Soldier Move Fight Shoot Armour Will Health
The Stranger 6/7 +1/+4 +0 11/14 +3/+0 10/14
Madman 6 +3 +0 11 +4 12
Courtesan 7 +2 +2 11 +2 12
City guard* 7 +2 +0 12 +3 12
Brute* 5 +4 +0 14 +1 15
Tindalos hound +8 +1 +0 10 +0 10
The Complex puzzle: An ancient sorcerer from Felstad liked to hide his discoveries in a singular w
Scenario
that he distributed in secret places scattered throughout the c
Requirements: pairs of token markers. Set up the table as per a standard game of Frostgrave, excep
token on the center of the table, then 2 more a within 8” of the central marker, but no closer than 6
Set-up
player should place one final marker token anywhere on the table, provided it is more than 9” from
any other token marker. Finally, place one marker token on each corner.
Requirements: pairs of token markers. Set up the table as per a standard game of Frostgrave, excep
token on the center of the table, then 2 more a within 8” of the central marker, but no closer than 6
Set-up
player should place one final marker token anywhere on the table, provided it is more than 9” from
any other token marker. Finally, place one marker token on each corner.
The marker tokens represents a puzzle piece. A figure may spent one action to take the token, but d
Special rules his not carrying a treasure. The objective of this scenario is to reassemble the puzzle. Each time a wa
immediately put a City guard netx to the nearest marker.
+30 exp for killing the brute; +30 exp for each piece of puzzle returned to the center of the table; +4
Treasure and
of the game) for each pair of identical puzzle symbols; +10 exp for each city guard destroyed; +20 ex
experiencie
puzzle piece, and an extra roll on the Complex city table.
Die roll Item Purchase price
1-5 Magic Cog 200
7-8 Stainless steel power staff (2) 500
9-10 Steampunk power staff (2) 500
11 Leather and metal armor (light armour) 300
12 Light metal plate (heavy armour) 500
13 Black Orb (Magic item) -
14 Red Orb (Magic item) -
15 Yellow Orb (Magic item) -
16 Necronomicon (Magic item) -
17-18 Grimoire of Tindalos -
19 Grimoire of Ezra's Arm -
20 Grimoire of Lavinia's Rite -
Scenario
Set-up Requirements:
Special rules
Treasure and
experiencie
Cost Notes
Hand weapon, light armour, Strange potion.
Specialist. Each band can only have one
Stranger. If the Stranger drinks his potion, the
figure becomes "The Aberration" (Expert
Climber , Immune to Critical Hits, Strong,
Change stats). When The Stranger drinks his
potion, roll a d4, when The Aberration kills that
many enemies, immediately becomes back
"The Stranger". Each transformation keeps its
150 stats. Before the begining of any game, The
Stranger needs to spent 50 gc to creates his
potion. He will not aventures Frostgrave
whitout his potion.
Two daggers, light armour. Specialist, powerful
(damage dealt by this figure is doubled.). When
the healt of the Madman drops below 6 he
gains "Bloodthirst"!!! The figure follow the
100 rules of uncontrolled creatures and acts only in
the soldiers phase. The Madman always moves
to the nearest enemy figure, even if he doesn't
have line of sight. After he fullfil his bloodthirst,
immediately seeks to abandon the table.
Hand weapon, light armour, throwing dagger (-
1 damage, 12" range), hand fan (12" range,
doesn't suffer Hasty Shot penalty). Specialist.
Once per game, during her activation, the
125 Courtesan may spend one extra special accion
to throw her dagger.
- Hand weapon, light armour.
- Hand weapon, light armour, large, strong.
Demon, animal, journey through the angles
-
de his discoveries in a singular way. He kept clues in chunks of images
laces scattered throughout the city.
ndard game of Frostgrave, except for treasure tokens. Place one marker
tral marker, but no closer than 6” to any other marker token. Then, each
provided it is more than 9” from any table edge and more than 6” from
rner.
ndard game of Frostgrave, except for treasure tokens. Place one marker
tral marker, but no closer than 6” to any other marker token. Then, each
provided it is more than 9” from any table edge and more than 6” from
rner.
e action to take the token, but don't suffer movement penalty, because
emble the puzzle. Each time a warband member picks a marker token,
ed to the center of the table; +40 exp (and a treasure token at the end
ach city guard destroyed; +20 exp to the band who return the special
Purchase price Sale price Description
A normal weapon or armor can be imbued to make it
200 100 magical. The sorcerer can choose to grant it for +1
damage or +1 armor.
500 250 Magic item, +2 fight.
500 250 Magic item, +1 fight, +1 damage.
300 150 Magic armour, +1 armour
500 250 Magic armour, +1 armour, +1 healt
Once per game. Declare before using it. Decrease your
- 100 health to 1 to immediately succeed on the next spell you
cast (original castig cost). No experiencie gained.
Once per game, declare before using it. Halve down your
current healt (rounded down) to immediatly succeded on
- 150
the next spell you cast (original castig cost). No
experience gained.
Once per game. Declare before using it. If the spell you
are about to cast fails, the next time you try to cast it, you
- 250
will immediately succeed for the original casting cost. No
experience gained.
At the start of the game, the bearer spends one health
- 350 point to decrease the casting cost of a spell of his choice
for the rest of the game.
Summoner/14/line of sight. Summon a Tindalos Hound.
The spellcaster needs to be in contact with an angle
- 500
portal. Counts against the maxium number of demons a
band can have.
Enchanter/20/Out of game(B). Wizard only, permanent
split stats: +1 fight, +1 shoot, +1 armour, -1 movement.
The Wizard may cast "Ezra's Shocking Fist"/16/Touch
(12"). The target figure must make an immediate Will Roll
- 500
with a Target Number equal to the Casting Roll. If it fails,
it receives no actions in its next activation. Furthermore,
the figure suffers -3 Movement for the rest of the game
(this effect is not acumulative).
Summoner/20/Out of game(B). Wizard only, permanent
split stats:+1 movement, +1 shoot, +1 armour, -1 will, -1
health. The Spellcaster may cast "Journey through the
angles"/16/Self. The wizard open a portal to nowhere.
- 500
Each time this spell is castig after the first succesfull time,
cost +1. Only the wizard may use this portal, needs to
spend an action to move through the portal to another
one of his choice.
ription
can be imbued to make it
hoose to grant it for +1
mage.
1 healt
ore using it. Decrease your
ucceed on the next spell you
o experiencie gained.
ore using it. Halve down your
n) to immediatly succeded on
nal castig cost). No
ore using it. If the spell you
ext time you try to cast it, you
r the original casting cost. No
e bearer spends one health
g cost of a spell of his choice
Summon a Tindalos Hound.
in contact with an angle
maxium number of demons a
B). Wizard only, permanent
, +1 armour, -1 movement.
Shocking Fist"/16/Touch
t make an immediate Will Roll
to the Casting Roll. If it fails,
ext activation. Furthermore,
ent for the rest of the game
ve).
(B). Wizard only, permanent
shoot, +1 armour, -1 will, -1
cast "Journey through the
open a portal to nowhere.
after the first succesfull time,
y use this portal, needs to
ough the portal to another
1 2 3 4
5 6 7