Monday, 4 July 2016

Frostgrave #1 - Custom Scenario, Imp Catcher

(Please note this scenario has yet to be tested if you play it let me know how it goes in the comments)

IMP CATCHER
The Wizard Grayzag has summoned hundreds of little imps. They have stolen a lot of things belonging to the Wizard Mizgog including his magic beads. A full set of these Beads will teach Wizards any spell they desire.

Set-Up
Lay out the table as per the rules as per the rules for a standard game. In place of treasure, players each place 3 Imps in turn on the board in the same manner as placing treasure.

Special Rules
Once an Imp is slain, roll a D20 and consult the table below to reveal the colour of the Bead the Imp was carrying. Beads are so small that they do not slow down models carrying them but otherwise act identically to treasure. Models can each carry two Beads.

D20 Result Bead Colour
1 - 5 Red
6 - 10 White
11 - 15 Black
16 - 20 Yellow

As soon as an Imp is slain and a Bead is claimed a new Imp moves onto the board from the table edge. Roll randomly to determine which edge. Summoned Imps do not carry Beads.

Treasure and Experience 
For each full set of Beads; Red, White, Black and Yellow a Warband removes from the table its Wizard may learn one spell for free. Alternatively, Beads can be sold for 50gc each or for 300gc for a full set.


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