This is an idea sketch and unplaytested. I look forward to playing and tweaking it.
A victorious but bloodied Wizard's party is cut off by special circumstances and needs to cross a dangerous stretch of Felstad to successfully return to their base. Lurking in the ruins on the table is an ambushing party of scavengers called the Jackals without a wizard.
This scenario is intended for playing immediately after a normal Frostgrave game, before the fate checks for removed models and treasure token resolution. It should be played by the winning warband of the previous scenario, and only if it has at least three treasures from the previous game. The loser will assemble a band of outlaws, cutthroats, and bandits called The Jackals, as described below, who will ambush the survivors of the winning side as they try to return to their base. It might be the only scenario that has no magic, if the winning side lost its Wizard and Apprentice in the prior battle.
The table should have the usual density of terrain for Frostgrave. The Jackals will deploy in the center of the table, within 9" of the central point. They will have two normal treasure tokens that they place anywhere in their deployment zone. They will not carry these treasures away themselves, but they might be captured by the wizard's party.
The survivors of a Wizard's warband have escaped the ruins with some hard-won loot and rallied together. They will begin within 6" of a random edge of a normal size table. They can redistribute their treasure tokens for portage as desired. The treasure hasn't been fully examined, but assume they have removed it from heavy containers, and thrown away the dross, so the tokens they start with count as an item each but do not slow movement, unless there are insufficient item slots to carry them all. Any figures downed in the previous battle are still missing in action, roll for their fate along with that of any losses from this battle. Any figures that survived with wounds will retain their wounds in this battle. If a surviving wizard or apprentice can cast the healing spell, they can cast it once on each wounded figure before this game starts to reduce wounds before the game, but that will affect the points available to the Jackals.
|Not actually this scenario, a moment from my first game of Frostgrave|
The Jackals will have no wizard, and no apprentice. Captains form the PDF would make good leaders for them. A variant if you have an extra basic wizard sheet worked out might give the Jackals the option of an apprentice to lead them at the usual 200 gold cost. They will be constructed from gold equal to the remaining party. Treat the apprentice as 200 + 5 per wizard level if a survivor of the main fight. Treat a surviving wizard as 300 + 10 per wizard level. Any figure that only has half or less of its wounds remaining only counts at half points towards building the Jackals. Ignore equipment points for magic items, etc, just count the base costs of the soldiers, for simplicity. The Jackals are a grab bag of up to ten soldiers, no more than two of any single type. The Jackals also lead a hard life in Felstad, Roll 1D10 -5 for preexisting wounds on several, with any positive result being a wound at the start, to balance wounds among their foes, rolling for twice as many randomly selected figures as the number of wounded figures in the Wizard side's remaining party, up to once for every Jackal figure. So if a severely wounded Level 3 wizard and 200 points of unwounded or lightly wounded soldiers, and 100 points of severely wounded soldiers survive a game, the Jackals scenario starts with 165 + 200 + 50 = 415 points of soldiers, who are chosen and then diced for wounds.
The Jackals can seize treasure from the Wizard's party and will attempt to do so. They win if they control half or more of the total of the Wizard's original treasure plus their own two treasures when the Wizard's party escapes the board. The Jackals can carry and move any treasures picked up from the wizard's party but will not exit the board with it. This is their "base" for now. The Wizard's party can only exit figures and treasure off the opposite side from the side they entered.
The Jackals are survivors and not suicidally brave. Any severely wounded Jackal (4 or less HP) will, in addition to the optional rule regarding severe wound effects, have to roll a D10 less than or equal to his remaining HP each activation to stay in the fight. Failing that check, he will "bottle", dropping any treasure and leave the map. If all the Jackals are dead or bottled, the scenario ends and any remaining treasures on the map that can be carried by the Wizard party can be removed.
At the end of the game, complete the recovery phase for the sum of both this and the preceding game, rolling to recover downed figures in the Wizard party, checking the contents of treasures recovered, gaining experience, etc. The Jackals are NPCs and need not be checked for survival, etc unless you want to develop further scenarios to keep them in your campaign story.