a Solo Scenario

A wolf howls, a twig snaps; the wizard watches as the sounds of the night send shudders coursing through his latest hireling. It crosses his mind that it might have been poor judgement to take this soldier into his employ if these things would turn this threatening thug into a frightened child. And then he hears it; the notching of an arrow...

Set - Up

Play this scenario on a 2x2 table, with terrain placed as you would for a regular game of Frostgrave. Place up to 5 members of your warband, including your wizard and the newest hire of your crew within 4" of the center of the table. Place the Bounty Hunter on a random board edge.

Special Rules

The Wizard's goal in this scenario is to kill the bounty hunter, who is gunning for your warband's newest hire. Apparently, this new employee forgot to mention there was a price on his head.
This Bounty Hunter's stats are identical to the Ranger, except his hand weapon is magical (+1 Fight) and his bow is magical (+1 shoot.) 
The Bounty Hunter's goal is hunting this newest henchman and since he's on the hunt, and during the creature action phase when checking the range and line of sight, assume he knows exactly where that figure is, and will move accordingly. Also, if there is a figure within line of sight, instead of taking a second movement, the Bounty Hunter will shoot his bow.
Furthermore, should the Bounty Hunter attack the newest soldier and roll a natural 1 or 2, replace the newest soldier with a fresh werewolf figure, who then for the rest of the game is no longer under the control of the wizard, and will attack the Bounty Hunter and the warband indiscriminately with the behavior. In this case, the game ends when the werewolf is killed, or the wizard escapes off any table edge with as many members of his warband as is possible.

Treasure and Experience

- The wizard gains 50 experience if his warband kills the Bounty Hunter and/or the werewolf.
- Should the wizard's warband kill the Bounty Hunter before the werewolf turns, the wizard may add to his vault the Bounty Hunter's  magical hand weapon and bow. The would-be werewolf repays you what his hiring cost is as thanks and then runs away.
- Should the wizard kill the werewolf, remove the soldier who became the werewolf from your roster. You may sell the Werewolf's head for 100gc (as he's a true lycanthrope, not a hybrid) after the game and also, you may take back the soldier's hiring cost minus d10gc for each game that soldier has fought in for you previously.
-If the Bounty Hunter dies and the werewolf is not killed, all loot is considered forfeit.

Ways to use this Scenario
- There's a secret werewolf tribe in the mountains, and your new hire is an unrepentant pariah who began selling tribal secrets after being exiled. The bounty hunter could be here to keep his ex-tribesman from sharing knowledge of their shape-shifting ways.
- You could reverse this scenario to have the werewolf attack your party while you accompany a werewolf-hunting ranger on his quest to rid the woods of the vile beast. Maybe he's doing it out of vengeance, or maybe a nearby village hired him and now he's got to step up. For this variation, tinker with the rewards as a fledgling hero would probably be somewhat reluctant to give away his magic sword for your aid.
- This scenario doesn't have much in the way of winning big stuff; it's mostly for character development. The figure who delivers the killing blow to the werewolf could gain a +2 modifier whenever attacking werewolves, or maybe they skin the werewolf and make a coat out of his hide. Who can say really? What happens in Felstad, stays in Felstad.

Comments

Popular Posts