Campaign Rules

GETTING STARTED

What you will need:

    Miniatures to represent your warband.  These should be approximately 28mm in scale with the                appropriate weapons where possible.  

●    Bases should be no bigger than 40mm and may be any shape.

    Books can be provided, however it is best to bring your own copies.

    Tokens to represent treasure if possible.

    One twenty-sided dice.

    Several D6 dice (used to mark height when scaling walls and model unfriendly placement terrain)

    Tape Measure

●    A copy of your up to date warband roster.


RELEVANT BOOKS AND CONTENT

What you will need:

●    Frostgrave: 2.0 Core Rule-book

●    Frostgrave: Blood Legacy

●    Frostgrave Folio: Captains

●    Frostgrave Spellcaster: Legendary Soldiers + Knightly Orders

●    Inclement weather table will be used in some specific missions



WARBAND CREATION

All Warbands start at level 5 with an initial 500 gold to spend.  Follow this simple guide for creating your warband!  Creation of warbands will take place in session Zero of the Campaign where we can guide your through this process.


Step 1 - Determining your starting Gold

Roll 5 times on the treasure table on Page 85 of the Main Rulebook and add any additional Gold and items to you Vault.  This means you still start off with 500gc plus any additional gold to make your warband.


Step 2 - Choose a Wizard or Vampire

First choose a Wizard or a Vampire to lead your warband and select a school of magic as your main source of spells.  

Next, choose your spells following the below guidance.

  • Three Spells from your chosen school of magic.
  • One spell from each of the three aligned schools of magic.
  • The final two spells can be selected from any of the five neutral schools, but only one from each.


Step 3 - Wizard or Vampire Advancements

Now, because your Wizard or Vampire is starting off at level 5, this means they can choose from 5 advancements.  These include: improve a stat, improve a known spell, or learn a new spell.  There is however a limitation in that you may only choose each different advancement (except learning a new spell) once for every 3 full levels the wizard has.  So at level 5 you may only make one stat improvement or one decrease to the casting number for a spell.

Improving a Stat - The wizard may improve one of the following stats by +1, up to the maximum
shown in brackets: Fight (+5), Shoot (+5), Will (+8), Health (20).  (Page 83 of the main rules)

Improving a known Spell - The wizard can focus on any spell they know in order to lower the casting number by -1. The minimum casting number for any spell is 5.  (Page 83 of the main rules).  A minor change here for Wizard/Vampire creation only - You may only improve a spell once during it's creation.

Learning a new Spell (At creation only) - If the Wizard or Vampire received a Grimoire during the advancement phase of creation, they may learn that spell.  


Step 4 - At this point in the creation, the Wizard of Vampire may select a base.


Step 5 - Spending Your Treasure

The wizard may now spend his treasure in any way he wishes, including selling and buying magic items, buying base upgrades, and, of course, hiring an apprentice and warband. In this instance, hiring an apprentice only costs 200gc, regardless of the wizard’s level. 

Vampires never have apprentices. They are far too suspicious and fearful of other vampires usurping their power to share any magical knowledge with underlings. They may, however, take 9 soldiers in the warband (4 specialists, 5 standard). They may nominate one member of their warband before each game to act as an apprentice for the purposes of activating figures during the Apprentice Phase.

Details for creating a Warband start on Page 26 of the main rules.  Note, the Apprentice is 200gc as above due to them being more experienced.


Unless specified in the scenario (6 treasures to the table) One placed in the centre and an extra for one lucky individual.

Wizards can never die in this event, instead roll on the permanent injury table and follow instructions.

Advanced spellcasting and mutations will not be used.

For the sake of immersion, the advanced summoning table and any other official supplements can be legally used, and will only be used should the need arise (speak to Owen).  It is up to be player to keep a track of such things as blood pacts, mortal enemies etc as they are not required for the scenarios. 


Wizards may choose to wear armour but suffer the following penalties:
  • When wearing light armour, they receive a +1 Casting Penalty to all spells.  
  • When wearing heavy armour, they receive a +2 Casting Penalty to all spells.  
This penalty is due to the increase difficulty of casting a spell while encumbered by armour.  They can not however use shields.





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