Frostgrave Reference sheet to everything

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Combat (p.35)

 Both players roll a die.

 Both figures add their Fight stat and any other Fight bonuses.

(+2 for supporting figure).

 Determine the winner of the combat (in ties, both figures deal damage).

 Add any damage bonuses for two-handed or magic weapons to the

i er’s final Fight total.

 Su tra t the oppo e t’s ar our fro this total.

 Appl a da age ultipliers su h as the I e Toad’s da age .

 If this final total is positi e, su tra t that a poi ts fro the loser’s Health.

If it is 0 or negative, no damage is done.

 Winning figure chooses whether to remain in Combat or push back either

figure ”.

Weapon

Damage Modifier

Notes

Dagger

-1

Hand Weapon

Two-Handed Weapon

+2

Staff

-1

-1 damage modifier to enemy

’s attacks in

hand-to-hand combat

Bow

Load and fire as a single action,

24

’’ maximum range

Crossbow

+2

Load and fire as separate actions, may

reload in place of mandatory movement,

24

’’ maximum range

Unarmed

-2

-2 to effective Fight stat

Bladed Staff

+1

-1 damage modifier to enemy's attacks in

hand-to-hand combat

Shooting (p.38)
Same as combat, except shooter uses Shoot stat while the defender uses Fight stat, with
modifiers added where appropriate. In the event of a tie, no damage is done.

Shooting Modifier Table
Circumstance

Modifier Notes

Intervening Terrain

+1

Every piece of intervening terrain or figure between the
shooter and the target gives a +1. This is cumulative, so
three pieces of intervening terrain would provide a +3
modifier. Note that if the target is in base contact with a
terrain piece, it counts as cover instead of intervening
terrain. If a shooter is in base contact with a terrain piece,
it does not count as intervening terrain, though it may
block line of sight.

Light Cover

+2

The target is in contact with cover that obscures up to
half of his body. This includes other figures.

Heavy Cover

+4

The target is in contact with cover that almost completely
obscures his body. This includes other figures.

Hasty Shot

+1

The shooter previously moved during this activation

Large Target

-2

The target is particularly tall or unusually broad. This
normally only applies to creatures who will have the
'Large' trait.

Spellcasting (p.43)
Roll die. -2 if Apprentice. Roll must be equal to or greater than the Casting Number.
Empowering: Increase Casting Roll by 1 for every 1 health spent.

Spell Failure Table

Amount By Which Casting Roll Failed

Damage taken by Spellcaster

1

– 4

None

5

– 9

1 Damage

10

– 19

2 Damage

20+

5 Damage

QUICK REFERENCE

Turn Order (p.28)
Initiative: Roll for who goes first in

each of the following phases

Wizard Phase: Each player activates

his wizard plus up to 3 soldiers within

Apprentice Phase: Each player

activates his apprentice plus up to 3
soldiers ithi ”

Soldier Phase: Each player activates all

his soldiers that have not previously
activated

Creature Phase: All non-controlled

creatures activate

Activation (p.30)
All figures normally have 2 actions.

Actions
 Move (must use one activation)

 2nd Move (1/2 distance)

 Fight

 Shoot

 Cast spell

 Pick up / drop treasure

 Special

Group Activation
All figures in a group activation must
move as their first action.

Movement (p.32)
Climbing or Rough Ground: ” for

every

” or partial ”

Jumping: Figures a ju p up to ”

horizontally, but must have moved the
same distance in a straight line

Combat: A figure in combat may not

move

Forcing Combat: A figure not in

combat may intercept an enemy figure
that moves

ithi ”

Falling: Less tha ” – no effect

Greater tha ” – take damage =
1.5 x distance in inches

Collecting Treasure (p.44)
Treasure cannot be picked up if an
enemy is

ithi ”.

A figure may only carry one treasure
token.
A figure carrying treasure has Move
halved and Fight -1.

Creature Actions (p.45)

Creatures never attack another creature, always force combat.

Situation

First Action

Second Action

Is Creature in Combat?

Fight

Move into Combat

Is there a figure ithi ” and LoS?

Move towards figure

Fight or Move

None of the Above

Random Movement

Move or None

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W

ARBAND

M

ANAGEMENT

Experience Gain Table
Exp.

Achievement

+10

For each spell successfully cast by either the
wizard or his apprentice

+50

For each treasure recovered by the wizard
or any member of his warband

+40

For each enemy soldier the wizard
personally takes out of the game

+80

For each enemy apprentice the wizard
personally takes out of the game

+150

For each enemy wizard the wizard
personally takes out of the game

Optional Rule: Wounded
When any figure is reduced to 4 Health or less, they
are considered wounded and reduced to a single
action per turn. This can be any action the figure
could normally take and does

’t have to be

movement. Wounded figures also suffer a -2 to all
die rolls. When healed back above 4 Health during
the game, a figure is no longer considered to be
wounded. It is never considered wounded at its
starting Health

– anyone that starts the game with 4

Health or less is not wounded, but will become so
upon losing its first point of Health.
Undead, constructs, and demons do not suffer from
the effects of being wounded.

Base Location Table
Location Effects

Inn

Maximum warband size, including the
wizard, is increased to 11.

Temple

Spellcasters receive a +1 bonus to any
Miraculous Cure or Restore Life spells.

Crypt

Spellcasters receive a +2 bonus on all Raise
Zombie spells.

Tower

Grants a +2 bonus to Reveal Secret spells.

Treasury

After each game, roll one die. On a roll of 2 -
18 add that many gc to the treasury. If a 19 is
rolled, add 100gc. On a 20, the warband
finds a treasure. If a 1 is rolled, the warband
has set off a magic trap

– a warband member

of the pla er’s hoi e is i jured a d ust
miss the next game while he recovers.

Brewery

All soldiers hired by the warband cost 5gc
less. The warband gains an additional 10gc
after each game through the sale of excess
stock.

Library

After each game the warband may roll one
die. On a 17

–19, they find a random scroll.

On a 20 they discover a random grimoire.

Laboratory

A wizard gains 20 experience points after
each game from what he learns in the
laboratory.

Recovery Room
A recovery room may only be used if the warband
includes an apothecary. It allows one figure that is
missing a game due to injury to be temporarily
replaced on the warband roster with a new soldier. A
wizard must still pay the normal cost of hiring a new
soldier. When the injured soldier has recovered after
the game, the wizard must return to the normal
maximum size for his warband, but he may choose
which soldiers to keep or dismiss. If another figure
has been injured, and is due to miss a game, the
wizard may immediately place him in the recovery
room

– this decision may be made before any hiring

or dismissing takes place. An apothecary may only be
placed in the recovery room if the warband contains
a second apothecary.

Survival Table
Soldiers

Wizards and Apprentices

1 - 4

Killed

1 - 2

Dead!

5 - 8

Wounded*

3 - 4

Permanent Injury

9 - 20

Full Recovery

5 - 6

Badly Wounded

*miss next game 7 - 8

Close Call

9 - 20 Full recovery

Dead: Apprentice may become new Wizard (-10 levels)

Permanent Injury: Roll on Permanent Injury table below

Badly Wounded:

Miss next game or spend 100gc for treatment
(-25gc for each Apothecary)

Close Call: No major injury, but lost all items!

Permanent Injury Table
d20

Injury

Effect

Effect of second injury

1

–2

Lost Toes

-0,5 Move

-1 Move

3

–5

Smashed Leg

-1 Move

-2 Move

6

–10 Crushed Arm

-1 Fight

-2 Fight

11

–12 Lost Fingers

-1 Shoot

-2 Shoot

13

–14

Never Quite As
Strong

-1 Health

-2 Health

15

–16

Psychological
Scars

-1 Will

-2 Will

17

–18 Niggling Injury* 30gc or start at -3 Health

40gc or start at -4 Health

19

Smashed Jaw

-1 to all casting rolls

-2 to all casting rolls

20

Lost Eye

-1 Shoot

Blind, effectively dead

*pay for treatment before each game. A 10gc discount
applies for each apothecary in the warband

Base Resource Table
Resource

Effects

Price

Kennel

Allows to keep one war hound above normal warband limit. 250gc

Giant Cauldron

Confers a +1 on all Brew Potion spells.

250gc

E ha ter’s
Workshop

Confers a +1 on all Animate Construct and Embed
Enchantment spells.

400gc

Crystal Ball

Confers a +1 on all Reveal Secret spells.

250gc

Scriptorium

Confers a +1 to all Write Scroll and Create Grimoire spells.

300gc

Celestial
Telescope

Aids the wizard in divining the future. Once per game, he
may add +2 to an initiative roll.

250gc

Summoning
Circle

Out of Game, attempt to cast Summon Demon, followed by
Bind Demon. If both spells are successful, a demon joins the

izard’s ar a d for the next game only. This demon does

ot ou t to ards the ar a d’s a i u size. The izard

may not cast Bind Demon while this demon is in play.

300gc

Carrier Pigeons

Allow a wizard to easily get messages to his agents outside
Frostgrave. Soldiers hired by the wizard cost 1gc less.

5gc

Arcane Candles

Confers a +1 on Bind Demon spells.

100gc

Sarcophagus of
Healing

The izard does ’t ha e to iss a ga e or pa a fee he
Badly Wounded, and pays 10gc less for any Niggling Injuries.

200gc

Crow Roost

Each Crow Roost allows the wizard to hire one crow master. 100gc

Dark Cauldron

Confers a +1 to all Create Zombie and Revenant spells cast
Out of Game. Gained from the Lich Lord Treasure Table
only, it cannot be bought but may be sold for 250gc.

Alchemical
Cupboard

Reduces the cost of potion components by 20gc when
creating advanced potions (see Dark Alchemy for full rules)

150gc

Enchanted Clock

Grants 10 Exp. to the wizard if he successfully casts a
Chronomancer spell in the game. (One per game)

200gc

Homunculus Jar

Confers a +1 on all Homunculus spells.

50gc

Lectern

Confers a +1 on all Absorb Knowledge spells.

100gc

Protected
Bookcase

Grimoires may be sold for +10gc.

100gc

Protected
Scrollcase

Scrolls may be sold for +10gc.

100gc

Recovery Room

See description box

200gc

Sacrificial Altar

Confers a +1 on all Revenant spells.

200gc

Shrine

Confers a +1 on all Miraculous Cure and Restore Life spells.

200gc

Weapons Rack

Non-Magic weapons may be bought or replaced for free

50gc

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T

REASURE

T

ABLES

Random Spell Table

Second

d20 roll

First d20 roll

1 - 5

6 - 10

11 - 15

16 - 20

1

Reveal Death

Bones of the Earth Strike Dead

Control Undead

2

Curse

Poison Dart

Animal Companion

Familiar

3

Fleet Feet

Slow

Crumble

Fast Act

4

Leap

Imp

Plane Walk

Bind Demon

5

Wall

Call Storm

Scatter Shot

Destructive Sphere

6

Push

Draining Word

Explosive Rune

Write Scroll

7

Teleport

Invisibility

Beauty

Transpose

8

Strength

Telekinesis

Enchant Armour

Control Construct

9

Awareness

Reveal Invisible

Will Power

Mind Control

10

Shield

Banish

Blinding Light

Miraculous Cure

11

Bone Dart

Spell Eater

Steal Health

Raise Zombie

12

Mud

Fog

Control Animal

Brew Potion

13

Decay

Time Store

Petrify

Time Walk

14

Plague of Insects

Planar Tear

Possess

Summon Demon

15

Elemental Bolt

Elemental Ball

Elemental Hammer

Elemental Shield

16

Furious Quill

Absorb Knowledge Power Word

Create Grimoire

17

Monstrous Form

Fool’s Gold

Glow

Illusionary Soldier

18

Enchant Weapon

Grenade

Embed Enchantment Animate Construct

19

Combat Awareness Wizard Eye

Forget Spell

Reveal Secret

20

Circle of Protection Heal

Dispel

Restore Life

Potions Table

d20

Potion

Effects

Price

1 - 4

Potion of Healing

Restores up to 5 lost Health

50gc

5 - 6

Potion of Strength

+2 Fight for the rest of the game

50gc

7 - 8

Potion of Toughness

+1 Armour for the rest of the game

50gc

9 - 10

Elixir of Speed

+1 Move for the rest of the game

50gc

11 - 12

Potion of Invisibility

As an Invisibility Spell, no roll needed

100gc

13 - 14

Explosive Cocktail

As a Grenade Spell, no roll needed

50gc

15 - 16

Potion of
Invulnerability

Drinker cannot be damaged until after its
next activation

100gc

17 - 18

Potion of
Teleportation

As a Teleport Spell, no roll needed

100gc

19

Demon in a Bottle

Summons and binds a Minor Demon to fight
for the warband until the end of the game

200gc

20

Elixir of Life

As a Restore Life Spell, no roll needed

500gc

All Potions take an Action to drink, take up one Item Slot and are one-use Items.

Magic Weapons and Armour Table

d20 Magic Weapon/Armour

Effects

Price

1

Hand Weapon

+1 Fight

300gc

2

Hand Weapon

+2 Fight

500gc

3

Hand Weapon

+2 damage modifier

300gc

4

Two-Handed Weapon

+1 Fight

300gc

5

Two-Handed Weapon

+1 damage modifier

200gc

6

Two-Handed Weapon

+2 damage modifier

400gc

7

Bow

+1 Shoot

300gc

8

Bow

+2 damage modifier

300gc

9

Crossbow

+1 Shoot

300gc

10

Crossbow

+2 damage modifier

300gc

11

Dagger

+1 Fight

300gc

12

Dagger

+1 damage modifier

200gc

13

Dagger

+2 damage modifier

300gc

14

Leather Armour

+1 Armour

300gc

15

Mail Armour

+1 Armour

400gc

16

Ring of Protection

+1 Armour

400gc

17

Cloak of Protection

+1 Armour

400gc

18

Staff

+1 Fight

200gc

19

Staff

+2 damage modifier

200gc

20

Shield

+1 Armour

400gc

Weapons/Armour take up an Item Slot. Modifiers are added to normal weapon stats. Figures
cannot equip the same type of item twice. Spellcasters cannot use Armour or Shields.

Treasure Table

d20 Treasure

1

d20 x 10gc

2

d20 x 20gc

3

d20 x 25gc

4

30gc, Potions (3)

5

50gc, Potions (2)

6

30gc, Scrolls (3)

7

50gc, Scrolls (2)

8

20gc, Magic Weapon/Armour

9

40gc, Magic Weapon/Armour

10

20gc, Magic Item

11

40gc, Magic Item

12

60gc, Magic Item

13

20gc, Grimoire

14

40gc, Grimoire

15

60gc, Grimoire

16

80gc, Grimoire

17

100gc, Grimoire

18

120gc, Grimoire

19

150gc, Grimoire

20

200gc, Grimoire

Grimoires can be bought for 500gc, Scrolls for
400g . Bought Gri oires & S rolls do ’t eed
to roll on the Random Spells Table. Only
Grimoires of known

spells a e sold, they’re

worth 250gc. Any Scrolls can be sold for
100gc. All other Items are sold at half the
purchase price.

Magic Item Table
d20 Magic Item

Price

1

Staff of Power (1)

200gc

2

Staff of Power (2)

350gc

3

Staff of Power (3)

500gc

4

Ring of Power (1)

200gc

5

Orb of Power (8)

350gc

6

Staff of Casting

600gc

7

Boots of Speed

300gc

8

Ring of Slow Fall

200gc

9

Ring of Will

300gc

10 Ring of Teleportation

300gc

11 Gloves of Strength

300gc

12 Robes of Arrow Turning

500gc

13 Amulet of Resistance

300gc

14 Candle of Summoning

200gc

15 Gloves of Casting

300gc

16 Belt of Animal Repellence

200gc

17 Horn of Destruction

300gc

18 Fate Stone

300gc

19 Drinking Horn of Healing

250gc

20 Banner of Courage

300gc

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C

APTAIN

R

ULES

Soldier

Move

Fight Shoot Armor

Will Health Cost Notes

Captain

6

+2

+1

10

+3

12

100gc

Stat Increase, Additional Equipment, 5 Item Slots, Group
Activation, Tricks of the Trade, Experience and Levels,
Survivor, Share of the Treasure

Experience and Levels:
A captain may convert 100 Exp. into a level.
All captains start at level 0 and may reach a
maximum of level 10. Every time a captain gains
a level, he may select a new trick, or increase his
Health by +1 (up to two times) or his Will by +1
(only once).

Captain Experience Gain Table
Exp. Achievement
+10

For each game the captain takes part

+10

For finishing the game without being
reduced to 0 Health

+10

For each enemy soldier or neutral creature
the captain takes out of the game

+20

For each enemy spellcaster the captain
takes out of the game

Survivor:
Captains that are reduced to 0 Health roll on the
survival table like spellcasters, with one
exception: A captain with a Smashed Jaw
permanent injury may not use group activation,
even if he has the Leadership trick. A captain can
only receive this injury once. Any further Smashed
Jaw results must be re-rolled.

Share of the Treasure:
In addition to the 100gc retainer a wizard must
pay to gain the services of a captain, he must also
promise him a share of all gold that is found or
acquired during their exploration of Frostgrave.
A wizard must pay his captain a percentage equal
to the aptai ’s le el + , rounded down, of all
gold acquired by the wizard by any means,
including the sale of items. So, for example, a
level 3 captain must be given 13% of all gold
acquired. A captain does not take a share of magic
items unless they are sold or given to him (see
above). If a captain is dismissed after a game, he
must still be paid his share of the gold for the
previous game.

Stat Increase:
When a wizard hires a captain, he may choose one of the following stat increases for
hi : + Mo e, + Fight, + Shoot, + Will, + Health. The aptai ’s starting stat line
should be changed accordingly.

Captains Additional Equipment Table
Equipment

Cost

Notes

Hand Weapon

free

Leather Armour

free

+1 Armour

Dagger

5cg

+1 Fight if used with a hand weapon

Bow

5cg

Crossbow

5cg

Two-Handed Weapon

5cg

Staff

5cg

Mail Armour

5cg

+2 Armour, -1 Move

Shield

5cg

+1 Armour

Item Slots:
Unlike other soldiers, any magic items given to a captain are considered to be his
personal equipment, and may not be taken back or given to another member of the
warband. Wizards may order the captain to switch any of his items for new ones, but
any items so replaced are considered lost. A dismissed captain takes whatever items
he is carrying with him.

Group Activation:
Captains activate in the Soldier Phase, and may use Group Activation on one other
soldier in their w

ar a d ithi ’’.

Tricks of the Trade:
A starting Captain may choose two tricks from the table when hired. Using a trick does
not require an action and can be done at any appropriate moment, even as a response

duri g a other figures’ a ti atio . There is no limit to the number of tricks that may

be used with a single action or in any one turn.

Tricks of the Trade Table
Trick

Effect

When to declare

Furious Attack +3 Fight for one attack

Before the rolls are made

Riposte

+1 Fight for one attack

After the rolls are made

Coup de Grâce

+2 Damage to any hand-to-hand attack
that has dealt at least 1 point of damage

After Damage is calculated

Steady Hand

+3 Shoot for one attack

Before the rolls are made

Dead Eye

+1 Shoot for one attack

After the rolls are made

Brace

+3 Armour for one attack

Before the rolls are made

Dodge

+1 Armour for one attack

After the rolls are made

Nerves of Steel +4 Will for one Will roll

Before the roll is made

Iron Heart

+2 Will for one Will roll

After the roll is made

Sprint

+2 Move for the rest of the turn

Upon activation

Leadership

When using a Group Activation, the
captain may activate up to three soldiers
within 3" who have not already been
activated in the turn

Upon activation

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A

DVANCED

H

IRING

T

ABLES

Hiring Table

Soldier

Move

Fight

Shoot

Armor

Will

Health

Cost Notes

Starting Wizard

6

+2/+5

+0/+5

10

+4/+8

14/20

– Split stat is allowed maximum. Wizards start at level 0

Apprentice

6

Wizard-2 Wizard-2

10

Wizard-2 Wizard-4 (Wizard level - 10) x 10 + 300gc

War Hound

8

+1

+0

10

+2

8

10gc

Animal, cannot carry treasure or items

Thug

6

+2

+0

10

-1

10

20gc

Hand Weapon

Thief

7

+1

+0

10

+0

10

20gc

Dagger

Archer

6

+2

+2

11

+0

10

50gc

Bow, Dagger, Leather Armor

Crossbowman

6

+2

+2

11

+0

10

50gc

Crossbow, Dagger, Leather Armor

Infrantryman

6

+3

+0

11

+0

10

50gc

Two-Handed Weapon, Leather Armour

Tracker

7

+2

+2

11

+1

12

80gc

Staff, Bow, Leather Armor

Man-at-Arms

6

+3

+0

12

+1

12

80gc

Hand Weapon, Shield, Leather Armour

Treasure Hunter

7

+4

+0

11

+2

12

80gc

Hand Weapon, Dagger Leather Armour

Knight

5

+4

+0

13

+1

12

100gc

Hand Weapon, Shield, Mail Armour

Templar

5

+4

+0

12

+1

12

100gc

Two-Handed Weapon, Mail Armour

Ranger

7

+2

+2

11

+2

12

100gc

Bow, Hand Weapon, Leather Armour

Barbarian

6

+4

+0

10

+3

14

100gc

Two-Handed Weapon

Apothecary

6

+0

+0

10

+0

12

100gc

Staff, starts each game carrying a healing potion

Marksman

5

+2

+3

12

+1

12

100gc

Crossbow, Hand Weapon, Mail Armour

Thaw of the Lich Lord

Soldier

Move

Fight

Shoot

Armor

Will

Health

Cost Notes

Bard

6

+2

+0

11

+4

12

100gc

Hand Weapon, Leather Armour, Inspiring (+1 Will
to all friendly figures in 6’’ & LoS. Not sta ka le

Crow Master*

6

+0

+0

11

+2

10

100gc

Hand Weapon, Leather Armour, Blood Crow,
Cannot carry items

Blood Crow

9

+0

+0

14

+3

1

Animal, Flying (ignore all terrain and movement
penalties)

Javelineer

6

+0

+0

10

+0

10

25gc

Ja elins

’’ hen used as Ranged Weapon

Pack Mule

6

+0

+0

10

+0

10

20gc

Dagger, 3 Item Slots (exchanging Items on Touch
costs an Action)

Into the Breeding Pits

Soldier

Move

Fight

Shoot

Armor

Will

Health

Cost Notes

Trap Expert

6

+2

+0

11

+1

12

50gc

2 Daggers, Leather Armour, once per game a Trap
is sprung on an Initiative roll of 2 instead of 1

Tunnel Fighter

6

+3

+0

11

+1

12

80gc

2 Hand Weapons, Leather Armour

Forgotten Pacts

Soldier

Move

Fight

Shoot

Armor

Will

Health

Cost Notes

Assassin

6

+2

+0

10

+3

12

80gc

Hand Weapon, Poison, Bonus when
Supported (+2), Never a Supporting Figure

Demon Hunter

6

+2

+2

11

+2

12

Variable,

see below

Two-Handed Weapon, Crossbow, Leather
Armour, Damage Bonus vs. Demons (+1 Fight &
+1 Damage, additional to weapon damage)

Demonic Servant

6

+1

+0

10

+4

10

Bound

by spell

Demon, Minor Demonic Attribute (reroll Backstabber),
Summoning Assistance (+1 to result on the Summon
Demon Table, not the casting roll itself)

Monk

6

+4

+0

10

+4

12

100gc

Bladed Staff (see below)

Mystic Warrior

6

+4

+0

10

+4

12

100gc

Unarmed, Magic Attacks, No Unarmed Penalties

* Each Crow Master requires a Crow Roost base upgrade (100gc);
dead Blood Crows get replaced at no extra cost between missions.

Demon Hunter Hiring Cost
Condition

Cost

Base Cost

100gc

Wizard knows one or more of these spells:
Summon Demon, Imp, Possess

+25gc

Wizard is a Summoner.

+25gc

Base is equipped with a summoning circle. +50gc

Weapon

Damage Modifier Notes

Bladed Staff

+1

-1 damage modifier to enemy's
attacks in hand-to-hand combat

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C

REATURE

T

ABLES

Bestiary (Base Game)
Creature

Move Fight Shoot Armor Will

Health Notes

Skeleton

6

+1

+0

10

+0

1

Undead

Armoured Skeleton

6

+2

+0

12

+0

1

Undead

Zombie

4

+0

+0

12

+0

6

Undead

Ghoul

6

+2

+0

10

+2

10

Undead

Wraith

6

+2

+0

10

+3

6

Undead, Immaterial (can move through terrain),
Drain Life Force (all attacks do double damage),
immune to non-magic weapons

Vampire

7

+4

+0

12

+4

14

Undead, immune to non-magic weapons

Bear

6

+4

+0

10

+0

14

Animal, Large

Boar

6

+2

+0

12

+2

8

Animal

Giant Rat

6

+0

+0

6

+0

1

Animal, Pack Hunter (if multiple Giant Rats are encountered,
they should activate and move as one)

Ice Spider

6

+0

+0

8

+0

4

Animal, Venom (treat any human damaged by an Ice Spider
as wounded )

Ice Toad

3

+2

+0

10

+0

5

Powerful Jaws (Ice Toad attacks cause triple damage)

Snow Leopard

8

+2

+0

10

+2

10

Animal

White Gorilla

6

+4

+0

12

+8

14

Animal

Wild Dog

8

+0

+0

8

+0

4

Animal, Pack Hunter

Wolf

8

+1

+0

10

+0

6

Animal

Small Construct

6

+0

+0

11

+0

10

Construct

Medium Construct

5

+1

+0

12

+0

12

Construct

Large Construct

4

+3

+0

13

+0

14

Construct, Large

Imp

6

+1

+0

10

+4

6

Demon

Minor Demon

6

+3

+0

11

+4

12

Demon

Major Demon

6

+4

+0

12

+6

15

Demon, Large (optional)

Frost Giant

6

+5

+0

15

+4

25

Large, Huge Weapon (treat as if armed with a Two-Handed
Weapon)

Giant Worm

7

+4

+0

10

+5

20

Animal

Snow Troll

4

+4

+0

14

+2

16

Large, Huge Weapon

Werewolf

7

+4

+0

11

+5

12

Agile (treat difficult terrain as normal), Bounty (any figure
that kills a werewolf may spend an extra turn cutting off its
head, which may be sold for20gc after the game)

Random Encounter Table (Base Game)

First d20 roll

1 - 12

13 - 18

19 - 20

Second d20 roll Level 1 Encounter

Level 2 Encounter

Level 3 Encounter

1

Skeleton

Armoured Skeletons (2) Armoured Skeletons (3)

2

Skeletons (2)

Ghoul

Ghoul

3

Armoured Skeleton

Ghouls (2)

Ghouls (2)

4

Zombie

Wraith

Ghouls (2)

5

Zombies (2)

Bear

Wraith

6

Ghoul

Bear

Wraith

7

Bear

Boar

Vampire

8

Boar

Boar

White Gorilla

9

Giant Rat

Ice Spider

White Gorilla

10

Giant Rats (2)

Ice Spiders (2)

Large Construct

11

Giant Rats (4)

Snow Leopard

Large Construct

12

Ice Spider

White Gorilla

Minor Demon

13

Snow Leopard

Wolves (2)

Minor Demon

14

Wild Dog

Medium Construct

Frost Giant

15

Wild Dogs (2)

Minor Demon

Snow Troll

16

Wolf

Ice Toad

Snow Troll

17

Wolves (2)

Ice Toads (2)

Snow Trolls (2)

18

Small Construct

Snow Troll

Werewolf

19

Imp

Giant Worm

Giant Worm

20

Ice Toad

Werewolf

Giant Worm


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