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Foreward

The Vision Quest of Alatum is a mini-campaign for Frostgrave: Fantasy Wargames in the Frozen City.
Over the course of three scenarios, the wizards and their warbands will receive visions sent to them by
an ascended Druid about an ancient demon threatening to return and wreak havoc across the world.
They will then venture into the wilderness, construct a temporary base, and attempt to complete the
vision quest and defeat the demonwith the Druid's personal help.
This campaign is thematically in line with Witches. However, no particular advantage is given to any
school of magic, with the exception to the spell Crumble in Scenario 2. Players are given free reign to
modify these scenarios or the custom campaign rules any way they wish, and are of course free to
develop scenarios of their own based on the vision quest.
Enjoy!

The Vision Quest of Alatum


Introduction
Long ago, when the city of Frostgrave was at its peak of power and prosperity, powerful
individuals would occasionally break away from the established schools of magic and head into the
wilderness, where they'd perfect their craft in solitude and isolation.
One such hermit, the Druid Alatum, became aware of an immense demonic presence attempting
to rip open a hole into the physical plane of existence. After years of hermitage, Alatum returned to
Frostgrave, determined to convince the various schools of the impending danger. Unfortunately, his
cries fell on deaf ears, and he was forced to return, alone, to deal with this demon.
Through communing with the spirits of forgotten histories, Alatum learned of an ancient,
subterranean labyrinth, and upon locating it set about constructing a magical prison. When the demon
finally did emerge into the physical realm, it found itself surrounded by miles of darkness and earth,
contained by indecipherable Druidic magics.
For twenty years, Alatum stood careful watch over the labyrinth and its sole prisoner, the
bloodthirsty extra-planar who cursed his name daily and swore his complete annihilation and that of the
planet.
When the calamity befell Frostgrave, however, the magical prison became damaged,
compromised. As the city descended into chaos, the demon emerged, and Alatumwhile quite
formidablerealized after hours of combat that he alone couldn't defeat the creature. Instead, he
undertook the ancient custom of Transcendence.
He took the demon with him.
For hundreds of years, they've slept as the city's slept, frozen over by the entropic forces of time
and forgetfulness. But now the latent magical energies of the city have seeped into the ether, awakened
them both. The demon is intent on returning to this plane of existence.
Alatum now reaches out from the immortal coil to touch the dreams of Wizards he finds ready
and able to contain this threat. Those that heed the call will find splendid treasures, great power, and
ensure an ancient evil remains dormant.
Who will follow the vision quest?

Special Campaign Rules


Starting Out
When Wizards accept the vision quest, they are tasked with venturing into the wilderness. As such,
once the campaign has begun, both players lose access to merchants, new soldiers, their vaults, and
their home bases (along with their associative benefits). Before starting the campaign, it is
recommended that both players purchase what they need to purchase.
A separate vault with a 5 item storage capacity substitutes the normal vault. Before the campaign
begins, players are recommended to switch needed items to this new vault.
Optional: To make life a bit easier in the wilderness, players may want to recover the injured members
of their warbands. If this strikes you as inauthentic, then simply continue with the injured warband.
Optional: As resources are limited and Wizards grow desperate, it may become necessary to field units
that would otherwise miss a game. If a player chooses to use a figure that would otherwise miss a
game, it begins the game with the Understrength special rule found in the core rulebook.
Optional: If both players agree, they may immediately end the campaign, return to the city, and resume
normal play. However, they should consider adding The Great Demon to the random encounter table,
as Alatum could not contain the threat on his own.
For the purposes of this mini-campaign, players must construct their temporary base. Effectively,
how the warband is living and what precautions they've taken. Each player may select one of the
following:
Building

Effect

Apothecary

The player may add an additional point of healing


during the Rest phase. Also, if during the Travel
phase a Plague occurs, the targeted figure receives
two damage instead of dying outright, and no
other figures are effected.

Drinking Horn

If during the Travel phase a Mercenary Company


appears, the cost of hiring their members is
reduced by 5 GP. In addition, each figure in the
player's warband receives a +1 to their Fight score
on their first attack in each scenario for liquid
courage. After the initial attack, the figure loses
this bonus.

Minstrel

The player may recruit a Minstrel to accompany


them on the vision quest. Having a Minstril
confers an additional +10 Experience after each
scenario in which the player's Wizard was not
reduced to 0 Health. If in the Travel phase a
Merchant appears, the Merchant will offer items at

a 10 GP discount, from partaking in the Minstrel's


amusements.
Mobile Palisades

If during the Travel phase a Wolf Attack occurs,


the player only rolls once instead of twice when
combating the wolves. Additionally, the Wizard's
cautious nature confers a +1 to all the player's
initiative rolls for the rest of the mini-campaign.

Hunter

The player may recruit a Hunter to accompany


them on the vision quest. If during the travel phase
the player experiences a Food Shortage, the effect
is canceled outright, and no re-roll is needed. In
addition, when playing the final scenario, the
player may bring a Ranger figure above the
warband's normal limit, due to the gravity of the
situation.

Between Scenarios
In between each of the mini-campaign's scenarios and before beginning Scenario 1, players must
progress through a Travel and Rest phase, to represent the Wizard's wandering and the dangers that lurk
in the wilderness.

Travel Phase
In the Travel Phase, both players roll on the following table to determine what event occurs while
wandering the wilderness. Each option can only happen once per player. When an event occurs, that
event is removed for the player who rolled that event. If that event is rolled again, nothing happens, and
the journey is uneventful.
Roll

Event

Plague The player must use a die to determine


which member of his / her warband is infected
with the Plague (Wizard / Apprentice included). If
the target is a Soldier, the Soldier is instantly
killed, and every other member of the warband
suffers 1 damage. If the target is a Wizard or
Apprentice, the figure takes 5 damage and every
other member of the warband suffers 1 damage.

2-7

Food Shortage Due to the pains of hunger, the


player's warband must skip his / her next Rest
phase. In addition, during the next scenario no
member of the warband may score critical hits.

8-11

Mercenary Company The player's warband


comes across a traveling company of mercenaries.
After exchanging pleasantries and engaging in a

dialogue, the mercenaries offer their services. The


player may purchase one Soldier at normal price,
but may not exceed the limit by doing so. Player
may drop an existing Soldier in order to hire a
mercenary. The mercenary, being well trained and
well traveled, has a +1 to either his Fight or Shoot
stat; player's choice. After the mini-campaign is
over, the mercenary disappears, intent on rejoining
the company.
12 - 15

Wolf Attack During the night, a pack of hungry


wolves besiege the Wizard's camp. After a short
fight, they depart, but not without leaving their
mark. The player must use a die to target two
members of his / her warband (Wizard and
Apprentice included). The targeted figures suffer
one +3 melee attack each. If the player chose
Mobile Palisades, only one figure is targeted and
only one attack is made. If the target is a Wizard /
Apprentice and one or both of them suffer criticals
that would kill them, they are instead reduced to 2
Health.

16 - 19

Merchant A mysterious man arrives in camp one


early dawn, peddling his wares. The player may
purchase two items from the core rulebook.

20

Ancient Weapon Cache The warband stumbles


across a long forgotten collection of runeweapons. While most of them are beyond repair,
there is one that is still useable. The player may
choose one base weapon (Staff, Bow, etc.) and
give it the following enchantment: Demon Slaying
- +2 Damage when fighting Demons. If an attack
made against a Demon is successful but causes no
damage, the targeted figure sustains 2 damage
anyway. When selling this item, it is worth 125
GP.

Rest Phase
Unlike normal games of Frostgrave, damage doesn't automatically disappear between games. The
urgency of the matter demands that the Wizard press on despite physical ailments or weakened
members of his / her warband.
After the Travel Phase and before playing the next scenario, each player must roll a D20 and divide the
result by 3; this determines how many points of damage a player may recover across his warband.
If a player rolls a 1 or 2, that player receives 1 point of healing to spend.

If a player rolls a 19 or 20, that player receives 7 points of healing to spend.


If any figure is reduced to 0 Health during a scenario, follow all the normal rules, with the following
exceptions:
-If a figure is reduced to 0 Health but survives, that figure recovers 2 Health.
-If a figure is reduced to 0 Health but survives, the player may still field that unit in the next scenario
(with or without the optional Understrength special rule).

Bestiary

The Druid, Alatum


M

+4

12

+4

25

Current
Health

Alatum's Spell List


Spell

Effect

Wild Growth

Druid / 12 / LoS: The target figure is infused with


incredible natural energy. For two turns, that
figure gains +1 Fight and +1 Armor. The effect
does not stack with multiple castings, but does
stack with the effects of other spells and items.

Starfall

Druid / 10 / LoS: A beam of light is called from


the heavens to smite the target figure. If
successfully cast, that figure suffers a +5 shooting
attack.

The Great Demon


M

+5

+2

14

+2

40

Current
Health

-The Great Demon follows all the normal rules as described in the creature phase, with the following
exceptions:
-When prioritizing figures, The Great Demon will always choose melee figures first, ranged
figures second, Apprentices third, Wizards fourth, and Alatum fifth.
-If The Great Demon is currently engaged with Alatum, he will forcefully disengage and go
after a different figure, as per his prioritization.

Special Ability: Breath Attack


-If in the creature phase The Great Demon is not currently engaged in melee combat with a figure and
is within two inches of any target (ignoring prioritization), then it will perform a breath attack against

that figure.
The Great Demon belches fire and sulfur at an opposing unit; that unit suffers a shooting attack. If the
attack misses, the breath attack lands three inches behind the opposing unit, always. Wherever it lands,
all figures within a two inch radius of the blast zone suffer an additional shooting attack.

Special Ability: Fatal Wound


Any figure killed by The Great Demonincluding Wizards and Apprenticesroll their post-game
recovery die at a -3.

Special Ability: Immune to Possession


The Great Demon is much too powerful to be possessed by any mortal. It is immune to any spell,
scroll, or item that would Bind Demon.

Special Ability: Burning


If a figure successfully hits The Great Demon with a melee attack, roll a D20 after calculating damage.
On a 1-2, that figure's weapon melts from prolonged contact. On a 3-7, that figure suffers a burn and
takes 1 damage.

Special Ability: Critical Immunity


The Great Demon may not suffer a critical hit.

Scenario 1: The Epicenter


Summary
The vision quest has led the wizards and their warbands to the site of Alatum's final encounter with the
demon. When they arrive, they find a massive crater where once a meadow stood, haunted by the
demon's blind, mindless offspring. Scattered about are several remnants of Alatum's personal affects.
His influence beyond the physical realm has directed the wizards to collect these remnants, so as to
prepare for a potential encounter with the demon.

Set-Up
The scenario takes place on a 2x2 board. There are five treasure tokens; players take turns placing them
(as best they can) 9 inches from the table edge and 6 inches apart. There must be at least one treasure in
the crater's center; if the last treasure placement would break the treasure placement rules, place it in
the crater, regardless of its distance from other treasures.
At the center of the board should be a piece of terrain that represents the crater with a 6 inch radius.
The center of the crater represents rough terrain; this area should have a 3 inch radius.
The outskirts of the crater should be surrounded by trees. Line of sight and rough terrain should be
decided by the players.
Players set up their forces on the table edge.
The crater is populated by three minor demons. Placement should be agreed upon by the players,
though a triangular or line formation is recommended.

Special Rules
These particular minor demons are the offspring of Alatum's adversary, born out of his blood and anger.
As such, they do not possess much in the ways of perception. They follow all the normal rules of
creatures, with the following exceptions:
-These minor demons are very possessive of the crater, the site of their father's downfall. As
such, they only engage figures who've entered the crater. They will not pursue a figure once it's clear of
the crater's edge.
-They ignore rough terrain, as they've adapted to the crater's contours.
-They are physically weak, having been malnourished for countless years. Their stat line is
modified to -1 Fight and -2 Armor.
-They are mindless, and therefore have no will to bind. These minor demons are immune to
Bind Demon.

Treasure and Experience


Calculate experience in the normal fashion with the following additions:

+10 Experience per every minor demon destroyed.


+5 Experience per every figure who entered the crater.
+15 Experience per every Wizard / Apprentice who entered the crater.
Treasure is rolled using the following table. There are only five options; once an option has been rolled,
it is removed from the table; if it is rolled again, the player must reroll. Players take turns rolling one
treasure at a time; the player who ended the scenario with the most treasure rolls first. While these
items are powerful, they appear to local merchants as useless trinkets. Therefore, they cannot be sold
until after the campaign; after the campaign, they can be sold for 50 GP each.

Roll

Result

Item's Effect

1-5

Nothing valuable.

N/A

6 - 10

Eagle Feather

Once per game, the figure can


use this item to teleport up to
three inches in either direction,
regardless of line of sight or
intervening terrain. This can be
used to enter or leave combat.

11 - 15

Bear Claw

The figure holding this item is


infused with the spirit of a bear;
the figure gains +1 Fight and +1
Armor. In addition, if the figure
is fighting Unarmed, it may
ignore the associative penalties
and add another +1 Fight (for a
total of +2).

16-18

Wolf Canine

The figure holding this item is


infused with the spirit of a wolf;
the figure gains +1 Move and +1
Will. In addition, once per game
the figure may use this item to
temporarily turn invisible for two
rounds. This can be used to
disengage from combat, though
any action with the exception of
movement will turn the figure
visible again. If Fast Act is active
on the figure, its activation
counts as a round.

19-20

Scorched Cloak (5)

Alatum's cloak, after all these


years, is still laced with magical
energies. This item is similar to
Orb of Power in that once its
power is exhausted, it becomes
inert and useless. The Wizard

wielding this cloak may modify


their dice rolls using the cloak's
power. Once the five points have
been spent, the cloak falls
dormant.

Scenario 2: Into the Labyrinth


Summary
After a few days traveling the wilderness, examining their newfound trinkets of power and resting from
the warbands' previous excursion, the Wizards receive another vision from the spirit of Alatum: the
ancient labyrinth, the demon's ruined prison. In order to permanently seal the demon away and prevent
it from wreaking havoc on the planet, the Wizards must enter the labyrinth and repair the magical ward.
Roll on the random encounter table found in the Campaign Special Rules section and take another Rest
Action to represent traveling to the labyrinth's location and descending to the lower level.

Set Up
The scenario takes place on a 3x3 board. Players must construct a maze with hallways two inches wide
(or enough to fit two figures side-by-side, depending on figures' bases). The complexity of the maze is
up to the players, though it should offer alternative routes whenever possible, and should be complex
enough that getting to the center would take at least 4-5 turns. It is recommended that each player be
given two entrances, one for his / her Wizard, and one for the Apprentice.
There are four treasure tokens in play. Players take turns placing them as normal. It is recommended
that this scenario is played vertically, with two tokens placed on either side.
Players should place a prop at the center of the maze to represent the broken ward. The goal of this
scenario is to find the components necessary to repair the ward, give those components to your Wizard,
and get your Wizard to the center to stabilize the crumbling ruin. Once the ward is repaired, the
scenario is over.
Unlike normal games of Frostgrave, treasure is rolled for as soon as it's picked up; each option can only
be picked up once. Use the following table to determine treasure:
Roll

Result

1-5

Nothing valuable.

6 - 10

Components #1

11 - 15

Components #2

16 - 20

5 GP x D20

In addition, the Components tokens do not encumber the carrier; if the gold token is acquired, it is
assumed that the warband pockets the money, and the token disappears off the board. A player may
have only one Components token at a time. However, keep track of tokens for the sake of calculating
experience.

Special Rules

The labyrinth is structurally unstable, and the commotion caused by the Wizards and their warbands
causes chunks to break off and fall, temporarily blocking off routes and potentially hurting members of
the warband.
Starting on the second turn, the player who wins initiative must roll a D20. On a 13 or higher, a piece
of stone becomes dislodged and falls from the ceiling. The piece is large enough to block a hallway,
always.
To determine where it falls, assign a number to each non-spellcasting member of both players'
warbands and roll an appropriately sided die. For example, if both players own 6 soldiers (nonspellcasting units), roll a D12. It's useful to assign these numbers prior to the game starting and write
them next to their stat lines.
Once the target figure has been established, roll on the table below to adjust where it lands. If it lands
directly on the figure, that figure sustains a +3 shooting attack. If the figure survives, its owner may
place it on either side of the barrier; its base must contact the rubble.
Roll

Adjustment

1 - 2

Falls directly on top of the figure.

3-5

Falls one inch in front of the figure.

6-8

Falls two inches in front of the figure.

9 - 10

Falls three inches in front of the figure.

11 - 12

Falls three inches behind the figure.

13 - 15

Falls two inches behind the figure.

16 - 18

Falls one inch behind the figure.

19 - 20

Falls directly on top of the figure.

-The spell Crumble (including scrolls and magic items), if used on a labyrinth wall for the
purposes of creating a shortcut, will immediately cause the ceiling to collapse, and the player must go
through the aforementioned steps to determine where it lands, with the following change:
-When determining the target figure, ignore your opponent's figures and include only
members of your own warband, including your Wizard and Apprentice.
-However, if Crumble is used to clear away pre-existing rubble, it won't cause another collapse.
-Rubble does not block line of sight, but does count as medium intervening terrain for the
purposes of shooting.
Any member of the warbandwith the exception of non-human soldiersmay spend an action to clear
away rubble.
Once the Wizard comes within two inches of the broken ward at the maze's center, the figure must
spend two actions to repair it and stabilize the labyrinth. This can be accomplished across two separate
Wizard phases (including Fast Act). The Apprentice may not accomplish this, as he / she has not
received the visions and is not knowledgeable enough to repair the magical construct. The only

exception to this is if both players lose their Wizards, as it's assumed Alatum would realize this and
hastily give them instructions. Once this is done, the scenario is over and the warbands part ways.

Treasure and Experience


Calculate experience in the normal fashion with the following additions:
+100 Experience for fixing the broken ward.
+10 Experience for each piece of rubble cleared.
+10 Experience for each figure that participated in the scenario and survived.
As the treasure was specific to the scenario, players do not roll for treasure tokens, but they still collect
experience for picking them up as if they'd carried them off the board.

Scenario 3: A Great Wailing and Gnashing of Teeth


Summary
With the ward repaired and the demon's prison stable once more, the Wizards return to their respective
encampments and wait for another of Alatum's revelations. Several nights later, a ferocious storm
develops almost instantaneously and shatters the peace of the wilderness; the sky turns a dark red,
lightning bolts blaze fierce contours in the cloud formations, and a slow, whirling vortex manifests
itself off in the distance. Then, as quick as it'd come, the storm dissipatesand Alatum reappears in the
Wizards' minds, calling for aid.
The demon has come forth.
Once the Wizards and their warbands arrive at the base of the vanished vortex, in a snow-blasted
mountain pass, the tokens of Alatum's final encounterthe Druid's personal affectsfly out of their
owner's hands, glow a fierce white fire, merge. And out of that fire, Alatum comes, reborn to fight his
ancient enemy.

Set Up
All items gained from Scenario 1 (the Eagle Feather, Bear Claw, Wolf Canine, and Scorched Cloak) are
temporarily removed from play. Players may re-equip their figures as they wish before play begins.
The scenario takes place on a 2x2 board. There should be an elevated plain of some kind, the size of
which is left up to the players. Beyond that, there are no specific terrain requirements.
There are no treasure tokens required for this scenario.
Alatum and the demon begin the scenario engaged with one another on the elevated plain. Players set
up on the opposite table edge.
This is a semi-cooperative scenario. Players are tasked with working together to help Alatum defeat the
extra-planar demon.
The player who scores the killing blow on the demon wins the game. Friendly fireor outright
combatis up to the players themselves. It is, however, recommended that they work together.
Note: For those who don't like to peek at the rewards, the winner does receive a substantially better
reward, so try to game the scenario and work for the killing blow. It should also be said that the loser
also receives a reward.

Special Rules
Once per turn, a player may use the first Wizard action to temporarily take control of Alatum. This
would count as sacrificing the Wizard's move action, which means the figure can still cast a spell
after taking control of Alatum.

Alatum remains in control of the player who last took control of him, until control is wrested away by
the other player.
If Alatum causes the killing blow on the demon, the player who was controlling Alatum at the time
wins the game.
Alatum's abilities can be found in the Bestiary section of the mini-campaign, as are the demon's
capabilities.
If Alatum dies, the scenario continues. If Alatum and both players' Wizards / Apprentices fall, the
scenario is over.
Alatum's phase is after the controlling player's Apprentice phase and before their individual phase.
Alatum can act for both players in a single game round.
Every two turns, before players roll initiative, Alatum and The Great Demon vanish into the ether, to
battle beyond the mortal coil. Remove their figures from play. Two minor demons (identical
statistically to the official bestiary) are left in the demon's wake. Alatum and The Great Demon battle
twice in the creature phase, then reappear the following creature phase engaged 6 inches from the
center of a random table edge. The cycle continues until the game is over.
-While Alatum and the demon are off the board, Alatum is not under anyone's control.
-Alatum cannot score the killing blow while they are off the board.
-When reappearing 6 inches from a table edge, their landing zone is considered to be a 2 inch
radius from both their bases.
-If when reappearing their landing zone overlaps a pre-existing figure, that figure is knocked
back and suffers a +1 shooting attack from the resultant shockwave.

Treasure and Experience


Calculate experience in the normal fashion, with the following additions:
+150 Experience for scoring the killing blow on The Great Demon.
+50 Experience if the killing blow was caused by the player's Wizard.
+10 Experience per Minor Demon destroyed.
+10 Experience for each figure that participated in the scenario and survived.
As there are no treasure tokens, players do not roll for treasure. Treasure is broken up as described
below:
The losing player (the player who did not score the killing blow on The Great Demon) receives all
Scenario 1 items: the Eagle Feather, Bear Claw, Wolf Canine, and Scorched Cloak, with the following
change:
-Scorched Cloak is fully recharged and enhanced by Alatum. Its power has been increased from
5 to 8.
The winning player (the player who scored the killing blow on The Great Demon) applies a Title to
their current Wizard: Champion of Alatum. This title confers a bonus of +2 Health to the Wizard and
allows the Wizard to summon the spirit of Alatum as a companion in future games. Alatum can appear

above the Wizard's normal warband limit as either a Bear, Wolf, Eagle, or Druid. However, he has been
considerably weakened by his encounter with The Great Demon. His stats as a companion, in all his
different forms, can be found on the last page.
Alatum, if killed, is never permanently dead, and can be summoned at the start of each game.
If the Wizard bearing the Title Champion of Alatum ever permanently dies, that Title cannot be
conferred to any new Wizard or ascending Apprentice. The health bonus is gone, and Alatum cannot be
summoned as a companion, as the Wizard who took part in killing The Great Demon is lost.
In addition, both players may choose one item from the following list; the losing player selects first.
Alatum may enchant one commonly found item with Druidic magic as a reward. The items appear
common to merchants and can only be sold for 50 GP each.
Arrow of Pinning May only be equipped by a Ranger: An enchanted arrow that causes roots to grow
rapidly around the struck figure, pinning it in place. The effect is identical to the spell Bones of the
Earth. Before firing with a Ranger, the player may announce that he / she is using the Arrow of
Pinning. If the shot lands, that figure is pinned in place. If the shot misses, nothing happens, but the
arrow is lost. The arrow is always recovered after each game. May only be used once per game.
Exploding Pebble Can be thrown up to 8 inches. When it lands, has effect identical to the spell
Grenade. The pebble reforms after each game. May only be used once per game.
Ring of Thorns (2) When a figure bearing this ring is struck by a melee attack, magical thorns shoot
out and strike the opposing figure. The figure suffers a +1 shooting attack. This effect can be activated
only twice per game.
Branch of Peace Once per game, the figure holding this item may release its magical aromas to
appease an enemy. The figure may immediately disengage from a combat and move two inches in
either direction.

Epilogue
With Alatum's ancient enemy finally, permanently contained within the subterranean labyrinth, the
Wizards safely return to the city of Frostgrave. Though they've done the cityand the planeta great
service, no one could ever truly know, nor will they believe the strange tales brought back by the wild
folk of a mysterious, blood-soaked storm, of a powerful spirit of an ancient Druid, and the brave
soldiers who withstood the might of a fire breathing entity from another world.
The endless quest for knowledge continues...

Alatum, the Druid Companion


Alatum, no matter what form, always activates as an individual model, and cannot be group activated.
Also, no matter what form, Alatum cannot pick up treasure. Alatum, while sentient, is still susceptible
to spells that would possess him or otherwise change control. However, he always returns to the
original owner after each game.

Alatum (Druid Form)


M

+2

11

+3

11

Current
Health

Alatum's Spell List


Spell

Effect

Empower

Druid / 14 / LoS: The target figure is infused with


incredible natural energy. For the rest of the game,
that figure gains +1 Fight. The effect does not
stack with multiple castings, but does stack with
the effects of other spells and items.

Starfall

Druid / 16 / LoS: A beam of light is called from


the heavens to smite the target figure. If
successfully cast, that figure suffers a +5 shooting
attack.

Wild Growth

Druid / 10 / LoS: A thick entanglement of plants,


vines, trees, etc., are beckoned from the earth. A
circle with a two inch radius is placed at the spot
of casting. No one may draw line of sight through
this radius, and moving through it counts as rough
terrain. At the beginning of each turn, before
initiative, roll a die; on a 16-20, the spell
dissipates and the growth recedes back into the
ground.

Teach Knowledge

Druid / 12 / Out of Game: This spell can only be


cast after a game in which Alatum participated as
a Druid and was not taken down to 0 Health. If the
spell is successfully cast, the player's Wizard
receives 20 Experience from learning ancient
Druidic knowledge.

Alatum (Eagle Form)


M

+2

+4

10

Current
Health

-Can ignore terrain effects / intervening terrain for the purposes of movement.
-Can ignore spells that would hold him in place (such as Bones of the Earth) or move him without
consent (such as Leap).

Alatum (Bear Form)


M

+3

14

+2

14

Current
Health

-When struck in combat, even by an attack that caused no damage, becomes enraged. Alatum gains +1
Fight for the rest of the game.
-If enraged twice, the player loses control and Alatum activates during the creature phase and follows
all the normal rules for creatures. He will target both warbands indiscriminately. Lasts for 2 turns, after
which he loses his enrage bonus, reverts back to the original owner, and cannot be enraged again this
game.

Alatum (Wolf Form)


M

+1

10

+5

12

Current
Health

-Once per game, may turn invisible for two turns. This can be used to disengage from combat.
Any action with the exception of movement will break invisibility.
-If Alatum is invisible and breaks invisibility with a melee attack, that attack becomes a sneak attack:
Alatum may attack twice.

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