Frostgrave Solo & Cooperative Scenarios
Frostgrave Solo & Cooperative Scenarios
by Scott R. Pyle
[email protected]
@ScottPyle70
Introduction
The following scenarios allow players to play Frostgrave or Frostgrave 2nd ed. solo or cooperatively. They utilize most of
the conventions presented in Perilous Dark to make the solo gaming process fast, fun, and challenging. This collection
includes a three part linked campaign and several “one-shot” adventures.
Easy Money…
A Frostgrave Solo & Cooperative Scenario
It happens a lot in Felstad. A job goes wrong. People die. And the treasure they were carrying falls among the rubble of
the city’s thawing streets. Whether through human intelligence or magical scrying, your wizard (or wizards) have learned
of just such a situation. A wizard and their warband recently met a terrible end in one of Felstad’s nastier quarters, and the
loot they carried now litters the streets just waiting for someone to come and scoop it up. It’s easy money. Or is it?
When you arrive you note the stench of an open sewer and the fetid smell of rotting flesh. You also hear the low, incessant
moaning of an arcane voice.
Player’s note: Play this scenario when your Wizard has suffered a Badly Wounded result and you can’t pay the 150 gc to
allow them to participate in the next battle. In this one, your Apprentice takes the lead!
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. So as not to arouse the suspicion of rival wizards, the apprentice brings only her
most trusted retainers, or in some cases, the remaining ambulatory members of her band! Deploy your apprentice and up
to five soldiers within a 2” deep x 4” long corridor along the middle of a board edge of your choice. This is also your exit
point. Place four ruined structures with intact walls 4” from the center of the table in a tight block. Place one treasure token
within each structure. Place at least one treasure token on the second floor of a structure. Add +1 to the Counting
Treasure table roll of any treasure taken from a second floor.
Just as in most Frostgrave games, fill your board with as much terrain as possible to cut down lines of site.
Place four spawn points numbered 1 - 4, one one in each corner of the table.
Randomly place two Zombies within 8” of the center of the board. Place 1 Giant Rat at each spawn point.
Model Notes
Suggested models for this scenario include:
Giant Rats
Your standard giant rats on 15mm - 20mm bases will do the job for this.
Zombies
Your standard zombies will do the job for this.
Wraith
Any sufficiently fearsome looking ghost, spectre, or wraith model will be perfect for this scenario.
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Inevitability of Death
Keep track of your turns. If the Wraith has not appeared by the end of turn 5, place him at a random spawn point instead
of rolling on the encounter table that turn.
** Only one Wraith appears in this scenario. If you roll this result again, place two Ghouls instead.
Fool’s Gold
Not only did the loot’s previous owners come to a bad end, some of their “treasure” may be mostly worthless! Roll a D20
for any treasure counters spirited off of the board. Treat any rolls of 1 - 2 on the Counting Treasure table as mostly
worthless, garnering you only 10 gc. Treat any rolls of 5+ normally. Remember to add +1 for any treasure taken from the
second floor of a structure.
Giant Slayer
The magical short sword Giant Slayer (+1 Fight, +2 Fight vs. Large creatures, Magic Hand Weapon) was once wielded by
famous “little person” warrior Gilda Gladheart. Crafted by Faerie smiths seven centuries ago, this wondrous blade has lain
untouched in Felstad until just days ago when some ill-fated treasure hunters liberated it from its resting place. Now it lies
among the rubble. Possessed of some intelligence, Giant Slayer loves an underdog, and will only make itself known to a
warband whose wizard is Level 5 or less. Anytime a member of a qualifying warband enters ANY structure in this
scenario, roll a D20. Treasure Hunters gain +1 on this roll. Models with permanent injuries gain a +1 on this roll. Only
make one roll per structure. On a 19+ the blade appears in the hand of its discoverer and may be used immediately.
Assuming the bearer survives the scenario, Giant Slayer becomes property of the wizard and her band.
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition on the page 14 of Perilous
Dark.
Cooperative Modifications
If playing a cooperative game, each player gets an Apprentice and up to two soldiers. In cooperative games, deploy your
apprentices and their soldiers on opposite table edges to represent your sweeping search of the immediate area. Add a
fifth treasure token (and accompanying structure) for cooperative games.
Add two additional Zombies at the start of the game. Starting after turn three, roll two D20s and take the higher result.
The warlord Karra-Thum and his Great Horde have swept from the southern lands to seek power and conquest. The
armies of the Middle Lands strive to stop them, but Karra-Thum’s true objective is Frostgrave. Not the city itself, but the
spells and writings of the legendary Loremaster Quentus Achileus hidden amidst the ruins of its thawing streets.
Learning that the answer to why Karra-Thum’s agents now vie for the riches of Frostgrave lies in the lore of the ancient
city itself, your wizard and her band seek to thwart his initial forays at the Keep of the Loremaster. This is where you will
learn of the fabled Book of Ebon, the Loremaster’s collection of essential writings and experiments. But at what cost will
this knowledge come? The longer you choose to linger in the Loremaster’s Keep, the greater your chances of learning key
facts that will aid you in your future efforts, but every moment spent reading scrolls and tomes in the great pedant’s library
exposes you and your followers to mortal dangers. The seekers of Karra-Thum have caught your scent, and the
Loremaster has left his own guardians….
Model Notes
Suggested models for this scenario include:
Horde Attackers
You can represent the Horde soldiers using Gnolls, Goblins, Hobgoblins, Orcs or even historical barbarians from your
collection. You will need an assortment that covers most of the basic Soldier types in the game. You will also need some
War Hounds and a Snow Troll. If you don’t have a troll, an Ogre will work just as well!
Killer Toys
Use any suitable 15mm - 20mm robot, doll, or animatronic beast for these. You will need two of them.
Demon
If the Summon Demon spell goes off, you will need an appropriately sized (minor) demon model to show up and menace
the warband.
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. This represents the ruins of the Loremaster’s manse. Place your Wizard and her
warband within a 12” square central chamber. This is the Loremaster’s study and main library. The walls of this chamber
should be intact save for one partially crumbled side and a set of 1” - 2” double doors opposite the fallen section. Within
the chamber place a central table--this represents an area crowded with old scrolls and books. Before the action begins,
your warband piled a bunch of material here for perusal and is now feverishly pouring through it to find clues about the
location and nature of the fabled Book of Ebon (see Special Rules below for more on this). Around the central chamber
place as much terrain as possible. The roof and ceilings of the manse have long since failed and exposed the once
opulent interior to the elements. Place one or two multi-level terrain pieces around to represent portions of the manse’s
upper floors.
After you’ve set up all of the terrain to your satisfaction, place a 4” long exit zone along the center of a random board
edge. This is your only escape point.
Place four treasure tokens outside of the central chamber. Each must be randomly placed 4” from the center of one of the
central chamber’s four walls.
Place four spawn points numbered 1 - 4, one one in each corner of the table.
Place a Horde Man-at-Arms at spawn points 1 and 2. Place a Horde Archer at spawn points 3 and 4.
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Feverish Research
Wizards, Apprentices, Apothecaries, Thieves, and Treasure Hunters within 2” of the table in the central chamber may use
an action (Move or regular) to make a feverish research check for lore on the contents and location of the Book of Ebon.
To do this make D20 roll on the Feverish Research table below:
Feverish Research
1 or less = Arcane Trap!*
2 - 10 = Nothing useful
11 - 19 = Single Clue
20 = Two Clues
Once the band garners one clue, it can leave. We assume that one clue provides enough information to get them to the
next chapter of this mini-epic, but the additional attempts here represent a last second grab for valuable extra knowledge.
Starting after round 1, apply a cumulative -1 penalty to any feverish research checks.
* Arcane Trap: The Loremaster guarded his knowledge with great jealousy, placing magical traps within the very text of
some of his most valuable tomes. Rolling a 1 on a research check triggers one of these traps! Roll a D20 again below to
determine which trap is set off:
1 - 5: Grenade Spell
6 - 10: Killer Toys@
11 - 15: Destructive Sphere Spell
16 - 20: Summon Demon #
Assume all spells from a trap succeed, but roll a D20 for any effects as appropriate. Area spells should be centered on the
model that rolled the 1.
If a Wizard successfully casts Absorb Knowledge (treat it as a B spell instead of an A for this scenario) or Reveal Secret
before the game, she can forego placing an additional treasure counter to instead gain a single re-roll on the Feverish
Research table. If both are cast, she gains two re-rolls. Casting Absorb Knowledge in this manner does not garner the
normal 40 experience points.
Every clue you gather grants you extra experience and will provide you benefits during part two of the
campaign--remember to record the number of clues you successfully gathered!
@ Killer Toys: Perhaps designed when Quintus had young children to occupy, the Loremaster’s somewhat twisted sense
of humor prompted him to militarize them into impromptu guard beasts. These animatronic menaces leap from previously
unseen trap doors and attack! Use the stats for Small Constructs.
# Demon: This minor demon shows up and acts as a wandering monster, attacking the warband!
** Only one Snow Troll travels with this Horde hunting party. If you roll this result again, place 1 Archer and 1 Man-at-Arms
instead.
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition and on page 14 of
Perilous Dark.
Cooperative Modifications
If playing a cooperative game, each player gets a Wizard and up to four soldiers. Add a fifth treasure token for cooperative
games.
The Legacy of the Loremaster Trilogy Part II: The Loremaster’s Laboratory
A Frostgrave Solo & Cooperative Scenario
After escaping the Loremaster’s manse with clues to the location and contents of the fabled Book of Ebon, the trail now
leads you and your band to the great pedant’s fabled laboratory. Within you hope to gaze into the storied scholar’s fabled
Mirrors of Farseeing. Gazing into these intelligent artifacts prompts them to ask you a magical riddle. Get the answer right
and gain key knowledge into the Book of Ebon’s location! Answer a riddle wrong and suffer a powerful curse! The clues
you gathered at the Loremaster’s manse will prove pivotal in making the right decision.
Meanwhile, Horde agents still dog your heels. This includes a Horde Gnoll squad that pursues you to the laboratory.
Leading the hunting pack is Geerak, Gnoll magic-user. While not a full-blown wizard, he knows enough spells to be a
dangerous threat to your band.
And Quintus’ Swarm of Swords also stalks the laboratory, hunting unwary intruders.
Model Notes
Suggested models for this scenario include:
Horde Attackers
You can represent the Horde soldiers using Gnolls, Goblins, Hobgoblins, Orcs or even historical barbarians from your
collection. You will need an assortment that covers most of the basic Soldier types in the game. You will also need some
War Hounds and a Snow Troll. If you don’t have a troll, an Ogre will work just as well!
You will need one clearly defined magic user for Geerak. Ideally it would be a Gnoll, but it could be any other fantasy
species you have handy.
Magic Mirrors
You will need two 40mm bases to represent the mirrors. Of course, if you have model mirrors, that’s even better!
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. This represents the ruins of the Loremaster’s laboratory. Place two Magic Mirror
models within 8” of the center of the board, and 8” apart from each other. Place your Wizard and her warband along a
random board edge. Place Geerak and his hunters (see below) along the opposite board edge. Fill the board space with
terrain as normal. Terrain with a steam-punk appearance is a plus--large vats, metal canisters, barrels, etc. Once you’ve
placed all terrain and both starting forces, place Quintus’ Swarm of Swords (see below) in the center of one of the two
unoccupied board edges (decide at random which one).
Place four spawn points numbered 1 - 4, one one in each corner of the table.
Randomly place four treasure tokens 10” from the center of the board.
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Magic Mirrors
Quintus’ Magic Mirrors offer the Wizard and her band a chance for knowledge of the Book of Ebon’s ultimate resting
place. This is where the clues gathered in Part I of the campaign come into play. The following models may gaze into the
mirrors to find the information: Wizard, Apprentice, Apothecary, Thief, Treasure Hunter. Gazing into a mirror requires a
move or regular action and a Will check vs. the Mirrors’ Will of +0. Spend a clue to add a +2 to one of these rolls. You may
only spend one clue per check. Enchanters, Sigilists, and Soothsayers gain a further +1 to these checks. Models must be
within 2” of a mirror to gaze into it.
If the model succeeds, it answers the mirror's riddle. The band needs to answer three riddles to discern the location of the
Book of Ebon.
If the model fails the check, it could suffer a curse. Use the Mirror’s Will roll as the spellcasting check for the Curse spell.
The Swarm of Swords will attack any models on the table. This includes any Horde models who show up along the way.
However, Geerak and his hunting pack carry charms that make them invisible to the Swarm’s mystical sight. Slaying any
of the hunters will allow warband members to grab the charm (costs an action) and benefit from its cloaking.
Geerak is accompanied by a Gnoll Tracker and a Gnoll Infantryman. Use the standard profiles for these models. In
addition to their standard equipment, these soldiers possess Magical Charms making them invisible to the Swarm of
Swords.
Do not roll for random encounters when picking up treasure. Geerak calls for Horde reinforcements as he and his pack
close in on the Wizard and her band. Starting at the end of turn two, roll on the following encounter table at the end of
each turn:
** Only one Snow Troll travels with this Horde hunting party. If you roll this result again, place 1 Archer and 1 Man-at-Arms
instead.
These reinforcements do not possess magical charms and could be attacked by the Swarm of Swords.
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition and on page 14 of
Perilous Dark.
Escape
Once the Wizard and her warband answer the third riddle the Mirrors reveal the location of the Book of Ebon to them.
They may now exit the battlefield via the same point they entered it.
Cooperative Modifications
If playing a cooperative game, each player gets a Wizard and up to four soldiers. Add a fifth treasure token for cooperative
games.
The Legacy of the Loremaster Trilogy Part III: The Loremaster’s Last Jest
A Frostgrave Solo & Cooperative Scenario
Quintus’s Magic Mirrors have shown you the location of the fabled Book of Ebon, but when is a grimoire not a grimoire?
When the book is actually a spoken word text, and those words are spoken by a time-maddened manticore named
Plaudius! That’s right, knowing any normal book could be found even in the best hiding place, the Loremaster instead
ensorcelled a manticore named Plaudius into reading and committing his masterwork of magic to memory. Those same
spells of confinement maddened the beast and kept it from ever sharing its knowledge.
Then he destroyed the fabled book, and imprisoned the living vessel of its knowledge and contents in a little visited corner
of Frostgrave. In its heyday this neighborhood was known as the Binders’ Quarter for its heavy concentration of book
binderies. Plaudius was secreted in a warehouse cloaked by spells of illusion and misdirection. Few knew this secret.
Little did the Loremaster know that the cataclysm was soon to claim the fabled city, his laboratory, and everyone and
everything else within it--secrets included.
The answers gleaned from the magic mirrors revealed the name Plaudius, and the subsequent research done by the
wizards has uncovered that this famous being was once known as the Manticore of Memory. His thirst for knowledge and
love of books drove him to search far and wide for rare scrolls and texts. It also left him vulnerable to powerful wizards like
Quintus the Loremaster. Once ensnared, he became a slave. His eidetic memory and virtual immortality made him the
perfect living grimoire. His deadly physical attributes and the spells laid on him by the Loremaster meant he would slay
any but his captor, or one who possessed a certain amulet.
The Amulet of Ka could ease his battle madness and free him from his spell. The Loremaster installed this “back door” in
the event one of his enemies slew him and the Book of Ebon needed to be passed to his heir. The wizards have learned
Plaudius’ location in Felstad, and they’ve also learned the Amulet of Ka lies hidden somewhere nearby. Now they must
travel there and use the Amulet to free Plaudius, and hope the grateful Manticore will share the Book of Ebon with them.
But they must also beware the rogue magics still present in the area, even after centuries locked in a deep freeze.
Model Notes
Suggested models for this scenario include:
Horde Attackers
You can represent the Horde soldiers using Gnolls, Goblins, Hobgoblins, Orcs or even historical barbarians from your
collection. You will need an assortment that covers most of the basic Soldier types in the game. You will also need some
War Hounds and a Snow Troll. If you don’t have a troll, an Ogre will work just as well!
The Manticore
While the scenario does call for a Manticore miniature, some possible alternatives include: Sphinx, Dragon (medium or
large), Lamia, Naga, etc. The figure should be large--roughly equivalent to a 40mm - 60mm base.
Ball Lightning
Any miniature that models a crackling sphere of energy will do for this. Several companies make nice ones in resin or
plastic. If you’re stuck for an option, glue a ping pong ball to a 40mm base, give it a white undercoat, then a blue wash,
and you’re done! You will need two of these.
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. This represents part of the ruins of the Binders’ Quarter. Mark each board edge
from 1 - 4 and place your Wizard and her warband along a random edge. In the center of each edge mark a 4” long open
area. This is where the warband will set up. The area your warband deploys from will also be their exit route should they
need to retreat.
Place four spawn points numbered 1 - 4, one one in each corner of the table.
Now place four structures near the center of the board. Each structure’s entrance should be roughly 8” from any potential
deployment zone. Make sure at least one structure has a second floor. Now place one treasure token in each structure. At
least one token must be placed on a second floor.
Place a tower or other high piece of terrain in a random corner of the board. Fill the rest of the board with as much
additional terrain as possible.
Place two extra treasure tokens outside of the four main structures. This represents bonus loot not central to the storyline.
Place a Horde Tracker in cover within 10” of a randomly selected spawn point, and out of line of sight of any of the
potential deployment zones.
Finally, place Plaudius, Manticore of Memory at the top of the high tower or structure you place in one corner of the board.
Forever cursed by magical madness, he lurks here in the shadows until he strikes!
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Thick Fog
A thick fog drifts about the board for the duration of the game. This blocks line of sight beyond 12”. This includes Plaudius
on his perch, but his other senses still might pick up any intruders! The First time a model enters a structure or picks up a
treasure outside of a structure, roll for Plaudius. If you roll a 17+ he senses that model’s presence and will move directly
toward him or her on his next activation.
At the end of turn two an ill wind blows through the Binders’ Quarter and clears the fog away, restoring normal line of sight
rules.
The Amulet of Ka
One of the treasure tokens in the four main structures is the magical Amulet of Ka. When a model spends its action to pick
the treasure up, roll a D20. On a 17+ this is the Amulet! If the first three treasures checked were not the Amulet, the last
one is by default.
So what does the Amulet do? Its chief power is the ability to calm the maddened manticore Plaudius! If a model brings the
Amulet within 3” of Plaudius he will cease any hostile actions against the bearer and any of their allies. A Wizard or
Apprentice model holding the amulet can use an action (no dice roll needed) to increase this range to 10”. It takes an
action for warband members within 1” or less of each other to hand the amulet off to each other. Once Plaudius is calmed
by the amulet, he will not attack the bearers again.
A semi-intelligent item, the amulet also gives the wizard the ability to cast Dispel on Plaudius even if this spell is not
known. The amulet grants +2 to the roll for this casting. If the wizard already knows Dispel, she may cast it at +4 to her
roll. If Thaumaturge is an opposed school for the caster, she may cast it anyway. Until this spell is successfully cast,
Plaudius will remain unable to share his knowledge of the Book of Ebon, and he will not exit the board with the warband.
While made quiescent by the Amulet, Plaudius will still attack any creature foolish enough to attack him, including any
random monsters or Horde members who show up on the scene. He will not defend the wizard or her warband until the
Dispel is successfully cast. If the Dispel is cast, he will attack a friendly wizard’s enemy (or perform some other service) on
a roll of a 10+ each round. While he’s grateful for being freed, he is still a mercurial magical beast and requires cajoling to
fight!
Once he is friendly to the warband, the chief goal for the band will be to exit the scenario via their deployment
zone with Plaudius in two. It will require a 10+ roll for him to agree to leave with them. He does not fully trust wizards,
and can you really blame him?
Ball Lightning
Anytime a wizard or apprentice fails to cast a spell, roll a second dice. On an 11+, all is well, but on a 10 or less the errant
magic from the failed spell ignites a lurking bit of arcane energy, and this manifests as Ball Lighting. The Ball Lightning
manifests in a random direction 10” from the spell caster. It behaves as a standard wandering monster. See below for its
stats. Only a maximum of two Ball Lightnings may manifest during the scenario. Once the second one forms, it uses up
the last of the ambient magic around it.
Ball Lightning
M: 6” | F: +3 | S +0 | A 10 | W +2 | H 10
Notes: Immune to Normal Weapons, Immune to Critical Hits, Large, Strong (+2 damage)
Ice Spider
A lurking Ice Spider inhabits one of the four structures where the treasure tokens are hidden. Each time a model enters
one of the structures, roll a D20. On an 11+ the spider is in that structure and attacks! If the spider has not shown up by
the time the last structure has been entered, he inhabits the last structure by default.
If he ends a movement within line of sight of the Wizard or one of her warband, he will use his second action to blow his
hunting horn and call for Horde reinforcements. If the wizard or her warband can engage him in melee before he sounds
the alarm, no reinforcements will be called. If the tracker starts a turn free from combat (after seeing his quarry), and he
has not yet sounded the alarm, he will do so. At that point start rolling for random monsters at the end of turns on the
following chart.
** Only one Snow Troll travels with this Horde hunting party. If you roll this result again, place 1 Archer and 1 Man-at-Arms
instead.
These reinforcements could become targets for the Manticore should they move close enough to encounter him and he is
not already battling someone else. Since he is battle-maddened when uncontrolled, he will attack the nearest model within
his line of sight.
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition and on page 14 of
Perilous Dark.
Cooperative Modifications
If playing a cooperative game, each player gets a Wizard and up to four soldiers. Add a third extra treasure token for
cooperative games.
* Also learn one new spell from a legal list of your choice.
Mercy’s Mission
While still under the tutelage of your old master, she took on a second pupil. This mysterious orphan of indeterminate age
was named Mercy. While you got on well with her, you were further ahead in your studies and soon parted from your
master and his younger pupil. In the ensuing years you kept in contact with both your old master and Mercy, who had
become a powerful magic user in her own right. It had been some months since the last messenger raven brought you
news from either magical compatriot, and then a stranger arrived at your stronghold.
A woman of regal bearing, she announced herself as Tula, Mercy’s bonded companion. Though you did not know it,
Mercy had also been exploring the ruins of Frostgrave. She and her band left Tula in the relative safety of an inn some
miles away as they went on yet another sojourn into the ruins. That was one week ago. Last night Mercy visited Tula in a
dream, telling her that the unthinkable had occurred. She and her band were slain. It was only the fragments of the same
magic pendant the two women each wore that allowed Mercy to come to Tula and beg her to retrieve her remains from
Felstad so her soul could be put to rest.
Desperate, Tula learned through Mercy that you and your band were also in the area. Throwing herself upon the strength
of your old ties and history, Tula begs you to bring her love from the ruins. Any treasure you find along the way is yours.
Mercy and her band were searching for the fingerbone of Milanthius, a Philosopher-King who was also a powerful mage in
his own right. That can be yours as well if you find it. Tula just wants her Mercy back.
Model Notes
Suggested models for this scenario include:
Imps
Any smallish monsters will work--the more gribbly th better! Base these on 20mm - 25mm bases.
Giant Rats
Your standard giant rats on 15mm - 20mm bases will do the job for this.
Zombies
Your standard zombies will do the job for this.
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. This represents the area where Mercy and her band met their grisly ends at the
hands of the greater demon Savashtar. Place a 5” long entry / exit point along one edge of the board. Set up at least five
ruined structures around the board; all of them should be at least 10” from the entry / exit point and at least 3” - 5” from
each other.
Place plenty of rubble and other scatter terrain around the board to cut down lines of sight. Place one treasure in each of
the five structures. Each treasure token represents both a fallen member of Mercy’s band and the treasure they were
carrying when the demon struck them down. The central treasure includes the remains of Mercy herself, along with the
infamous Fingerbone of Malanthius! Each time you recover a treasure, roll a dice. On a 17+ it’s the central treasure. If
you’ve picked up four treasures without rolling the 17+, the fifth one automatically represents the central treasure. Any
figure benefiting from the True Sight spell gains a +1 on this roll. Once you’ve found the central treasure you do not need
to make this roll again.
Place four spawn points numbered 1 - 4, one in each corner of the table.
Place a large six-sided dice somewhere on the table where you can see it and set it to “1”. This is your demon counter
(see below).
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Savashtar
M: 8” F: +5 S: +0 A: 12 W: +6 H: 15
Notes: Demon, Large, Strong, True Sight, Multi-Attack (roll after a successful melee attack--on a 17+, make a
second attack)
Disturbing Scenes
Any model picking up a treasure must contend with the disturbing manner in which the human remains around them have
been displayed. Savashtar has arranged them as a tribute to its dark gods. Treat this as a Curse spell with a casting
number of 14. Make Will checks as normal to overcome the effects of the curse.
Encounters
Do not roll for random encounters for this scenario. Instead, starting at the end of turn two, roll on the following encounter
table:
Die Roll -- Result -- Spawn Point
1 -- Zombie -- 1
2 -- Zombie -- 2
3 -- Zombie -- 3
4 -- Only Mist* -- 4
5 -- Giant Rat -- 1
6 -- Giant Rat -- 2
7 -- Only Mist* -- 3
8 -- Giant Rat -- 4
9 -- Imp -- 1
10 -- Only Mist* -- 2
11 -- Imp -- 3
12 -- Imp -- 4
13 -- Only Mist* -- 1
14 -- 2 Zombies -- 2
15 -- 2 Zombies -- 3
16 -- 2 Zombies -- 4
17 -- 2 Giant Rats -- 1
18 -- 2 Giant Rats -- 2
19 -- 2 Giant Rats -- 3
20 -- Only Mist* -- 4
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition and on page 14 of
Perilous Dark.
Cooperative Modifications
If playing a cooperative game, each player gets a Wizard and up to four soldiers. Add a sixth treasure token for
cooperative games.
● +20 experience for recovering the Fingerbone of Milanthius (this is in addition to the normal +40 for a treasure)
● +30 experience for bringing Mercy’s remains home
● +20 experience for killing Savashtar, the Many-Handed
The Raid
This scenario represents a straight up grab for loot and treasure without a lot of story or frills. Your Wizard and their
warband have tracked down a serious lead on a previously unsearched section of Felstad, and now you’re mounting an
expedition to secure the spoils.
Model Notes
We designed this scenario for you to take advantage of your individual collection of miniatures. If you’ve just finished a
group of monster models, or have some oldies but goodies in mind from deep in your collection, break them out and use
them! To make for a fun, but challenging scenario, roughly categorize your available models by the threat level defined in
the Random Encounter chart on page 177 of Frostgrave, 2nd edition: Level 1, Level 2, and Level 3.
If you study the Random Encounter chart a bit you will notice a few things that affect a creature’s placement in the table.
If a creature has a lot of health and has the Strong trait, it usually fits in the Level 3 category. If it has medium health but a
lot of special abilities (like a Wraith) it could push a model from Level 2 to Level 3. Use your best judgement.
If you don’t have models exactly fitting those creatures presented in the various Frostgrave books, compare what you
have and come up with some matches. For example, if you have an Ogre model, the Snow Troll stats will work just fine for
him.
Most Soldier models (Gnolls, Orcs, Goblins, etc.) will fit comfortably into the Level 1 or Level 2 threat columns. A Captain
is easily a Level 2, while a hostile or monstrous Wizard would be a Level 3.
Set-Up
Play this scenario on a 2.5’ x 2.5’ table. This is the area you’ve pinpointed for your raid. Place a 5” long entry / exit point
along one edge of the board. Set up your warband here. Set up at least five ruined structures around the board; all of
them should be at least 10” from the entry / exit point and at least 3” - 5” from each other. One of the structures should be
at least two levels, and this one should be the furthest from the entry / exit point. Fill the rest of the board with plenty of
terrain to block sight lines and slow movement.
Place one treasure in each of the five structures. Place one of the treasures on the second level of the structure furthest
from the entry / exit point. This is the central treasure.
Place four spawn points numbered 1 - 4, one in each corner of the table.
Place one of the other treasures on the second level of the furthest building as normal.
Special Rules
Use the following special rules for this scenario.
Carrying Treasure
Unlike normal games of Frostgrave, carrying treasure does not reduce a character’s movement.
Encounters
Do not roll for random encounters for this scenario. Instead, starting at the end of turn two, and every turn thereafter, roll
three dice: D20 / D6 / D4. The D20 tells you the creature type (if any). The D6 tells you the number of creatures (1 - 3 = 1,
4 - 6 = 2). The D4 tells you the spawn point. Read the D20 as follows:
1 - 2 = Level 3 *
3 - 10 = Level 2
11 - 15 = Level 1
16+ = Only mist **
* After you’ve rolled a 1 or 2 once, re-roll any further results of 1 or 2 for the rest of the game. If subsequent re-rolls still
result in a 1 or 2, more Level 3 threats arrive! If you decide you only want one or two high level threats in your game,
replace further Level 3 threats with one Level 1 and one Level 2 threat.
Creature Movement
Unless the creature’s rules dictate otherwise, use the rules on pg. 69 of Frostgrave, 2nd edition and on page 14 of
Perilous Dark.
Cooperative Modifications
If playing a cooperative game, each player gets a Wizard and up to four soldiers. Add a sixth treasure token for
cooperative games.
● +80 experience for recovering the central treasure (instead of the normal +40)
Model Notes
The Raid allows you to tailor the opposition to your model collection, but you will need a few specific additional models.
The Werewolf
You will need a werewolf model. Of course, you could also use a werebear or other lycanthrope model from your
collection.
Wolves
You will need two normal wolf models.
Set-Up
Use the set-up for the Raid scenario.
Special Rules
Use the following additional special rules for this scenario.
1 - 2 = The Wizard
3 - 4 = The Apprentice
5 - 6 = Soldier 1
7 - 8 = Soldier 2
9 - 10 = Soldier 3
11 - 12 = Soldier 4
13 - 14 = Soldier 5
15 - 16 = Soldier 6
17 - 18 = Soldier 7
19 - 20 = Soldier 8
If you’re using a Captain, place them in the Soldier 1 slot. Otherwise assign numbers to your various Soldiers as you see
fit. See below for details on what happens if you roll someone’s slot. If you replace a Soldier with an animal companion,
construct, or demon, they get a slot as normal, but if you roll them, simply roll again until you get a normal warband
member.
Moonrise
Roll a D20 starting at the end of turn 2. If you roll an 11+, the moon remains hidden from full view behind a thick blanket of
clouds. If you roll 10 or less, the moon emerges full and bright, shining its spectral light down upon your warband. When
this occurs immediately roll the D20 again and consult your warband member chart from above. Note the result. That
model is now and forevermore the werewolf! Replace them with your chosen werewolf or lycanthrope model.
Count them as a random encounter creature for the remainder of the game. Use the stats for the Werewolf on page 188 of
Frostgrave 2nd edition. If the werewolf was your wizard, apprentice, or barbarian, and they had a higher Health stat than
the stock werewolf from the book, use their higher health stat instead. Any injuries the model sustained prior to
transforming are healed. So a Man-at-Arms with 4 Health remaining who transforms in the werewolf would have 12 Health
to start.
The werewolf model reverts back to normal form after the end of the battle. Because of its supernatural constitution, you
can re-roll one dice throw on the Injury and Death tables after every battle. You must accept the second result.
Howling Call
The werewolf’s howling attracts two normal wolves to the battlefield. Place each one at a random spawn point at the end
of the turn after the werewolf first appears. This is in addition to any other random encounters your roll for that turn.
Living With The Curse
Going forward this model is now a werewolf. Anytime you roll a “1” on the D20 for any roll involving this model it
transforms into a werewolf for the remainder of the current game. You can dismiss the werewolf model from your warband
if you choose. If this is your Wizard, your Apprentice gets a promotion. You can also spend some gold coins to mitigate
the problem. You can purchase a silver charm for members of your warband for 20 gold each. The werewolf in your band
will not attack any model wearing a silver charm, and instead direct its ire toward other random foes. Furthermore, if the
werewolf model is wearing a silver charm when you roll a natural “1” result for it, you can save versus the transformation.
Immediately roll again and if you roll an 11+ on the D20, the model does not transform.
You can acquire the charms over time, as funds allow. Each time you buy them, decide how many and which warband
members get them. Silver charms don’t take up an item slot.