TEXT: WARGAMES, SOLDIERS & STRATEGY 85
  30
  THEME
  MONSTER HUNTER 
  A WOLF IN THE FOLD OF FROSTGRAVE
  By  Jordan Bowers
  Adventurers are a rare breed. They go seeking treasure or knowledge in dark dungeons 
  and forgotten places, where all sorts of dangers lurk. A place like Felstad, or Frostgrave 
  as many now call it, are one of many unsettled areas beyond the borders of man and 
  safety. These outlands are where the barbarians, creatures, and monsters lie. 
  I
  t’s inevitable that denizens from beyond civilization 
  will sooner or later venture into settled lands, leaving 
  havoc in their wake. There is the ever present dan-
  ger of an incursion, as if the threat from neighbour-
  ing kingdoms wasn’t enough. By far the greatest threat 
  comes from monsters. These beasts, by their very na-
  ture, are almost invincible. Occasionally, one will cross 
  into human territory, searching for food or treasure.
  Most human kingdoms set up watch towers to act as senti-
  nels, their strongest defences being in their towns and cit-
  ies. Others use the natural landscape to try and hem the 
  beasts in. Some even try to direct them towards rival king-
  doms, to let ‘the wolf in the fold’ be someone else’s bane. 
  Either way, it will take brave adventurers to deal with the 
  threat before it can do too much damage.
  A WOLF IN THE FOLD 
  These scenarios are primarily intended for Frostgrave 
  or Otherworld Fantasy Skirmish, but they can be 
  adapted to other wargaming or a role-playing set-
  tings. They are probably best played with an umpire 
  playing the creature, or the monster can be controlled 
  by the game. Whatever rules you use, bear in mind 
  that the creature should be no push-over; the players 
  should be scared of it. If, by some miracle, the play-
  ers are ﬁnding it too easy, feel free to make it harder. 
  The scenarios can be played as a solo adventure 
  (scripted monster versus warband) or with two or more 
  players. If you have a number of warbands joining in 
  the fun, you can always throw in another monster or 
  two! This sort of game isn’t balanced and should be 
  initially in the creature’s favour. 
  SENTINEL’S WATCH
  The warning beacons are ablaze and the bells ring 
  out from every village. A monster is heading into civ-
  ilized lands and the warband are the only ones close 
  enough to stop it. Should they fail, many hundreds of 
  innocent people may be killed, never mind the loss 
  in livestock or crops. Should the brave adventurers 
  succeed, they will become the stuff of legends. 
  “The nights have been ﬁlled with mournful and ter-
  rifying sounds. The men here are beginning to worry. 
  Strange omens …. sudden changes in the weather. 
  The walls must hold, but something big is coming.” 
  — Last correspondence from Sentinel’s Watch
  Towers like Sentinel’s Watch were built to give early warn-
  ing and protect mankind. They guard not only against hu-
  man foes but against the stuf of nightmares, the monster. 
  Most are equipped with bells or beacons to warn of the 
  approaching menace. However, that very warning call has 
  attracted the attention of the beast. The warband must re-
  cue the soldiers as their testimony is essential. 
  Set-up
  Place the watchtower in the centre of the table. (Any suit-
  able square or rectangular building will do, if you don’t 
  have a tower available.) The tower contains four soldiers 
  and a commander (use standard infantryman or archer 
  stats from the Frostgrave book, page 23). The command-
  Map for Sentinel's Watch.
  
  WARGAMES, SOLDIERS & STRATEGY 85 31
  Other ways to play
  Don’t like the fantasy setting? Then why not transfer the scenario to a semi-historical one. Do you have Romans? You 
  don’t think Hadrian built his walls and frontier defences just to keep out a few Picts, do you? Imagine a strange serpent 
  emerging from a loch and heading south. Got some Napoleonic miniatures? Imagine a Martello tower being assault-
  ed by a sea serpent. Try moderns with a strike team against Godzilla or the Cloverﬁeld creature. The sky’s the limit.
  If these monsters are still too fantastic for your tastes, look at the alternatives to a single beast, or imagine a 
  real life ‘monster’, such as a cunning old tiger, or a wolf pack.
  er can be a knight or mercenary captain. The rest of the 
  board should be fairly open on one side (cleared by the 
  defenders to give a better view of the area) and mixed 
  on the other side, with the occasional wood or ruins 
  (probably the remains of previous watchtowers!). The 
  warbands are set up opposite the monster entry point. 
  Monster objective
  The monster enters the board on the ﬁrst turn. Its target 
  in this scenario is the tower. It will move every turn to 
  attack and destroy the tower and its occupants. 
  Warband objectives
  The adventurers must do their best to distract the mon-
  ster and rescue the soldiers. To do this, they must reach 
  the tower and remove each soldier. One warband 
  member is required to escort each soldier, as they will 
  be reluctant to leave their post. Alternatively, the team 
  can try to drive of the beast.
  Special rules
  If the monster is in contact with the tower, it will 
  direct at least one attack per turn at the edifice. The 
  tower is considered to be Armour 15 and has 25 hits. 
  If the tower collapses, all occupants are killed. The 
  monster will retreat if it takes more than 50 per cent 
  damage in hits. It cannot be killed in this scenario. 
  The soldiers of Sentinel’s Watch will attack the mon-
  ster with missile weapons. They will not leave the 
  tower until they’re in base-to-base contact with a 
  member of the warband. After this point, the soldier 
  will be under the control of that warband’s player. 
  Scenario alternatives
  A caravan of supplies for the tower has been heading 
  this way, ignorant of the threat to its destination. Anoth-
  er scenario could be played to ensure that it is kept safe. 
  Victory
  Victory here will signal the beginning of the end for 
  our intruder, but the creature does not retreat out of our 
  realm. It advances further instead. We must pursue our 
  quarry and put an end to this, once and for all.
  Some of the surviving soldiers may be recruited to re-
  place any fallen comrades. The captain of the tower or 
  the merchant of the caravan (if they survive) will reward 
  the warband for their eforts (100 gold). 
  A wizard receives 20 experience points for each sol-
  dier saved and an additional 100 experience points if 
  the tower is saved. If the monster retreats wounded, 
  this is worth 50 additional experience points. Adjust 
  the rewards for your chosen system.  
  SAVE FAYRHILL VILLAGE
  “I saw my neighbours runnin’ for their lives, aban-
  donin’ all that they ever knew. Me? I was awok-
  en by a chillin’ inhuman scream. A great shadow 
  The Basilisk. Perhaps not as scary as a Landwyrm, but just as deadly.
   
   
  
  WARGAMES, SOLDIERS & STRATEGY 85
  32
  passed over our peaceful village. Gatherin’ what 
  pieces of my life I could carry, I ran and ran. I did 
  think of those who I had not seen run by me, and 
  knew it was probably too late.” 
  — Viktor Helstrum, craftsman of Fayrhill 
  After the battle at the tower, the surviving solders report 
  which way the monster was headed – straight towards a 
  local village. Such simple settlements usually have stock-
  ades to deter wolves, but this will be no defence against 
  the monster. The adventurers’ objective is to save as many 
  of the villagers and their livestock as possible, not to ﬁght. 
  Set-up
  Set up a village in the centre of the table. Place down six 
  markers in the same way you would treasure markers – 
  each one represents a frightened villager or livestock (use 
  models if you have them). The rest of the board should be 
  mixed with ﬁelds, walls and trees. The warband(s) are set 
  up on either side of the monster entry point, in response 
  to advanced warning of its movements. 
  Monster objective
  The monster enters the board on the ﬁrst turn. Its target 
  is the villagers and livestock. It will move every turn to 
  attack and eat them. If the monster is a Golem, it will 
  simply destroy instead (see ‘The Monsters’, below). 
  Warband Objectives
  The adventurers must evacuate the villagers and live-
  stock. As before, one warband member is required to 
  escort each villager or livestock model, in the same way 
  as the soldiers in Scenario 1. 
  Special Rules
  The monster will retreat if it takes more than 50 per cent 
  damage in hits. It cannot be killed in this scenario. The 
  villagers are unarmed. 
  Scenario alternatives
  The villagers have left their food supplies behind and 
  won’t survive the winter without them. Place down 
  six treasure tokens in the usual manner – each one 
  represents a cache of food. 
  The village alchemist has stubbornly refused to evac-
  uate his workshop. His survival could be a useful 
  thing indeed. But with the strange and exotic scents 
  coming from his building, the creature may be lured 
  over, if it comes too close. 
  Victory
  The reward in this scenario will be gauged by how 
  many villagers were saved (and, if the optional scenario 
  is used, how much food survives). A wizard receives 20 
  experience points for each villager or livestock saved 
  (and an additional 10 experience points for every cache 
  of food saved). If the monster retreats wounded, this is 
  worth 50 additional experience points. Adjust the re-
  wards for your chosen system.  
  Saving the alchemist will allow access to some use-
  ful potions and oils that can make the next part of the 
  mission more manageable, when the creature you ﬁght 
  will only have you to focus on. Some recruits may be 
  gathered from the village to replace casualties, but they 
  would be basic level characters with no special equip-
  ment (trackers, thugs, or thieves in Frostgrave).
  THE FINAL BATTLE - KAN-GIDIR PEAK 
  This is it. The creature has secluded itself on a mountain 
  peak, trying to rest up and recover. Use this chance to 
  corner the monster and deliver a killing blow. Be wary, 
  however; for whereas before, your target had other con-
  cerns, now it has only you to think about. This will be 
  a harrowing death match, but you must succeed for the 
  good of the land. And who knows? Maybe it has some 
  treasure stored away somewhere.
  Set-up
  Place the monster in the centre of the table. The board 
  should consist of a mixture of wooded and rocky ter-
  rain. The warband(s) may enter from any board edge.  
  Map for Save Fayrhill Village.
  Only one adventurer left... and the beast still lives.
   
   
  
  WARGAMES, SOLDIERS & STRATEGY 85 33
  Monster and Warband Objectives
  The monster will rest until attacked or the warband ap-
  proaches within 10”. It will ﬁght until it is down to 25 per 
  cent of its starting hits, whereupon it will attempt to leave 
  the battleﬁeld. The warband must defeat it once and for all. 
  Scenario alternatives
  If the beast is severely wounded, it will retreat to its lair. 
  This is a risky strategy, as the players deliberately have to 
  let the beast leave and then track it. Play the ﬁnal battle 
  scenario again, except it will have recovered 50 per cent 
  of its hit points. The lair will have several skeletons and 
  much treasure, once you dig through several feet of ex-
  crement! Roll six times on the treasure table on page 57. 
  Victory
  If the beast has been slain, poets shall sing the names of 
  the brave adventurers for years to come. There may be 
  promises of land, titles, or marriage to a princess, all of 
  which are distractions at best to a wizard. The local pro-
  vincial governor will ofer 500 gold as an alternative. 
  A wizard receives 300 experience points for defeating 
  the beast. If the beast is only driven of (wounded but not 
  defeated), halve this to 150 experience points. Adjust the 
  monetary and experience rewards for your chosen system. 
  THE MONSTER
  Both Frostgrave and Otherworld have extensive bestiar-
  ies, but perhaps only Otherworld has creatures formi-
  dable enough to take on an entire group of adventurers. 
  Here are three sample monsters. They exceed the usual 
  norms for Frostgrave creatures. 
  Rules for Monsters
  Follow the rules for monsters in your speciﬁc rules set. In 
  Frostgrave, follow the rules for creatures on page 45 of the 
  main rulebook, with the exceptions noted below. All mon-
  sters are Fearsome (like the spell); models have to roll their 
  Will and beat the monster’s Will plus 8. (So approaching a 
  Drake requires a Will score of 14 or more.) Monsters that 
  can spell-cast do so as a free action. Between scenarios, 
  the monster will recover some or all of its hits; how much is 
  left to the referee’s discretion. (If the players are doing well, 
  it should be most or all; if less well, then only a few.)
  The Landwyrm
  The Landwyrm (or Drake) appears as a massive four-leg-
  ged serpentine creature, similar to a Dragon, but without 
  wings. Its powerful clawed forelimbs are sharp enough 
  to rend wood and stone, and most possess a devastating 
  breath weapon. They are solitary by nature and avoided by 
  most intelligent creatures. It is rumoured that their lairs are 
  rich in gold, but what use they have for gold is unknown. 
  M
  F
  S
  A
  W
  H
  6
  +6
  +0
  16
  +6
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  Elemental Bolt, Flame Resistance, Multiple attacks, Pow-
  erful Jaws (the Drake’s bite attacks cause triple damage).
  The Landwyrm casts Elemental Bolt on an 6+. It takes no 
  damage for a miscast. The creature has ﬂame resistance 
  (+5 versus all elemental Fire attacks). It attacks twice to 
  the front (claw, bite) and once to the rear (tail lash).  
  Flaws: All that glitters. A Landwyrm will be attracted to 
  the nearest treasure token and devour it. 
  For Otherworld, see page 78 of the manual for the 
  Dragon’s stats, but remove the ﬂying ability. 
  The Manticore
  The Manticore, or man-eater, has the body of a lion and 
  the face of a man, and usually has wings. The tail of 
  the beast can ﬁre spikes. They are renowned for loving 
  the taste of human ﬂesh and are voracious in the hunt. 
  Manticores are cruel hunters, who ﬁnd the pain and 
  fear of their prey to be most enjoyable.
  M
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  15
  +5
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  Large, Bone Dart, Multiple attacks, Venom, Power-
  ful Jaws, Fly. 
  The Manticore can cast Bone Dart twice per turn on a 
  6+ (representing spines ﬁred from its tail) and takes no 
  damage for a miscast. This attack has Venom (treat any-
  one damaged by the Manticore’s spines as ‘wounded’). 
  It attacks twice to the front (claw, bite). The bite attack 
  causes double damage.  
  The Manticore can ﬂy, if it uses both of its actions. 
  Move the beast double its movement, ignoring terrain. 
  If it lands on a model, initiate combat.  
  Flaws: Hungry for the taste of ﬂesh. A Manticore will 
  head for the nearest living creature and attack it, ignor-
  ing other priorities. 
  For Otherworld, see page 82 of the manual for the 
  Manticore’s stats, but increase the Hits to 5 and low-
  er all attacks to 3+. 
  Beware the evil Manticore!
   
   
  
  WARGAMES, SOLDIERS & STRATEGY 85
  34
  The Rock Golem
  Is the Rock Golem a guardian created by lost arts in 
  magic, or some form of manifestation of the anger of 
  nature? Perhaps the wrath of a god? Scholars are di-
  vided on the issue, and those who try to study such an 
  amazing phenomenon generally end up being ﬂat! Be-
  ing composed of rock, its skin is incredibly hard and 
  difcult to damage. While a very rare sight, these ani-
  mated monsters have occasionally been seen. 
  M
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  A
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  +8
  +0
  17
  +7
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  Large, Multiple attacks, Construct, Powerful Attacks.
  The Rock Golem is a construct, but it cannot be con-
  trolled by any wizard. It attacks twice to the front 
  (punch, punch). Each punch attack causes triple dam-
  age. The Rock Golem has no ﬂaws. 
  For Otherworld, see page 78 of the manual for an 
  Elemental’s stats, but increase the Hits to 5 and lower 
  all attacks to 3+. 
  Behaviour of the beast
  There needs to be a simple set of rules to make the beast 
  work. What follows is a modiﬁed version of page 47 of 
  the Frostgrave rulebook.
  • If the creature is currently in combat, it will 
  continue to fight and use all of its actions until 
  all its opponents are dead. 
  • If the creature is not in combat, it will move 
  towards the closest target that is within 10” and 
  in line of sight. 
  • If a creature is neither in combat nor is there 
  any warband members within 10” and in line of 
  sight, the creature will move towards its target 
  in the scenario. If there is no target, it will move 
  in a random direction. 
  If a monster hits a wall or other obstacle it will stop. A 
  Drake or Golem will demolish a small wall with one 
  action, while a Manticore will scale it or ﬂy over. 
  More beasts and special powers, along with equipment 
  for adventurers to combat creatures, are posted online at: 
  http://www.karwansaraypublishers.com/pw/wss/ws-s-
  online/issue-85-monster-hunter/ WS&S
  Beware the Jabberwock, my son! The jaws that bite, the 
  claws that catch!
  Making a better monster
  Did your players ﬁnd the monster too easy? Time to 
  toughen it up with some special abilities… Choose 
  carefully from the following list or add another spell 
  like ability. Remember, you want to make the battle 
  hard, not impossible! All spell like abilities are cast 
  on a 6+, with no backlash damage. 
  Tunnelling - Some Landwyrms are known to dig un-
  derground. It is no surprise that some learn to stream-
  line their bodies and can dive into the ground, moving 
  where they cannot be seen or attacked. The creature 
  may Burrow (see page 12 of Into the Breeding Pits).
  Enrage - When ﬁnding backed into a corner or se-
  verely wounded monsters can channel raw fury into 
  their bodies, becoming faster and stronger combat-
  ants for a short time in the moments before their de-
  mise. If the monster has sustained ½ hits in damage 
  or more, increase its F (ﬁghting) value by 2.
  Sonic Roar - Some creatures can shriek so loud that they 
  can stun creatures. Treat as a Destructive Sphere spell.
  Rock Throwing - Some Golems have been known to 
  throw boulders at people. Give the Golem an S (Shoot-
  ing) value equal to its F value. All hits do triple damage. 
  Wings - Large wings allow for ﬂight. The monster gains 
  the same ability as a Mantcore.
  Furious Charger - Some wyrms and ﬂightless Manti-
  cores are known for their ferocious charge. Double the 
  monster’s ﬁrst move, if it brings it into combat with an 
  enemy model and the movement is in a straight line. 
  Golems are not known to have this ability.
  Magic Resistant - Some creatures are naturally resistant 
  to magic. Some types of spells simply don't afect them. 
  Treat as the Spell Eater spell.
  Heal Some rare monsters has the ability to heal, like 
  the spell. If it casts heal, it cannot use any other spe-
  cial ability that turn.
  Our thanks to Wayne Richard of Otherworld Miniatures.
  There's nothing worse than a cockatrice! 
   
   
  
SOURCE: textdata/thevault/Frostgrave/1st Edition/Frostgrave 1e - Scenario - A Wolf in the Fold (WSS #85).pdf