Fear of The Dark - Frostgrave Scenario

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Fear of the Dark

Sneaking around the Frozen City at night means you are less likely to be troubled by enemy
warbands. However, you are not the only beings lurking in the darkness

Set-Up
Set up the board as normal.

Special Rules
Due to the pressing darkness, line of sight in this scenario is reduced to 12. After both
warbands have been placed, players take turns placing six additional tokens on the board,
three per player. Each token must be at least 6 from other tokens, and each must be placed
out of line of sight from any models on the board (either beyond 12, or fully behind cover).
During the Creature Phase, these tokens will make a single 6 movement in a random
direction. If at the end of this movement the token becomes visible to a figure controlled
by any player, or whenever a figure can see the token at the end of a movement action, roll
on the table below and replace the token with the corresponding figure accordingly:
d20 result
1-5

Token turns out to be


A figment of the imagination. Nothing to be ashamed about, many people
can be startled by inanimate objects when walking in the dark through a
ruined city filled with many horrible creatures. Just try not to scream, as that
may well attract some real threats
6-15
An imp. Mischievous and small, imps arent exactly the most dangerous
creatures out there.. but it still pays to be careful.
16-20
A vampire! Fast and lethal, vampires are amongst the more terrifying
monsters one can come across in the city. As they are also rare and solitary
creatures, only a single token will turn out to be a vampire: re-roll any
further results of 16-20. If, after 5 tokens have been revealed, none has
become a vampire, the sixth will automatically and immediately be replaced
by a vampire.
Once a token has been revealed to be something following the table above, it will behave
as normal from the next Creature Phase onwards. If the token became visible at the end of
a random movement, it may have a second action as per the normal rules for creatures, and
counts as having spent its first action that turn on movement.

Treasure and Experience


Treasure is treated as normal. When rolling for treasure, any player who killed the vampire
may make an additional roll on the Magic Items table, representing an enchanted object the
creature carried.
Imps or the vampire provide experience as per the normal rules (10 and 50 respectively).

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