Rescue Scenario for Frostgrave

(Note: I'd originally planned to do this a few years back when I was at my frothiest for Frostgrave, but never got around to more than naming a blank word document. Since I'm on the mend from my hiatus from Icetown, I figured I'd approach the prompt with fresh eyes and a few bookmarks in Joseph McCullough's Perilous Dark expansion, assessment forthcoming (but short synopsis: yay.)

From the Clutches of Our Enemies

Post image
This image is from a 5E supplement published by Nord Games. Check 'em out.
https://nordgamesllc.com/product/ultimate-bestiary-revenge-horde/

In the City of Felstad, wizards find themselves tied up in adventures for months, even years if they survive long enough. Over these periods one might grow attached to other souls who share those adventures, and the tenacity to resist easy deaths at the hands of the Frozen City. One rare way of cheating death if only for a night, is by getting captured by enemies who are more patient than the hungrier monsters of the steppes. Often, these captives are used as bargaining chips to acquire much sought treasure, or pressure temporary alignments between factions. Occasionally they're bait, but only when food is scarce and you'd rather eat another treasure hunter's mercenaries than your own.

Before Set-Up

If you had a soldier, wizard or apprentice who died or received a grievous injury, you may use this scenario as an opportunity to undo that harm, and instead have them be captured by your rivals. If you don't have anyone in such a precarious state, or if they're not worth the effort, roll on the table below.
Captive Table 1

1-5 - The captive is a Traveling Baker who you crossed paths with earlier. She had sold you treats from your homeland, and given you news of a mutual acquaintance. If one of your warband can usher her safely off the board, add 3 Treats from Home to your inventory.
6-10 - The captive is a Knight hailing from a village you've never heard of outside of fairy tales. If one of your warband can get him safely off the table, then he will join your warband for the next 3 games.
11-15 - The captive is a shaggy looking hermit. Who knows if it's worth it, risking life and limb for this stranger. If you get this captive safely off the board, roll on the shaggy looking hermit table at the end of the game.
16-20 - The identity of the captive is a mystery to you. You will not know who you're rescuing until one of your warband members is in base to base contact with the captive. When that happens, Roll on Captive Table 2.

Set-up

On a board no smaller than 30"x30", place a building on one board edge with at least two exits. Place the captive figure inside that building and set up the board as you would an otherwise normal game of Frostgrave. Deploy your figures on the board edge farthest from the building, and on the two adjacent board edges, place two spawn points (labeled 1 & 2, and 3 & 4) 10" from each end of the board. Place a thug on each of these spawn points.

Special Rules

Treat the Captive as a treasure token for all intents and purposes. Until a member of your warband reaches them, it is assumed that they're beaten and tied up, and not about to make their own dramatic exit.
At the end of each turn, roll on "End of Turn Table 1." Cross off results of 10 or lower as you roll them, and reroll any repeats in that range.
The game ends either when the captive is rescued, or when your warband's models are reduced to less than 50% their starting number. Some loss is acceptable but if the rescuers feel they need rescuing... That's a pretty bad sign.

End of Turn Table 1 (most profiles found in Frostgrave: core rules)

  1. single thugs on spawn points 1 and 3
  2. single thugs on spawn point 2 and 4
  3. thug and warhound on spawn point 1
  4. thug and warhound on spawn point 2
  5. thug and warhound on spawn point 3
  6. thug and warhound on spawn point 4
  7. gaoler on spawn point 1
  8. gaoler on spawn point 2
  9. single gaolers on spawn points 3 and 4
  10. crime boss in the center of the board
  11. or more, roll on End of Turn Table 2

End of Turn Table 2 (most traps here can be found in Frostgrave: Into the Breeding Pits)
Before rolling on this table select a member from your warband at random.

  1. caltrops
  2. explosive rune
  3. siren
  4. pit trap
  5. spring loaded axe
  6. cooler pit trap (see Frostgrave: perilous dark page 41, but replace the ice spider with a white gorilla.)
  7. A gaoler appears 5" away from them
  8. A white gorilla appears 5" away from them
  9. If this figure is within 6" of a board edge, they must make a will check with a target number of 15. If they fail, they lose d20 health.
  10. Two thugs appear 5" away from them. they probably have an Abbot and Costello routine. Please supply your own menacing banter before they attack.
  11. Or more, everything is ok. Don't have an ice cow, man.

Captive Table 2

1-6 - The captive is one of your Rivals. You may opt to kill them now, (replacing the captive with a thug who's death is worth 50exp,) or you can rescue them. If you can get this captive safely off the board, add 1 Token of Debt to your inventory.
7-12 - The captive is a Wealthy Merchant you remember from earlier in your journey. If you can get this captive off the board, it is worth 10d20 gp.
13-18 - The captive isn't at all as they seemed. Wrapped in garb that concealed the fur and the fangs, the rescuer comes face to face with a snarling, snapping werewolf. Replace the captive with a werewolf.
19-20 - The captive is dead, rest their poor soul. With the trap sprung, replace the captive with a Gaoler.

Shaggy Looking Hermit Table
1-10 The hermit, now untied, begins to untie other things. Shoes and socks come off first, then pants and shirts, and well... there wasn't much more than that to take off. As they saunter off into the woods, you accept that some things in this world make very little sense. Gain an additional 30exp. 
11-16 The hermit thanks you with a very greasy handshake. After they leave, you try to wipe your hand clean, you discover that your hand now has a very blurry map slimed on it. If you opt not to wash your hand immediately, your wizard gets -1 to their fight stat during the next game, but you may place an extra treasure marker as a tradeoff.
17-20 The hermit gives you an appreciative grunt and hands you a lobster. Unsure of where the hermit got the thing between now and when you rescued them, you may choose to add the Lobster to your inventory.

NEW ENEMIES

Gaoler

                                    M              F                S               A              W               H
                                    5              +2              +0              12             +4              14
Chains, Light Armor
Models engaged in close combat with a Gaoler get -2 to their Fight stat. Models that take damage from a Gaoler get -2 to their movement stat until the end of their next activation.

NEW ITEMS

Treats from Home

A tasty morsel freshly baked, that warms the hearts of those who enjoyed it as a child. Before a game, you can declare that a member of your Warband is eating a Treat from Home. For the duration of the following game, that figure gets +2 to their Will stat.

Token of Debt

A bauble representing the gratitude of a powerful and feared mage; any model carrying this item may discard it when engaged in close combat with an enemy that is not a boss, animal, undead, construct, or demon. That enemy makes a will check with a target number of 15+. If they fail, gain control of it for the rest of the game.

Image result for lobster

Lobster

It smells amazingly foul, so I wouldn't eat it, but I guess there are other applications. Any model carrying this item suffers a -1 to their will for as long as the Lobster is in their possession. This model may discard the Lobster to make a shooting attack at -2 at an enemy within 6". That enemy rolls a d20. If that roll scores higher than the enemy's current Health, you may immediately move it up to its full movement in any direction you wish.

Comments

Popular Posts