Campagne Oproep: It is the holiday season and Santa’s coming to Felstad!

Starting this October till January 2018 you will have a chance to prove your mettle in the ruins of our favourite snow-covered city, as a very special Frostgrave-campaign will take place this winter.

This campaign is a bit different than previous campaigns, as it consists of a special series of linked
scenarios. Each scenario you earn experience and gold, and after playing all the way through the
campaign, your score is added to the overall scoreboard.
The campaign will follow the rules laid down in the Frostgrave rulebook, with the additions and
exceptions detailed in the Frostgrave Holiday Season Campaign Rules Pack.
The scenarios for the campaign will be published at the start of the campaign.

To take part, send an email to the organizer (Onno Maat: onnomaat@hotmail.com) with the
following information:

  • -Your name
  • -Your Wizard’s Name and School of Magic
  • -(optional) A short bit of background story for your Wizard.

After each game, please inform the organizer about the result of your game, and of the progress your
wizard has made in terms of his Wizard level. If you would like to share some of the highlights of your
games, I will try to give a regular update on the Murphy’s Heroes website. All other information
required to keep track of your warband’s progress should be recorded by the participating players
themselves. This includes any upgrades to your base, your treasury, and your stash of potions/scrolls/magic items.

Highest scorer wins off course, but there are several categories to win in!
The categories are:

  • Arch Wizard                For the player with the highest total experience.
  • Grand Mogul               For the player with the most gold in the bank (more on that later).
  • The Rincewind Award  For the player with the worst luck. (by election)
  • Golden Brush              For the player with the best painted warband. (by election)

The campaign will start October 21st and you have until January 6th (3-koningen) to hand in your final
scores. The announcement of the winners and award ceremony will be on Saturday January 13th
2018. Have fun roaming the ruins of Felstad!!

Holiday Seasons Frostgrave Campaign Rules Pack
Unless stated otherwise, all the normal rules in the Frostgrave rules book and its official expansions
apply. This rules pack contains, rules for playing the campaign, new action: looting fallen soldiers, new rules for recruiting soldier, new rules to count xp, new after game sequence: raiding, new out of game
action: The Bank, new base resources and new rules for levelling and spending gold.

1. New, optional and expansion rules
We will be using the following optional rules from the Frostgrave rulebook, expansions, and Onno’s
Imagination:

  • “Wounded” optional rule (p.41 of the Frostgrave rulebook):
    When any figure is reduced to 4 Health or less, regardless of their starting health, they are
    considered wounded. Wounded figures are reduced to a single action per turn. This one
    action can be any the figure could normally take and does not have to be movement.
    Wounded figures also suffer a -2 to all die rolls.
  • Thaw of the Lich Lord expansion:
    All new soldier types from the Thaw of the Lich Lord campaign can be bought for your
    warband, according to the rules in the campaign book and the rules for recruiting soldiers
    mentioned in this rules pack.
  • Into the Breeding Pits expansion:
    All new soldier types from the Into the Breeding Pits expansion may be bought for your
    warband, according to the rules in the expansion and the rules for recruiting soldiers
    mentioned in this rules pack.
    The rules for Beastcrafters and Reaction Spells from the expansion are also used in this
    campaign.
  • Hunt for the Golem expansion:
    All rules in the Hunt for the Golem expansion can be used.
  • Sellsword expansion:
    Captains may be bought for your warband, as detailed in the Sellsword expansion.
  • Dark Alchemy expansion:
    We will ignore the section on Potions in the main Frostgrave rulebook (p.58 of the rulebook).
    This section is replaced by the Potions rules from the Dark Alchemy expansion.
  • Forgotten Pacts expansion:
    All new soldier types from the Forgotten Pact expansion may be bought for your warband,
    according to the rules in the expansion and the rules for recruiting soldiers mentioned in this
    rules pack.
    The expanded rules for Summoning are used in our campaign.
  • Ulterior Motives:
    Feel free to make use of the Ulterior Motives cards when playing this campaign.
  • Miscasts and Irresistible Force:
    Casting spells is a risky business, and sometimes things get a little out of control, even for the
    most experienced mages… If you roll a natural 1 on your casting roll for any spell, roll on the
    Miscasts table below to see which unfortunate side effects your wizard suffers.
    On the other hand, sometimes the risk pays off, and you get an unexpected bonus to your
    result! If you roll a natural 20 on your casting roll for any spell, roll on the Irresistible Force
    table below to find out what happens.

New action: Looting a body.

Ever ran across an enemy soldier that had that one item you’ve wanted to have for so long, but just
never was in store? Well here’s a chance to get your hands on it!
Whenever one of your warband members comes across a body of an enemy soldier, they can spend
one action to search the body and loot it. In doing so they can acquire gold and items the fallen
soldier may be carrying.
Off course it’s not as easy as just picking up the item from a shelf; the enemy soldier may still be
conscious and fit enough to prevent you from taking their stuff, the items may be hidden on the body
or scattered in the snow on the ground where they fell, it even might be broken.
When looting a body, there’s always a chance you might not find what you are looking for, or even
anything at all, and some of your warbands members might be more adept at finding things on a
body than others.
The rules for looting:

  • When a member of you warband reaches 0 health and would be removed from play, instead
    replace it with a ‘body-marker’ to indicate the spot where it fell.
  • Any model in base contact with a body-marker can spend one action to loot this body.
  • To loot a body, spend an action and roll a d20 on the table below

  • A model can equip or use a looted item if it was normally able to do so. If it does, the item no longer counts as loot, but as a regular equipped item. You do however collect the experience for recovering a looted item after the game.
  • A model can replace an equipped item with the looted item, the previously equipped item
    then counts as a looted item for all purposes, unless it was a standard item, then it just
    counts as equipping an item as above.
  • A looted item occupies a slot, if no more slots are available it counts as a treasure for
    carrying purposes, including the penalties for fight and moving.
  • Any loot that is dropped is lost and cannot be recovered.
  • A model carrying loot, can’t also carry a treasure.
  • Soldiers can exchange looted items as per the normal rules for exchanging items.
  • A model carrying a looted item that is reduced to 0 health, can in turn be looted to recover
    the item.
  • A model has to equip the looted item, store it on a mule, or move it off the board before the
    end of the game to recover it, otherwise the item is lost and no experience can be earned for
    it.
  • You cannot loot a body whilst in combat.
  • A soldier that normally cannot carry items, can’t loot. (i.e. war hound, constructs etc.)

After the game, any models that were successfully looted, have lost the looted items, but keep other items they may have been carrying…. if they’ve survived. After the game players can distribute or sell any looted items as they wish, observing the normal rules for the items. Captains are the exception; they keep any items they loot. After xp is collected, looted items no longer count as loot, they are now your items (duh).

Additional special rules for soldiers.
(The following rules only apply if the specified soldier is doing the looting.)

  • Thief – add 3 to the dice roll when rolling on the looting table.
  • Treasure hunter – may reroll a 1, 2 or 3 on the looting table.
  • Bard – on a roll of 11 – 18, do not remove the body marker. The bard (and only a bard) may roll on the looting table again in his next activation. Remove the body-marker after his next activation, even if the bard did not loot again and even if he rolled a 19 or 20 on his second roll.
  • Thug – must always loot after combat, if possible.
  • Captain – always keeps the loot for himself. Can’t sell his loot.
  • Barbarian – can only loot bodies carrying 2-handed weapons.
  • Monk & mystic warrior – cannot carry weapons as looted items.
  • Knight & Templar – cannot loot, it is beneath them.
  • Wizard & apprentice – each roll of 19 or 20 on the looting table also grants 10xp

2. Playing the game
This campaign consists of 8 special scenarios which have to be played in a fixed order.
Each scenario offers a unique challenge and a fitting reward.
You can play a scenario for a second time, it will not earn you extra xp but it can earn you extra gold:
If one of your opponents plays the scenario for the first time, you will not earn xp and can’t level up,
but you can keep any gold, treasure and items you find or loot in the game.
After each scenario you can use one treasure to roll on any of the treasure tables in the expansions.
All other treasures are rolled on the regular treasure table in the rulebook.
The normal rules for “Ending the Game” on p.47 are followed, with the following exceptions:

  • If one player no longer has figures remaining on the table at any point, the other player no
    longer automatically collects all remaining treasure on the table. You will have to walk over
    to each piece of treasure and pick it up with one of your models to be able to claim it.
  • Although Felstad is thawing, its weather is still treacherous and can turn bad at any time. To
    represent this in our games and add a sense of urgency, all games will have a random game
    length, instead of going on until all treasure is claimed. The game length is determined as
    follows:
  • at the end of turn 6, roll a d20. The game ends immediately if you roll 15 or more.
    Otherwise, continue playing turn 7 as normal
  • at the end of turn 7, roll a d20. The game ends immediately if you roll 7 or more.
    Otherwise, continue playing turn 8 as normal.
  • at the end of turn 8, the game ends.

Any treasure carried off the table by any of your models at the end of the game is
claimed by your wizard. If one of your models is carrying a treasure when the game
ends, but has not made if off the board yet, it depends on how determined he is to
bring the treasure home whether he actually does: At the end of the game, roll a Will
test for any model still carrying a treasure against a target number of 10. If you manage
to pass the will roll, your model has managed to make it to your base, and the treasure
is yours. If you fail the will roll, he has decided that it is not worth carrying that heavy
thing through the snow storm, and has dropped it somewhere.
If you roll a natural 1 on the d20 roll, your soldier is even greedier than you suspected,
and he has kept the treasure for himself! You cannot claim the contents of the treasure,
and your soldier permanently leaves your warband, taking with him any items he may
have been carrying along with the treasure…

3. Experience
The table detailing how much experience is gained by your wizard during a game (see p.54 of the
rulebook) is replaced with the following table:

Some scenarios will provide other ways in which experience can be acquired. This can be done as normal.

4. Between Games
The section of the rulebook explaining the actions you need to take between games is replaced by
the rules detailed below.

Out-of-Game Turn Sequence
After each game, each player that took part in it should complete a single Out-of-Game turn. During
the Out-of-Game turn, follow the steps below:

  1. Roll for injuries (as per the normal rules), replacing the 1-2 result of “Dead” with the
    following for a Wizard only:
  2. (optional) Cast Out-of-Game spells. This action may only be performed once during the Outof-
    Game turn.
  3. Roll for the treasure collected during your game (as per the normal rules).
  4. Roll for and apply any Base effects (e.g. for a Library or Laboratory).
  5. Level up your Wizard if necessary.
  6. Declare a raid. (see below)
  7. Perform Wizard and Apprentice Actions (see below).
  8. (optional) Cast Out-of-Game spells. This action may only be performed once during the Outof-
    Game turn, so cannot be used if action 3 was taken.

Raiding
You might have withdrawn from Felstad, but that does not mean the fight for spoils is over; you have
one of your followers track a rivals warband to find out where they make camp and under cover of
darkness you raid their base. But beware, the raid can go wrong.
After the game you can declare you wish to raid. If two or more players declare a raid, all players roll
a d20, the player with the highest roll is the raiding player and the player with the lowest roll is the
defending player. Add +1 to this roll for every Tracker in your warband.
If only one player declares a raid, he is automatically the raiding player and can choose which
warband to raid.

  • After a raid is declared, both players determine their Warband Might (WM), to do this they
    add up the fight value off all the members in their warband, not counting any modifiers from
    previously cast spells. You can make a note on your wizard sheet to keep track of your WM.
  • The defending player then rolls a d20 and adds his WM.
  • If he wishes, the raiding player can now abort the raid. If he does, he loses d20 x 10gc to
    appease his disgruntled warband members. If the raiding player continues the raid, he rolls a
    d20 and adds his WM.

Left for Dead: The wizard is so badly injured he is thought to be dead. His warband heads
back to their base to regroup. Through force of will the wizard overcomes his near-fatal
injuries and manages to crawl back to his base, but not before he has been picked clean by
vagabonds and ne’er-do-wells. Roll once on the Permanent Injury table for the wizard and
also apply the effects of A Close Call. Due to the trials and dangers the wizard overcomes,
he is left stronger and more determined to succeed. The wizard gains d20 x 5 xp.

The player with the highest total is the winner, the difference between the two totals is his
result on the Raid Table.
There can be only one raid after each game.

Raiding Result Table

Wizard and Apprentice Actions

During step 6 of 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. Both actions must be declared before they are resolved.
The Wizard and Apprentice have the following options:

  • Visit a Vendor
  • Visit the Bank
  • Oversee Improvements
  • Recruit Soldiers
  • 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

Each available action is described below:

Visit a Vendor
Supplies are limited in remote places like Frostgrave, but some vendors brave the dangers to make a
profit. Your wizard can go shopping for needed supplies, but which items will be available to buy is
never certain. The spellcaster can choose one of the following vendors to visit:

  •  Potion Vendor
  •  Scroll Vendor
  •  Grimoire Vendor
  •  Magic Item Vendor
  •  Magic Weapons/Armour Vendor

Items are not freely available to buy and sell as described in the Frostgrave rulebook. Instead, when
you visit a Vendor selling Scrolls or Grimoires, roll three times on the item table in the Frostgrave
rulebook appropriate for that vendor. Only these 3 items are available for purchase at the Vendor
during this visit, and may be purchased at the price indicated in the Frostgrave rulebook.
Potions are a bit more common, and the Potion Vendor will always have the following potions in
stock: Potion of Healing, Potion of Toughness, Elixir of Speed and an Explosive Cocktail. They can be
freely bought in any number at the Potion Vendor. In addition to these common potions, he may
have a rarer potion for you to buy: roll three times on the Lesser Potion table on p.10 of the Dark
Alchemy expansion. These potions may be bought at the price indicated in the Dark Alchemy
expansion.
If you are willing to pay a premium, Grimoire Vendors may be able to acquire a Grimoire containing a
specific spell you are looking for. When you visit a Grimoire Vendor, you may select the spell in one
of the Grimoires from the list of available spells in the Frostgrave rulebook. This comes at a price!
This Grimoire will cost 800 gc, instead of the normal 500 gc. The spells contained in the other two
available Grimoires must be rolled up as normal, and cost the normal 500 gc. You do not have to
select the spell for one Grimoire; you may always randomly generate three Grimoires as normal.
Magic Items, Magic Weapons and Magic Armour are rare items, and are indeed the main reason
most Wizards seek out Felstad. Some Vendors are known to sell Magic Items occasionally, so you
might get lucky. When you visit a Magic Item Vendor or Magic Weapons/Armour Vendor, only roll
once on the appropriate table. You may buy the available item at the price indicated in the table in
the Frostgrave rulebook.
You may also sell items in your inventory to the appropriate vendor, at half the price indicated in the
Frostgrave rulebook. So you may only sell potions at a Potion Vendor, Scrolls at a Scroll Vendor, etc.
This is the only way items may be sold. As per the normal Frostgrave rules, Grimoires may only be
sold if the wizard already knows the spell. Please note that as per the rules in the Dark Alchemy
expansion, Potion Vendors are not easily parted with their coin, and will pay a maximum of 100 gc
for a potion, no matter how rare it is!

Oversee Improvements
The spellcaster may oversee the building of a single base resource, at the cost indicated in the
Frostgrave rulebook. The cost must be paid, and the improvement may be added to the warband’s
record sheet.
This is the only way that base resources may be constructed.
The entry for the Base Resource Carrier Pigeons (see p.71) is replaced with the following:

  • When your base is upgraded with Carrier Pigeons, your wizard is allowed to recruit a single soldier
    during the Out-of-Game phase without taking the Recruiting Soldiers Wizard or Apprentice action.
  • he cost of the Carrier Pigeons Base Resource is increased to 250 gc.
    New Base Resources

Visit the Bank
More and more warbands have found out it is more lucrative, and safer, to raid a returning warband
than to venture into Felstad for themselves. As a result, the Bank in, Ruhburg the largest city near
Felstad, is flourishing.
After each game your wizard or apprentice can transfer any amount of gold or items from their vault
to the Bank, where it will be completely safe from raiding warbands.
Off course they can also visit the Bank to transfer items back to their vault, but this costs 25 gc per
withdrawal.
Items and gold in the Bank are completely safe from raiding, but cannot be used by the wizard or any
member of his warband as long as it is in the Bank. Spells on grimmoires in the Bank cannot be
learned and gold in the Bank cannot be used to recruit soldiers.
You can visit the Bank only once after each game.
At the end of the campaign, only the gold you have deposited in the Bank counts towards the ‘Grand
Mogul’ award. (In case of a tie, the items stored in the Bank will also be counted according to their
selling value)

Recruiting soldiers (new rules)
Fellstad is getting more and more crowded with roaming warbands, so soldiers have taken to
offering their services to the highest bidder these days and off course some type of soldiers are more
in demand than others, so prices may vary, and some might not even be available at all.
When you start a new warband, purchase soldiers as normal, following the regular rules.
After the first game and onward, use the following rules:
When recruiting new soldiers, the first soldier of a given type in the warband is always hired at
normal price. For any following soldier of that type, make a will roll against the target number of 16 +
the will of the soldier you wish to hire. If passed, your wizard’s reputation impresses the soldier and
you can hire him for the normal price. If failed, the soldier is not impressed by you and raises his
price to the amount indicated below on the recruitment table.
If you fail the test and can’t (or won’t) pay the higher price, you do not have to hire that soldier, but
you cannot recruit that type of soldier until after the next game. You can instead try to recruit
another type of solder. (Remember that you cannot use money in the Bank to recruit soldiers)
Make this will roll separately for each soldier you wish to hire beyond the first.
Only your wizard can try to impress soldiers to lower their price. Apprentices always pay the full price
as they fail to impress anyone.


Scour the Ruins
Sometimes, your Wizard is down on his luck, and has to resort to scouring the Ruins of Felstad to find
anything of value…
You may only perform this action once per Out-of-Game turn, and only if you captured zero treasure
counters in your previous game.
Roll once on the treasure table, halving any gold coins gains. In addition, your Wizard gains 25 xp.

Onno Maat

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