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
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
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
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
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
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