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Lords of Samhain

This scenario takes place on Samhain, the Festival of the Dead, in Frostgrave. Players compete to retrieve magical pumpkins/gourds from the center of the battlefield that summon powerful undead Lords if picked up. The Lords - Bones, Time, Storms, and Blades - each have unique abilities and automatically target the player who retrieved the corresponding gourd. Successfully defeating a Lord before it kills that player rewards their gourd as a summoning item. Blood magic is also more potent during the scenario.

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0% found this document useful (0 votes)
99 views

Lords of Samhain

This scenario takes place on Samhain, the Festival of the Dead, in Frostgrave. Players compete to retrieve magical pumpkins/gourds from the center of the battlefield that summon powerful undead Lords if picked up. The Lords - Bones, Time, Storms, and Blades - each have unique abilities and automatically target the player who retrieved the corresponding gourd. Successfully defeating a Lord before it kills that player rewards their gourd as a summoning item. Blood magic is also more potent during the scenario.

Uploaded by

pou
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Frostgrave

The Lords of Samhain


Scenario
Every year during the apex of autumn, the veil between the living and the dead
thins the most. This time is known as Samhain, the Festival of the Dead, and even
in the frozen lands of the Frostgrave its powers are noted.
During the darkest night of the festival, the Lords of Samhain are said to ride their
steeds amongst the land of the living. Great gourds appear, carved with all sorts of
ghoulish faces, and whose purpose has remained a mystery. It is said that these
gourds contain potent treasures. Indeed, powerful magicks can be gleaned but at a
price, for the Lords of Samhain will heed the call of any that attempt to spirit one
of these gourds away!
Tread lightly this night… for it can forever change the course of one’s life and the
price of the power that the dead can give may be more than the price one can
pay…

Set-Up
The game is played on an appropriate sized table (recommend 4x4 but any size can
do, whatever your group is comfortable with).
This scenario takes place on the frozen streets of the city above, so set it up as per a
normal game. If you have any spooky Halloween-themed terrain, this would be
perfect. The center of the table should feature a thematic piece of terrain.
Set up treasures as per a normal game, but add an additional treasure per player.
The additional treasures should take the form of miniature pumpkins if these can
be found. These should be set up next to or on the thematic piece of terrain.
Nominate which side of the table is North. This matters if Lords of Samhain are
summoned (see below).
Special-Rules
The game is played like any game of frostgrave with a couple of caveats.
Blood-magic is more potent. Wizards expending hit points to power their spells
only need spend one point to gain +2 to their casting roll instead of a one for one
as per normal. Spells empowered this way gain an additional 3” of range and +1 to
their attack rolls. This comes at a price. After the spell is cast, the wizard rolls a
D20 and on the roll of a 1-4 will lose an additional 5 hit points.
Gourds that were placed count as treasure tokens, only they are much more than
just simple treasure tokens. They are beacons to the Lords of Samhain. Great is
the magic that they can possess, but great is the risk of obtaining one of these
gourds and using it!
When a player secures a gourd, they will roll a D20 to see what happens. Any
result that is a summons of one of the Lords of Samhain can only occur one time.
If a second player generates a summons of a Lord of Samhain that was already
brought out, they re-roll the result until they achieve a valid one.
Note: random encounters are not rolled for Gourds.
D20 Roll Result
1-2 Summons forth the Lord of Bones. A cold wind blows from the
north. The Lord of Bones immediately moves in from the
northern table edge atop a pale horse.
3-4 Summons for the the Lord of Time. A dry wind blows from the
east. The Lord of Time immediately moves in from the eastern
table top edge atop a greying steed.
5-6 Summons forth the Lord of Storms. A tempest rolls in from the
south. The Lord of Stars immediately moves in from the southern
table top edge atop a white steed.
7-8 Summons forth the Lord of Blades. A fog spills forth along the
western table edge. The Lord of Blades immediately moves in
from the western table top edge atop a black charger.
9-12 Counts as a standard treasure token. Roll out of the core rulebook
13-16 Counts as two treasure tokens. Roll out of the core rulebook.
17-20 Counts as a Samhain treasure token. Roll on the Samhain chart.
Beastiary

The Lord of Bones


Riding atop his pale horse, the Lord of Bones is draped in a tattered blackened
cowl. He is known by many names, to include Charon, and Death. He wields a
scythe in one hand and commands the powers of death, claiming souls with great
sweeps of the ancient blade.
The Lord of Bones
M F S A W H Notes
10 +3 +3 13 +5 16 Undead, Immaterial, Immune to non-
magic weapons, Two-Handed Weapon

The Lord of Bones is equipped with a two handed scythe (treat as a two-handed
weapon) and knows two spells: Strike Dead (from the core rules, cast on a 14+)
and Chill Blade (cast on an 8+). Refer to the treasury section of this document to
see what this spell does.
The Lord of Bones will target first the model that has picked up his gourd and will
first always cast Chill Blade on his scythe before attempting to cast Strike Dead.
The Lord of Bones will charge into combat when able.
Once the model that has picked up his gourd has been slain, the Lord of Bones
will vanish.
Defeating the Lord of Bones before he can vanish grants the player the Gourd of
the Lord of Bones, which will allow the player to summon this legendary figure
once per any game as a standard action. The Lord of Bones will then count as a
summoned undead.
The Lord of Time
Riding atop his withered grey horse, the Lord of Time is draped in a funeral
shroud. His is the power over time itself, and a great chronomancer is he.
This lord of Samhain carries an enchanted hourglass which allows him to wind and
unwind time as he needs and a dagger of time crystalized from the sands they flow
from.
The Lord of Time
M F S A W H Notes
12 +2 +2 11 +6 16 Undead, Immaterial, Immune to non-
magic weapons. Dagger of Time deals
an additional +3 damage

The Lord of Time’s hourglass allows him to make an extra activation every turn.
He does not need to roll anything for this to happen, it is always in effect so long
as the hourglass is functional.
He knows the Petrify, Decay, Fleet Feet, Slow, and Time Walk (all with +5 to
their base casting rolls)
The Lord of Time will target first the model that has picked up his gourd. His
first spell will be to cast Fleet Feet on himself. He will use his extra activations to
cast twice as he can. He will attempt to Petrify his target and will cast Decay on
any model’s with special equipment.
In combat, he will rely on his dagger which allows him to roll two dice when
attacking and choose the highest value at all times.
Once the model that has picked up his gourd has been slain, the Lord of Time will
vanish.
Defeating the Lord of Time before he can vanish grants the player the Gourd of
the Lord of Time, which will allow the player to summon this legendary figure
once per any game as a standard action. The Lord of Time will then count as a
summoned undead.
The Lord of Storms
Riding atop his white steed, the Lord of Storms is wrapped in a tempest of
thunder clouds. He hurls javelins of lightning bolts and relies on powerful
elemental magic to lay his enemies low.
The Lord of Storms relies on maneuver and mobility combined with deadly ranged
attacks to secure victory.
The Lord of Storms
M F S A W H Notes
12 +2 +4 12 +5 16 Undead, Immaterial, Immune to non-
magic weapons, Lightning Javelins,
Cloak of Storms

The Lord of Storms wears a cloak of storms, which provides a bonus shield that
absorbs 3 points of damage per turn.
The Lord of Storms throws lightning javelins whenever he can. These have a 24”
range. When striking, these do an additional +5 points of damage.
If brought to melee combat, he fights with a hammer that crawls with lightning
and also does an additional +5 points of damage.
The Lord of Storms will target first the model that has picked up his gourd and
will continually target the model until killed. He will try to stay out of melee
combat as he can.
Once the model that has picked up his gourd has been slain, the Lord of Storms
will vanish.
Defeating the Lord of Storms before he can vanish grants the player the Gourd of
the Lord of Storms, which will allow the player to summon this legendary figure
once per any game as a standard action. The Lord of Storms will then count as a
summoned undead.
The Lord of Blades
Riding atop his black charger, the Lord of Blades is dressed for war. Peaked
blackened platemail that reeks of ash protects him, and an ensorcelled blade that
licks with violet flames brings death to any that stand before him.
The Lord of Blades
M F S A W H Notes
8 +5 +2 14 +4 18 Undead, Immaterial, Immune to non-
magic weapons, Immolation

The Lord of Blades wears magical armor that robs any assailants of their health
when they strike him. Upon making a successful hit, the assailant must make a
WILL roll vs the attack value that they rolled. If failed, they lose 3 Health.
If the Lord of Blades strikes a model successfully, the model’s weapon is rendered
useless if it is a non-magical weapon. If it is magical, on the roll of a 15+ that
weapon is rendered useless for the rest of the game.
Additionally the blade deals +3 damage when striking.
Once per game, the Lord of Blades may use his Immolation ability. All models
within 12” of him receive a +10 flaming attack.
The Lord of Blades will target first the model that has picked up his gourd. The
Lord of Blades will charge into combat when able. He will use his Immolation
ability when he can snare multiple enemies in its range.
Once the model that has picked up his gourd has been slain, the Lord of Blades
will vanish.
Defeating the Lord of Blades before he can vanish grants the player the Gourd of
the Lord of Blades, which will allow the player to summon this legendary figure
once per any game as a standard action. The Lord of Blades will then count as a
summoned undead.
Samhain Treasury
D20 Result
1-3 Grimoire of Chill Blade – Necromancer / 12 / Self – The spellcaster’s weapon is
coated in the energy of the dead. The next attack, the weapon ignores any non-
magical armor bonuses and inflicts a critical strike on the roll of a 19 or 20.
4-5 Hourglass of Time Control – Chronomancy – this relic allows the wearer to
make an additional action per turn.
6-7 Cloak of Storms – Elementalist – this cloak absorbs 3 points of damage to the
wearer per turn.
8-9 Javelin of Lightning – Elementalist – 24” ranged weapon – inflicts an additional
+5 damage if successfully striking an opponent
10-12 Armor of Spite – This armor reflects damage back to the attacker. Wearing it
boosts the Armor score of the model by +4. Additionally, whenever the wearer is
damaged by a melee attack, the attacker must make a WILL roll versus the attack
roll that they rolled. If failed, they also take 3 points of damage.
13-14 Sword of Ruin – This weapon breaks normal weapons upon contact, its violet
flames burning the item to ash. If the bearer strikes a model, then a non-magical
weapon it was carrying is broken. Magical weapons are rendered useless for the
rest of the game on the further roll of a 15+.

Additionally the weapon does an additional 3 points of damage per strike.


15-17 Steed of Samhain – this small token can be used once per game. It allows its
wearer to become immaterial and move through terrain and grants a movement
score of 12 for that turn.
18-20 Grimoire of Samhain Guardian – Illusionist / 10 / Line of Sight – this spell
conjures forth a scarecrow. This counts as a model for monster’s when they must
attack the closest model. Additionally, any enemy units that can target this
model MUST do so unless they can succeed at a WILL save equal to the casting
value of this spell.

Samhain Guardians do not fight and do not move and are immune to any effects
that require a WILL save. They have an A of 10 and 10 Health. Only one
Guardian per caster may be present on the table at any given time.

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