These are extra Scenarios to be played in a Frostgrave skirmish battle for single or campaign battles. They are largely based of the stories found in the Fluff book for sale ' The Tales of the Frozen City'
You have come across a small tomb in the city of Frostgrave and it pulses with magical power. You are certain that there are valuable treasures somewhere inside.......but are you willing to gamble with your life. Disturbing the Guardian and possibly awakening something even more dangerous.
a 3 inch circle is placed in the very center of the table with a Large construct standing inside the circle. 4 pillars or statues are placed 4 inches away from the circle in a cross pattern. No treasure tokens are placed. Roll four times on the Wandering monster chart designating a roll to one of the Statues. Re-roll if a Level 1 Encounter is rolled.
A figure must be in base to base contact the Statue or pillar and spend a single action to Claim a treasure, and now can not make any more actions this turn. When a treasure is claimed the Large Construct awakens and will attack the bearer of the claimed treasure on the next creature Phase. The large construct instinctively knows who holds a Claimed treasure and will move towards the nearest bearer of a claimed item ignoring all other figures stopping only if another figure chooses to force combat and attack. If the Large construct is destroyed or there are no figures with a claimed treasure on the table it immediately teleports back to the circle in the center of the table still able to activate that creature phase. No spells or attacks can be made while inside the 2 inch circle, no figure aside from the Large Construct from the circle may enter the circle and leave it. A Dropped treasure immediately resets back at the approprite pillar or statue. The 4 pillars or statues can not be moved by magical means.
Treasure and Experience:
If a treasure is claimed the player must immediately decide between gaining 75 experience Or risk releasing a creature imprisoned within the treasure but may roll twice on the Treasure Table. The claimed treasure must still be collected, it can only give experience or the two treasure rolls. The wondering monster appears from the treasure on a roll of 16-20, 10" in a random direction from the Claimed treasure it was summoned from. The treasure can still be collected after releasing a creature.
Forge and Crucible
You have been absorbed into the God Forge on a previous venture and now it is up to your apprentice and the men of your warband to save you
Place a statue, crystal, or large arch in the center of the table to represent the God Forge. Place both players wizards on top of on next to the God Forge. Standard table set up
At the end of every turn (after the Creature Phase) a wizard rolls a Will test at -4 vs a 20 from the God Forge to escape from the god forge. The wizard may not make any other action while inside the God Forge. Any 10 wounds suffered within 12" of the God Forge will grant both wizards a +1 Will vs the God Forge. Once a wizard successfully saves against the God forge both wizards are released from the God Forge. The wizard that succeeded is released immediately from the God forge in base to base contact, while the remaining wizards are randomly teleported 12" in a random direction. Any figure may leave the battle from any table edge
Treasure and Experience:
The wizard that succeds vs the God Forge gains 100 experience
The Thief of Time
In the poorest district of Frostgrave an ancient hospital that treated the plagued and inflicted could not always save a patient. The afflicted corpses were sent to a room magically warded to prevent any diseases from escaping before the healers had a chance to purify the body. Having been left unchecked for almost 1,000 years the corpses have risen, trapped by the still active wards. Now a rumor has spread that a powerful magic item might have been left with a plagued hero just before the fall of Frostgrave. Could a small hoard of undead be worth the risk?
In the very center of the table place a 8"x 8" Corpse Pit (GW graveyard works well) with a special treasure in the center of the the building.The building should only have two door ways to enter and exit through. Inside of the building place 4 zombies 1d6 inches from the treasure in random directions using a d8. Four more treasure tokens should be placed as normal.
The zombies do not move unless a figure from a players warband (including any monster controlled). Once a figure moves into the Corpse Pit the zombies will activate during the creature phase and attack the figure. The zombies may not leave the corpse pit for any reason. Line of sight can not be made into or out of the Corpse Pit (imagine the Corpse Pit is underground).
Treasure and Experience:
The special treasure inside the Corpse Pit counts as a normal treasure token but rolls 3 time on the treasure chart. Also if a players wizard kills the most zombies that originated from the Corpse Pit it will gain an extra 50 xp.
The Devil's Observatory
In Dark Places
Best Served Cold
Time to Spare
The Colder Stars
Mind Over Matter
Last edited by Taser Maniac
on Tue Oct 06, 2015 7:32 pm, edited 2 times in total.
May have been the losing side. Still not convinced it was the wrong one.