Basic Ambush Scenario

Preliminary Situation Generation.
This scenario is conceived with the intent to fill a gap in the narrative of a single player campaign. If in your adventures, you have conceivable foes and settings for your heroes/villains, then you're all set; but if not, here are some tables to roll on in order to determine the circumstances surrounding your ambush.


Basic Ambush Scenario

Setting; roll 1d6

  1. Your wizard's base -make it look homey and lived in?
  2. On a lonely road -extra credit if it's a road less traveled.
  3. In a nearby marketplace -with that hustle and bustle peeps are always talking about.
  4. On the edge of a river -maybe include a bridge? 
  5. At the basin of a gorge -it'd be rad if you added a landslide mechanic.
  6. In a recently sacked ruin -some joke about spring cleaning and Felstad thawing?
Ambushers; roll 1d6
  1. Gnoll Infantrymen -special situation; this scenario probably takes place underground, because gnolls. Check out Into The Breeding Pits for information on underground fighting if you're into that kind of thing.)
  2. Barbarian Men-at-Arms - special situation; after turn 5, roll 1d20. On an 19+, instead of having more barbarians spawn for the rest of the game, have Kornovik enter on a random board edge (see Forgotten Pacts expansion for Kornovik stats.)
  3. Cultist Thugs - special priorities; always move towards wizard if within line of sight.
  4. Opportunistic Crossbowmen - special priorities; move and shoot or move and reload.
  5. Wolves - special situation; wolves don't carry gold; no gold can be gained from this scenario.
  6. Posessed Thieves -special situation; whenever you kill one, roll 1d20. On an 18+ spawn an imp in the place where that thief died.
Set Up
Play this scenario on a 2x2 table, with terrain placed as you would for a regular game of Frostgrave, but thematically fitting for the setting you rolled on the above table. Place up to 5 members of your warband, including your wizard on one board edge, and then 2 ambushers up to 6'' away from them.

Special Rules
At the beginning of each turn, roll off for initiative against the ambushers, giving them a +5 modifier to their initiative.  
At the beginning of each turn, up until your 5th turn, place one ambusher on a randomly determined board edge. At the beginning of each turn thereafter, up until your 10th turn, place two ambushers on randomly determined board edges.
The wizard's warband wins if either all ambushers are killed, or if the wizard and their retinue make it off of the opposite table edge.

Broker Addendum
In the event that this scenario is a result of the Information Broker betraying a warband, the scenario occurs in your wizard's scenario automatically, and the ambushers are Opportunistic Crossbowmen. Additionally, the crossbowmen and the Information Broker will start up to 16" away from your warband's starting position instead of the 6" listed previously. Furthermore, in the event that you do not kill all of the ambushers, then your wizard's base and all of the upgrades you've given it are now forfeit (until you can replay this scenario as a grudge match.)

Treasure and Experience
The wizard gains 15 experience for each ambusher who died this game
The wizard gains 60 experience for escaping off of the opposite table edge.
If all of the ambushers (including the Information Broker when applicable,) die before the wizard escapes the table edge, collect d20x10 GP.
If the Information Broker dies, collect an aditional d20x20 GP

Ways to Use This Scenario
-A recent string of thefts have been breaking out through wizard encampments in your area. These encounters haven't been exclusively bloody, as they mostly take place while the wizards are in-turn looting ruins, but on the occasion that they do, the aftermath is horrifying to behold.
-Remember that cleric you embarrassed in front of his mates? No, I reckon you wouldn't. He was super lame for a charlatan and fairly undeserving of the praise his followers sang. Anyhow, turns out he's pretty good at holding a grudge.

Comments

  1. Good stuff!

    How about automatically giving the ambushers initiative on the first turn - or perhaps every turn? No good having the ambushers bushwhacked before they can get any licks in. :)

    ReplyDelete
  2. Solid call! Can't believe I missed that crucial elephant of surprise! Thanks.

    ReplyDelete

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