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Frostgrave Campaign Rule Changes

Version 1.4 – 2/2017

Playing the Game (pg 28)


​ lace treasure and then determine which table edge they will deploy from. Rules for placing
Players​ p
treasure are as in the book with the following additional rules:
- Treasure must also be at least 6” from a neutral table edge.
- A least one of the three treasures placed by a player must be at minimum 12” from their table edge.
- All treasure at least 15” from every table edge can be placed up to 3” from each other rather than
6”.

Cover and Elevated Positions (pg 40)


Light cover is terrain that goes up to the model’s waist, or blocks up to half a model’s base.
Heavy cover is terrain that is above the model’s waist and still in LOS, or blocks more than half a
model’s base.

Models in an elevated position can ignore intervening terrain at a distance equal to their current height,
rounding down to the nearest inch (target models still gain cover). This distance is measured from the
ground base of the terrain piece they occupy, directly under their elevated position. Elevated positions
can also create a defilade. For every 3” in height rounding down, there is 1” of dead space from the
terrain base which causes a model to be out of LOS for both the firer and target. ​[EX: An archer is
perched on a wall 7” high. They can ignore any intervening terrain (or models) that are within 7” from
the base of the wall. Likewise, there is a 2” dead zone around the base of the wall where models
cannot be targeted by the archer (and vice versa).]

Random Encounters (pg 108)


For each treasure, the first time a player comes within 1” of it, roll to determine if a random creature
enters the table. If players agree beforehand, some scenarios can have random encounters happen on
a 12+ (rather than 16+).

Ending the Game (pg 47)


A. ​In the event of one player having no figures remaining on the board, the player with remaining
figures does not collect all remaining treasure. Instead the game immediately ends and XP is awarded
(see point C below).
B.​ At the end of turn 6, roll a d20 and on a 1-10 the game immediately ends. At the end of turn 7 (and
each following turn) roll a d20. If an 18 or higher is rolled there is an additional turn, otherwise the game
ends. Note: This assumes a ‘standard’ 3x3 ft table. For each foot of extra table edge space, there
should be one additional turn before rolling a d20 ​(EX: For a 4x4 ft table, at the end of turn 7 a d20
would be rolled instead of at the end of turn 6)​.
C.​ When the game ends, all treasure still remaining on the board (whether carried or not) awards
experience with half of the total going to ​each​ Wizard as per the modified experience tables (see ​III​ in
changes to campaign experience).

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Experience (pg 54)
I. ​A Wizard gains no XP for removing any figures.
II.​ Creatures with 10 Health or less that are slain by a warband award +5 XP to the player. Slain
creatures with health of 11 or greater reward +10 XP. This does not apply to creatures created by spells
or magic items (including scrolls and potions).
III.​ A Wizard or Apprentice casting a spell during the game gains +20 XP for each spell. Out of game
spells award no XP for casting.
IV.​ Unclaimed treasure is worth +50 XP and awarded as detailed in ​C, Ending the Game​ (+25 XP per
player). In addition, for each treasure being carried but not off the board at the end of the game, the
controlling warband gains +10 XP and 10 gold.
V.​ If a Wizard survives the game, even if they exit the board, they gain +10 XP.
VI. ​Total the cost of the Apprentice (200 gold + 10 gold per wizard level) and remaining models in the
warband not killed during the game (models that exited the table are considered not killed), ignoring the
value of any equipment and/or magical items equipped. For every 250 in gold costs, rounding down,
the player is awarded +10 XP. ​[EX: At the end of the game, a player has a level 1 Apprentice (210 gp)
and 3 archers (50 gp ea.) on the table. Their one ranger (100 gp) with a potion of Invulnerability had left
the table carrying treasure. All other models were killed. The base total for the surviving warband is 460
gp, and the Wizard would gain +10 XP.]

Between Games
After each game, each player completes a single Out of Game turn.

Out of Game Turn Sequence:


1.​ Roll for Treasure
2.​ Roll for Injuries
3.​ Optional: Cast Out of Game Spells [can only be done once per Out of Game turn]
4.​ Roll and apply Base effects (EX: the Library or Laboratory)
5.​ Level Up Wizard
6.​ Perform Wizard and Apprentice Out of Game Actions
7.​ Optional: Cast Out of Game Spells [can only be chosen if not done in step 3]

Wizard and Apprentice Out of Game Actions (Turn Sequence 6)

During the Out of Game phase, the Wizard and his Apprentice may each take ​one​ Out of Game
action. This is not affected by their current injury status (such as missing the next game) or any other
game rule. In addition a Wizard can spend 50 gp to hire a runner before any actions are taken. The
runner can do either the (a.) Oversee Improvements, or (b.) Recruit Soldiers Out of Game Action. All
Out of Game actions must be declared before they are resolved.

Out of Game actions are as follows:


a.​ Oversee Improvements
b.​ Recruit Soldiers

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c. ​Visit a Vendor
d.​ Scour the Ruins

The following activities may be performed freely and do not consume an action:
Dismiss Soldiers
Wizard Healthcare
Buy/Sell Mundane Items (weapons and armour)
Transfer items between warband members

A. Oversee Improvements
The spellcaster may oversee the building of a single base resource, at the cost listed in the
Frostgrave rulebook. When the cost is paid the improvement can be added to the Warband’s
record sheet. This is the only way that base resources may be constructed.

B. Recruit Soldiers
The spellcaster may recruit any number of soldiers by paying their costs as per the Frostgrave
rulebook. This is the only way that new soldiers may be recruited.

C. Visit a Vendor
The spellcaster chooses one of the following vendors:
- Potion Vendor
- Scroll Vendor
- Grimoire Vendor
- Magic Item Vendor
- Magic Weapons/Armour Vendor

When visiting a vendor, roll 3 times on the appropriate table for that vendor (reroll similar results).
These are the only items available during this visit, and may be purchased at their listed price as per
the table lists. Items are ​not​ freely available as described in the Frostgrave rulebook with some
exceptions mentioned below. A player may also sell items but they must match the type of items that
the vendor sells ​[EX: A potion vendor will only buy potions, a scroll vendor will only buy scrolls, etc.]​.
Items can only be sold in this manner, and are not sold freely. ​Players may sell grimoires if they contain
a spell from an opposed school of magic.

For potion vendors, the player may opt to replace the lowest rolled good for a Potion of Healing result if
they wish. For grimoire vendors, make 3 rolls as normal. In addition to these spell books, players may
also freely purchase grimoires for spells from their trained school of magic ​(EX. A necromancer will
always have necromancy grimoires available for purchase).

D. Scour the Ruins


This action can only be chosen if a player captured zero treasure counters in the previous game, and
may only be performed once per Out of Game Turn. Roll once on the treasure table and halve any gain
in gold. The Wizard also gains 25 XP.

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Optional Rule Changes:
1. Wizard Injuries (pg 50)
a. If a Wizard receives the Lost Eye injury chart result (pg 53) for a second time, it must be re-rolled.
b. For a Wizard only, replace the 1-2 result of “Dead” with the ​Left for Dead​ rule as follows:

Left for Dead:​ The wizard is so badly injured they are thought to be dead, and their warband heads
back to camp. Through force of will the wizard overcomes their near-fatal injuries and manages to
somehow crawl back to camp, but not before they have been picked clean by bandits. Roll once on the
Permanent Injury table for the wizard and also apply the effects of A Close Call. Due to the near death
experience and trials the wizard overcame, they are left stronger and more determined to succeed. The
wizard gains d20 X 5xp.

2. Add the following option to Wizard and Apprentice actions:

Visit the Temple: ​Spellcasters with Permanent Injuries may head to a temple to ask their patron god
for blessed healing. They must pay 100 gold to the temple and roll a d20. On a 12+ the spellcaster’s
god reaches out and blesses their worshipper, which counts as if a Miraculous Cure spell was cast on
them. However, on a roll of a 1, the gods are furious with the spellcaster and the permanent injury
remains. Additionally, a Curse spell is immediately inflicted on the spellcaster (treat as if the casting roll
were 15). This spell can be resisted but if unsuccessful, they begin the next game suffering from a
Curse spell.

3. Change the ​Carrier Pigeons ​Base Resource (pg 71) to the following:

This Base Resource allows the Wizard to recruit a single soldier during the Out of Game phase without
taking the Recruit Soldiers Wizard and Apprentice action. The cost of this Base Resource is increased
to 250 gold.

“Frostgrave” and their logos are trademarks of © Osprey Publishing, United Kingdom 2015. All rights reserved.

This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. To view a copy of this
license, visit​ ​http://creativecommons.org/licenses/by-nc-sa/4.0/​. Adopted from original works at:​ ​www.bad-karma.net

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