Welcome to the magic caravan
Frostgrave scenario: The magic caravan
Horses not being plentiful in Felsted and magic being abundant created some unusual solutions to age old inconveniences. A powerful sorcerer came up with the solution of transporting valuable goods from place to place in the form of a type of giant construct: The magic caravan.
These caravans were imbued with powerful spells that instructed the caravan to travel certain routes without pause to rest and stopping for no man.
Several types were created some guarded and some without crew. The caravans greatest defence being unable to be stopped and in fact all the timbers absorbing magic of all types.
After the great thaw many ancient magics have re awakened and its one of these caravans your party have heard tell of lurching back to life out of an ancient snow drift.
Preserved in ice for so long and still containing all. Of. Its. Treasures.
Set up
Using a normal 3ft by 3ft Square set up terrain as normal with a slight difference a central track of some type that will allow the caravan to travel through unheeded (it can't be stopped after All). The caravan will enter at the beginning of the first creature phase from a random direction and travel 4 inches in each phase until reaching the opposite side at which point any chance of gaining treasure is lost.
All treasure in this scenario is on the caravan only in 6 heavy treasure chests which cannot be opened whilst on the caravan but can be picked up then thrown off at which point the treasure chests open and the treasure can be collected as normal.
Warbands set up on opposing sides of the table 6 inches in. If more than 2 Warbands are playing then the bands that start on the same side as each other have a non aggression pact. Until the first treasure is removed.
The caravans
There were several types of caravans in use in Old Felstad to take account of varying qualities of the treasure therein. They may have wheels, legs or even hover whatever you decide the only feature they have should be a flat top with a rim so at least six figures can get on top to duke it out for the treasure, and some height approx 3 inches.
If playing a fully competitive game you may not need any defenders for the caravan as its challenge enough to get on board.
As they are not intended to be climbed whilst in motion there is a little challenge involved in that, in addition to expending movement for the height of the caravan a d6 must be rolled. Any potential climber must roll under their move stat to achieve a safe climb or receive 4 points of falling damage.
A more advanced type of caravan existed which is slightly larger but has 4 cupolas one on each corner armed with a crossbow (self loading no movement shooting penalty) and crewed as well as a Captain of some sort.
These may suit either more advanced warbands. Or those that wish to play co operatively. These caravans will have at least 2 greater quality treasures on them as well as 4 normal ones (decided randomly once jettisoned)
Depending on figures available and challenge wanted the crew can be either 4 small constructs crewing the crossbows with a medium construct captain.
4 zombies with an undead captain or even a fully live crew of bandits that intend to keep their prize. The crossbowmen shoot at nearest target each creature phase the captain stays central and only responds when someone gets on top engaging in hand to hand with nearest assailant.
The caravan counts as +2 fight cover for any on board shot at by assailants, the caravan itself is a magic dead spot so cannot be affected by spells or will any work against any figures on it including pre cast spells enchantments will affectively be dispelled as soon as reaching the caravan (magic items will work again once the figure leaves) e.g if a figure is leapt towards the caravan it will stop just short of the caravan.
Xp
First to get a warband member on caravan 10xp
Wizard or apprentice on caravan 40xp (counts once)
Kill crewman 5xp
Kill crew captain 10xp
Gain treasure 50xp doesn't have to leave the board
Further challenges
For an even greater challenge you can allow the caravan to also be travelling with a number of guards on foot or for a really fun encounter you can have one player base their whole warband on the caravan. In this case I would modify the magic rules so wizards can cast freely from or at figure's on the caravan. Also the host warband having become accustomed to it automatically passes any mounting tests. In this case I'd allow the treasures on the caravan to be kept by the host if they make it off the board on the caravan with them.
Horses not being plentiful in Felsted and magic being abundant created some unusual solutions to age old inconveniences. A powerful sorcerer came up with the solution of transporting valuable goods from place to place in the form of a type of giant construct: The magic caravan.
These caravans were imbued with powerful spells that instructed the caravan to travel certain routes without pause to rest and stopping for no man.
Several types were created some guarded and some without crew. The caravans greatest defence being unable to be stopped and in fact all the timbers absorbing magic of all types.
After the great thaw many ancient magics have re awakened and its one of these caravans your party have heard tell of lurching back to life out of an ancient snow drift.
Preserved in ice for so long and still containing all. Of. Its. Treasures.
Set up
Using a normal 3ft by 3ft Square set up terrain as normal with a slight difference a central track of some type that will allow the caravan to travel through unheeded (it can't be stopped after All). The caravan will enter at the beginning of the first creature phase from a random direction and travel 4 inches in each phase until reaching the opposite side at which point any chance of gaining treasure is lost.
All treasure in this scenario is on the caravan only in 6 heavy treasure chests which cannot be opened whilst on the caravan but can be picked up then thrown off at which point the treasure chests open and the treasure can be collected as normal.
Warbands set up on opposing sides of the table 6 inches in. If more than 2 Warbands are playing then the bands that start on the same side as each other have a non aggression pact. Until the first treasure is removed.
The caravans
There were several types of caravans in use in Old Felstad to take account of varying qualities of the treasure therein. They may have wheels, legs or even hover whatever you decide the only feature they have should be a flat top with a rim so at least six figures can get on top to duke it out for the treasure, and some height approx 3 inches.
If playing a fully competitive game you may not need any defenders for the caravan as its challenge enough to get on board.
As they are not intended to be climbed whilst in motion there is a little challenge involved in that, in addition to expending movement for the height of the caravan a d6 must be rolled. Any potential climber must roll under their move stat to achieve a safe climb or receive 4 points of falling damage.
A more advanced type of caravan existed which is slightly larger but has 4 cupolas one on each corner armed with a crossbow (self loading no movement shooting penalty) and crewed as well as a Captain of some sort.
These may suit either more advanced warbands. Or those that wish to play co operatively. These caravans will have at least 2 greater quality treasures on them as well as 4 normal ones (decided randomly once jettisoned)
Depending on figures available and challenge wanted the crew can be either 4 small constructs crewing the crossbows with a medium construct captain.
4 zombies with an undead captain or even a fully live crew of bandits that intend to keep their prize. The crossbowmen shoot at nearest target each creature phase the captain stays central and only responds when someone gets on top engaging in hand to hand with nearest assailant.
The caravan counts as +2 fight cover for any on board shot at by assailants, the caravan itself is a magic dead spot so cannot be affected by spells or will any work against any figures on it including pre cast spells enchantments will affectively be dispelled as soon as reaching the caravan (magic items will work again once the figure leaves) e.g if a figure is leapt towards the caravan it will stop just short of the caravan.
Xp
First to get a warband member on caravan 10xp
Wizard or apprentice on caravan 40xp (counts once)
Kill crewman 5xp
Kill crew captain 10xp
Gain treasure 50xp doesn't have to leave the board
Further challenges
For an even greater challenge you can allow the caravan to also be travelling with a number of guards on foot or for a really fun encounter you can have one player base their whole warband on the caravan. In this case I would modify the magic rules so wizards can cast freely from or at figure's on the caravan. Also the host warband having become accustomed to it automatically passes any mounting tests. In this case I'd allow the treasures on the caravan to be kept by the host if they make it off the board on the caravan with them.
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