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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!
Effect
Apothecary
Drinking Horn
Minstrel
Hunter
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
2-7
8-11
16 - 19
20
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.
Bestiary
+4
12
+4
25
Current
Health
Effect
Wild Growth
Starfall
+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.
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.
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.
Roll
Result
Item's Effect
1-5
Nothing valuable.
N/A
6 - 10
Eagle Feather
11 - 15
Bear Claw
16-18
Wolf Canine
19-20
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
3-5
6-8
9 - 10
11 - 12
13 - 15
16 - 18
19 - 20
-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.
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.
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...
+2
11
+3
11
Current
Health
Effect
Empower
Starfall
Wild Growth
Teach Knowledge
+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).
+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.
+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.