D&D Co-op Campaign

What better way to celebrate both a great movie and a great game than by combining the two! This solo/cooperative campaign will loosely follow the main action sequences from the film *Dungeons and Dragons: Honor Among Thieves*, with a *Frostgrave* twist. *(Note: obviously much of this is shamelessly borrowed from the movie and various Frostgrave supplements, with all credit due to the original authors.)*

## Introduction

Ages ago, the dreaded Red Wizards used necromancy to conquer and enslave the kingdom of Thay before turning their undead armies on the rest of the world. Only one Red Wizard ever managed to enter the city of Felstad in its prime, owing to the number and power of wizards residing there. However, that Red Wizard continued to scheme and maneuver in the shadows of the great city for many centuries until supposedly falling in the great cataclysm that ended Felstad. Now, reports have spread of adventurers witnessing undead creatures emerging from the depths of the frozen city, along with growing rumors of the red-cloaked master leading them...

*About the Legacy Variant for this campaign: if you want a more immersive experience, apply the Legacy Variant rules for each scenario. These rules apply in-game effects consistent with the campaign story for each scenario such as limiting opportunities to hire new warband members, spend gold crowns, and resupply during the campaign story.*

## Scenario 1: Raid the Stronghold

Ancient Felstad once hosted a detachment of the Harpers faction, a network of spies who swear an oath to fight tyranny, defend the oppressed and to ask nothing in return. The Harpers quietly protected the citizens of Felstad from mercenaries, bandits, and even the Thayan Red Wizard. Over the years the Harpers amassed a trove of priceless relics seized from evildoers, which were kept safe in their vault. No one knows what happened to the Harper faction after the cataclysm, but considering their secret ways many believe they still exist, hiding in the shadows protecting the innocent...and their treasure. Now that the thaw has revealed the ruins of the Harper's stronghold, wizards from across the world have come looking to claim some of those ancient and dangerous relics. One mysterious wizard with dubious morality but uncanny knowledge of the Harper stronghold has offered her services as a Mystic Associate in exchange for a portion of the wealth to be found in the vault...

#### Set-Up

This game is played on a 2.5' square table. The table should be set up with low ruins and walls, none of which should have more than one level or floor. This represents the remains of an interior area - an ancient fortified manor of the Harpers. Place a doorway in the center of each table edge. The center of the table should contain a large plinth or other suitably impressive dais... set upon it lies a hoard of unimaginably rare and valuable treasures, including the fabled Tablet of Reawakening.

Choose one doorway and deploy all warband members and the Mystic Associate (a spellcaster with the same stats as the Red Wizard of Thay, but without the Red Wizard's Blade or Undead characteristic) within 3" of it. Treat the Mystic Associate as a temporary member of the warband. Place eight treasure tokens on the board; one main treasure on the dais, a treasure token in each corner, and one 8" towards the center from the doorway of each of the board edges except the edge with the warband's starting doorway.

#### Special Rules

The adventurers were quickly disoriented while wandering through the maze-like ruins of the ancient fortress and have lost their way. Only one of the three other doorways in the room leads out of the fortress. The first time a warband member attempts to exit through each doorway, roll a die. On a 15-20, the figure found the way out! This figure and all others that pass through the doorway for the rest of the game successfully exit the table. On a 5-14, the doorway leads nowhere useful; the warband member is removed from the board for the next turn exploring the dead end and returns at the doorway at the beginning of the following turn. On a 1-4, the figure is hopelessly lost and is removed from play. Treat the figure as being reduced to 0 Health, and any treasure token the figure was carrying is also lost. However, the figure is not killed and returns to the warband as normal before the next game. If the first two doorways explored do not lead out, the third doorway automatically leads to the exit.

Assign each treasure token, except the central token, a number. Four of the tokens are junk, while the other three are true treasures. For each junk token inspected, roll on the Junk Token Table. Treat true treasures as normal treasure tokens. Unbeknownst to the adventurers, the true treasure tokens are rigged with alarms and the ancient fortress is not as abandoned as it seems! The first time each true treasure token is picked up, the alarm is sounded; immediately place 4 Men-at-Arms on the table, 1 in each doorway, and 4 Archers on the table, 1 in each corner. In addition, place an additional 2 Men-at-Arms at a random doorway at the end of every turn once the first treasure token is picked up.

Also an unpleasant surprise, the Mystic Associate seems to have an agenda of her own that puts the warband at even greater peril. At the end of the turn in which the first alarm is sounded, and every turn thereafter, roll a die. on a 11+ the Mystic Associate continues assisting the warband as normal. On a 1-10, the Mystic Associate betrays the adventurers! Treat the Mystic Associate as an uncontrolled creature for the rest of the game with the following characteristics:

* The Mystic Associate ignores other uncontrolled creatures, and other creatures ignore her.
* The Mystic Associate never makes a random move. If called to make a random movement, she will instead attempt to cast a random spell then move 6" towards the nearest doorway, or
* If within 8" of a member of the warband, the Mystic Associate will attempt to cast Time Stop, then move 6" towards the nearest doorway, or
* If in combat with a member of the warband, the Mystic Associate will attack, and if she wins the combat will leave combat and move 6" towards the nearest doorway.
* Once the Mystic Associate moves through any doorway, she escapes and exits the table for the remainder of the game.

 5-15
 16-20

#### Treasure and Experience

With the exception of the central treasure token, the other treasure tokens are rolled for as normal after the game. Players may choose to roll on the standard treasure table or the Into the Breeding Pits treasure table for each token. The player who secures the central treasure token rolls a die; on a 15+ gain the Tablet of Reawakening, on 1-14 gain 500gc. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 experience points for each treasure token picked up.
* +20 experience points for each true treasure secured by the end of the game.
* +30 experience points for locating the way out.
* +20 experience points for each member of the warband that escapes through the exit doorway.
* +50 experience points if a member of the warband reduces the Mystic Associate to 0 Health.

*Creator's note: this scenario can, and should, result in a flood of guards entering the table, creating significant pressure and forcing the players to make difficult risk decisions. Just getting out (moslty) alive should be an accomplishment. However, solo players or low level warbands may find the number of guards impossible to overcome, in which case you can halve the number of guards who arrive when a treasure token is picked up and/or reduce the 2 random guard spawns to every other turn.*

#### Legacy Variant

Because the adventurers were all captured and imprisoned, players may not spend gold crowns, exchange or hire new warband members, or use base resources between this scenario and the next. The Tablet of Reawakening cannot be gained during this scenario, instead, gain 500gc.

## Scenario 2: Prison Break

Even though some members of the warband found their way out of the treasure chamber in the Harper stronghold, no one managed to escape the building. Now the adventurers find themselves locked in a tower cell of a mostly ruined prison complex. As luck would have it, the party overhears two guards arguing over who must take the late shift at "lock #4" before being interrupted by their the sergeant. During his tirade against the hapless guards, the sergeant happens to mention that the magical lock mechanisms are really the only things keeping the prisoners in the complex...

#### Set-Up

This scenario is played on a 30"x44" table, or larger if desired. Place a large tower near one short table edge, at the top of which is a cell or room big enough for all warband figures. The rest of the table should be comprised mainly of a dense building complex with limited line of sight and many rooms and levels. Place a large exit gate or doorway in the center of the short table edge opposite the tower. Place four lock mechanisms on the table, evenly spread throughout the complex in difficult to reach areas. Similarly, place four treasure tokens on the table, but at least 6" away from each other, any lock mechanisms, the starting room, and the exit gate. Place 10 Guard Men-at-Arms on the table; one next to each treasure token and lock mechanism and two at the exit gate. Place four Guard Archers on the table, one near each table corner and as high up as possible.

#### Special Rules

Guards roam the complex at regular intervals: at the end of each even numbered turn, place 1 Guard Man-at-Arms and 1 Guard Knight 12" from the center of the table, each in a random direction (and height/level, if applicable). If the Guard Sergeant has not already entered the table by the end of turn 6, place him in the center of the table. All guards follow standard movement rules with the following exception: The 10 Guard Men-at-Arms on the board at the start of the game will move towards and attack figures in line of sight but otherwise do not make random moves; instead, they act on the following protocols:

* If within 5" of their starting post (treasure token, lock mechanism, or gate) they remain in place.
* If more than 5" away from their starting post, they will move 6" towards their starting post.
* If a lock mechanism is disarmed, the assigned Man-at-Arms will follow the figure responsible for disarming it.
* If a treasure token has been moved, the assigned Man-at-Arms will follow the figure carrying the token, or remain by the token if dropped.

The exit gate is the only way out of the complex and off the table. The adventurers must locate and disarm all four lock mechanisms to open the exit gate. A figure within 1" of a lock mechanism may spend an action to inspect and/or attempt to disarm it. However, each lock has a different function that requires a unique skill to disarm. When the initial attempt is made, roll a die to determine what skill is required. The figure inspecting the mechanism does not have to attempt to disarm it, but may do so if able. Each lock is different, so re-roll duplicate results:

1-5: Reinforced Casing - Make a Fight Roll and apply the result to the Disarming Table, with the following modifiers:

* +1 for each additional figure joining in the attempt.
* +1 if a Captain is involved in the attempt.
* +1 if a figure with a magic weapon is involved in the attempt.
* +1 if a figure with a two-handed weapon is involved in the attempt.

6-10: Puzzle Lock - Make a Will Roll and apply the result to the Disarming Table, with the following modifiers:

* +1 for each additional figure joining in the attempt.
* +1 if a spellcaster is involved in the attempt.
* +1 if a figure with the Arcane Knowledge trait is involved in the attempt.
* +1 if a figure with the Telekinetic Ability trait is involved in the attempt.

11-15: Trip-wire - Roll a die and apply the result to the Disarming Table, with the following modifiers:

* +1 for each additional figure joining in the attempt.
* +2 for each thief, treasure hunter, assassin, or shadow-walker involved in the attempt.
* +4 if a figure involved in the attempt is wearing Trapmaster Gloves.
* +4 for each Trap Expert or figure with the Trap Expert trait involved in the attempt.

16-20: Arcane Seal - Spellcaster Only. Make a Casting Roll and apply the result to the Disarming Table, with the following modifiers:

* +2 for every mechanism that is still locked when the attempt is made (including this one).
* +6 if a second spellcaster joins in the attempt.
* The spellcaster may empower the roll and use magic items as normal for casting.
* Every spellcaster involved takes damage due to failing the casting roll as normal in addition to any consequences on the Disarming Table.

 5-9
 10-17
 18+

#### Treasure and Experience

All treasure tokens are rolled for as normal after the game. Players may choose to roll on the standard treasure table or the Perilous Dark treasure table for each token. If the Guard Sergeant was reduced to 0 Health, one treasure token may be exchanged for the Darksteel Battleaxe. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +20 experience points for each lock mechanism disarmed.
* +20 experience points for each member of the warband that leaves the table through the exit gate.
* +20 experience points for each treasure token secured at the end of the game.
* +30 experience points if a member of the warband reduces the Guard Sergeant to 0 Health.

*Creator's note: the difficulty of this scenario is largely determined by the placement of the lock mechanisms and treasure tokens. You can adjust the table size, intervening terrain, and treasure/lock locations to be more (or less) difficult to reach to achieve the desired level of effort required to win. Like the first scenario, however, this prison escape is intended to be a significant challenge even without attempting to grab all the treasure tokens so don't make it too easy! For an interesting (but not necessarily more difficult) variant, you can have the type of lock mechanism change every time an attempt to disarm it fails.*

#### Legacy Variant

Play this scenario with only the warband members who survived scenario 1, and without any special items, magic weapons, or other equipment that would have been confiscated by the guards before throwing the adventurers into the prison tower. Any warband member that disarms a lock mechanism or picks up a treasure also retrieves their special equipment. In addition, any warband member that escapes through the gate regains their equipment before the next scenario. After the end of this scenario, players may use base resources, but may not spend gold crowns or hire any new warband members before the next scenario.

## Scenario 3: In Need of Friends, Part 1

As the adventurers flee from the ruined prison, they head towards one of the many encampments bordering Felstad to hide, resupply, and possibly find some additional help before going back into the city. They arrive at one such encampment set up in what appears to have once been an amphitheater or concert hall. The camp is filled with all types of traders, explorers, mercenaries, and others of a less-than-savory sort, most of whom are watching someone on the ruined stage. In the center of the stage stands a young spellcaster, feebly attempting to put on a magic show for the crowd. Clearly a charlatan, his illusions are fooling only the most naive spectators. Still, he might be just the distraction the beleaguered warband needs to “acquire” some badly needed supplies (and riches, of course). The warband must be quick to get what they need and get out before the show is over and the crowd starts to notice what's happening.

#### Set-Up

This scenario is played on a 2.5’ square or round table roughly resembling a theatre, stadium, or other open space with a large stage on one edge. The other edges of the theatre should be crowded with market stalls, wagons, supply piles, tents, and other small terrain pieces. Place the Charlatan Mage in the center of the stage. Arrange 15 Villagers around the theatre facing the stage, approximately 3” apart from each other. Roll for, or choose, which soldier types are present among the villagers on the Villager Table. All members of the warband begin the scenario touching the table edge farthest from the stage.

 9-10
 11-12
 13-14
 15

#### Special Rules

This scenario is a quick smash-and-grab that lasts only 6 turns. The goal is to steal from as many villagers as possible, and even rob the Charlatan Mage, if possible, before exiting the board by any table edge except the stage edge. Figures may carry up to two treasure tokens in this scenario and do not suffer the move penalty if carrying one treasure. At the end of turn 3, the Charlatan Mage's show is over; every turn thereafter he makes a 12" move towards the edge opposite the stage. Also, the villagers begin wandering about making a normal random move each turn, if not alert. Alert villagers will always move towards the nearest warband member and attack, regardless of line of sight. At the end of Turn 6, any figure remaining on the board had to make a mad dash to escape, losing any treasure tokens they are carrying.

That performing mage is certainly unimpressive, but far more powerful than initially assumed. His tricks have inadvertently infused the entire theatre with a magical aura that interferes with spellcasting in strange ways. At the beginning of each turn, roll a die and apply the following result:

* 1: Chaotic arcane waves render all magic useless; no spells (including magical pick-pocket attempts) may be cast this turn. All spells with ongoing effects currently active are cancelled, including spells that control undead, demons, or constructs.
* 2-10: Draining aura; all spell casting rolls (including magical pick-pocket attempts) are at -2, or -4 if the caster or target are within 6" of the Charlatan Mage.
* 11-19: Empowering aura; all spell casting rolls are at +2, or +4 within 6" of the Charlatan Mage.
* 20: Arcane energy pulses through the theatre; all spell casting attempts automatically succeed (including magic pick-pocket attempts) but the spellcaster suffers 1 damage. If a Casting Roll result is necessary, count the result as 14.

To steal from a villager, a figure must be in base contact and spend an action to attempt pick-pocketing the target. Each target may only be pick-pocketed once, regardless of the result. Roll on the Pick-Pocket Table and apply the following modifiers to the result:

* +4 if a second figure is involved in the attempt (no more than two figures may participate in any single attempt).
* +2 if a Bard, Graverobber, Assassin, or Shadow-Walker is involved in the attempt, or +4 if a Telekinetic, Treasure Hunter, or Thief is involved in the attempt (bonus does not stack).
* -2 for every Thug, Barbarian, Templar, Knight, Captain, Apothecary, or Rangifer involved in the attempt.
* -4 if the target is a Thief, Treasure Hunter, Assassin, or Monk.
* -5 if the attempt is made after turn 3.
* Natural 1s are an automatic "Oh no, I've been caught!" and Natural 20s are an automatic "Jackpot!"
* Villagers who are alert cannot be pick-pocketed.
* Spellcasters, animals, demons, constructs, and undead may not be involved in normal pick-pocket attempts.
* Only Spellcasters may attempt to pick-pocket the Charlatan Mage.

Spellcasters may attempt to magically pick-pocket a target (villager or Charlatan Mage) at a range of 3-8" by making a Casting Roll [TN18]. This action counts as casting a spell and Spellcasters may empower this roll as normal. Spellcasters who know the Telekinesis, Push, Fool's Gold, Suggestion, Petrify, or Blinding Light spell receive +4 to the Casting Roll. If successful, place a treasure token in base contact with the spellcaster. If failed, the target is alerted; apply the consequences for "Close call" on the Pick-Pocket Table.

If a Spellcaster's pick-pocket attempt fails and the target was the Charlatan Mage, the Charlatan Mage immediately attempts to cast Blinding Light on the attempting Spellcaster then moves 6" towards the table edge opposite the stage. If the failed attempt occurred before Turn 4, the show is over: finish the turn then the next turn is Turn 4. If the Charlatan Mage ever reaches the far edge, he escapes. If the Charlatan Mage is reduced to 0 Health, he drops a treasure token. The Charlatan Mage never counts as alerted for the purposes of pick-pocket attempts.

 6-10
 11-15
 16-17
 18+

#### Treasure and Experience

All treasure tokens except the Charlatan Mage's token are rolled for as normal after the game. Players may choose to roll on either the standard treasure table, Maze of Malcor treasure table, or elect to gain 100gc for each token. The Charlatan Mage's treasure token contains the Bag of Holding. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +15 for each successful pick-pocket attempt.
* +10 experience points for each member of the warband that leaves the table before the end of Turn 6.
* +20 experience points for each treasure token secured at the end of the game.
* -5 experience points for each Villager reduced to 0 Health.
* -20 experience points if the Charlatan Mage is reduced to 0 Health.

*Creator's note: this scenario is not particularly hard but incentivizes risk-taking and should result in general pandemonium on the table. This is also an opportunity to stockpile gold crowns and other treasures. Feel free to adjust the number and type of villagers on the table to achieve the desired difficulty and complexity. You could even add shop keepers, peddlers, other pick-pockets roaming the theatre, or any other figures to make the scenario more interesting and chaotic. Have fun with this one!*

#### Legacy Variant

Players may use base resources before beginning the scenario, but may not spend gold crowns or hire any new warband members. Roll on the survival table for every member who did not successfully exit the table by the end of the scenario. After the end of this scenario, players may hire no more than one new warband member.

## Scenario 4: In Need of Friends, Part 2

The weary warband, better equipped but hardly better off after raiding the ruined theatre, now decides to seek refuge with an old friend in a nearby elven tree-village. When they climb the tall ladders up into the canopy, however, they are greeted by an ongoing melee between the elf residents and invading human soldiers! The elves appear to be fighting to free a young elf being held hostage in the center of the village. The wizard’s old friend, an honourable but aggressive Wild Shape, has also joined the fray. It seems the adventurers won’t find any rest or help here until this crisis is resolved…

#### Set-Up

This scenario is played on a 2.5' square table representing a wood-elf town consisting of a network of walkways, platforms, and small huts suspended high above the winter forest floor. Place a ladder on each corner and a place a captured elf in the center of the board. Place four treasure tokens on the board, one in the center of each board edge. Place 2 Elf Rangers next to each treasure token and place a Wild Shape in a random corner. Place 2 Guard Archers and 8 Guard Men-at-Arms near the center of the board. Warband members may deploy from any of the ladders at the start of the game.

#### Special Rules

The precarious web of bridges, platforms, and walkways poses a dangerous fall hazard. Any area of the board without a piece of terrain counts as a deep abyss, and any figure that jumps, falls, or is pushed off of a piece of terrain is immediately reduced to 0 Health. Any figure that has the ability to survive falls (such as by the Slowfall spell) are still removed from the game but count as successfully exiting the board instead of dying.

The elves, along with their allied Wild Shape, are fighting fiercely to defend their home and free their captured sister. Therefore, all elves and the Wild Shape will treat members of the warband as enemies until a member of the warband frees the captured elf. In order to free the captured elf, a figure must be in base contact and spend an action to release her bonds. Once the captured elf is free, she will make one move towards an exit each turn unless she is locked in combat, in which case she will fight and then move away if she wins the combat.

At the end of Turn 2 and every turn thereafter, two Guard Men-at-Arms enter the board, each at a random ladder.

Any figure called to make a random move will instead move towards the captured elf. Once the captured elf is freed, guards not locked in combat will always move towards the captured elf and attack her. If the captured elf leaves the board (whether by escaping or being killed) finish the current turn, then the game ends. If the captured elf was killed, any figure carrying a treasure token who is still on the board when the game ends loses it. If the captured elf escaped, roll a die for each figure remaining on the board holding a treasure token and on a roll of 11+ they secure that token. If all the Elf Rangers and the Wild Shape are removed from the board for any reason, the game ends immediately and all treasure tokens are lost.

#### Treasure and Experience

Treasure tokens are rolled for as normal after the game. Players may choose to roll on the standard treasure table or select a random treasure item from Wizard's Conclave book for each token. If the captured elf was set free (regardless of whether she escaped or died), one treasure token may be exchanged for the Pendant of Invisibility. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 experience points for each guard reduced to 0 Health by a member of the warband.
* +20 experience points for each treasure token secured at the end of the game.
* +50 experience points for freeing the captured elf.
* +20 experience points if the captured elf escapes the board.
* -20 experience points for each elf or Wild Shape reduced to 0 Health (whether by a member of a warband or by a guard).

*Creator's note: this game is simpler and shorter than other scenarios and is intended to force players to form a strategy and move quickly. The scenario is also more interesting with multiple levels and pathways that require indirect routes or magic to reach the various destinations of interest. If the scenario proves too difficult for low level warbands, players may opt for a simpler board layout or reduce the number and/or frequency of guard spawns during the game.*

#### Legacy Variant

Players may spend gold crowns and use base resources before beginning the scenario, but may only hire one new warband member between the end of the previous scenario and the beginning of this one. If all the Elf Rangers and the Wild Shape are killed, all warband members are captured by the guards; restart the campaign at scenario 2: Prison Break. After the successful completion of this scenario the warband may spend gold crowns and hire new members as normal, and may hire a Wild Shape as a permanent member of the warband for 300gc. The Wild Shape is a Legendary Soldier (or Specialist if Legendary Soldier rules are not being used) and counts towards warband limits as normal.

## Scenario 5: Close Encounter

After forming a new team, the warband is now ready to go on the offensive against the Red Wizard. But first, the adventurers need more information on the Red Wizard's plans and vulnerabilities. The team opts to send the Wild Shape into Felstad to conduct reconnaissance with a few others to stand watch and help if needed. With luck, the team may just uncover a few clues to the Red Wizard's schemes that will come in handy in the future. Unfortunately, the Red Wizard detects the Wild Shape and a chaotic chase ensues! With only minimal backup, the Wild Shape and wizards must escape the city before being caught and destroyed.

#### Set-Up

This scenario is played on an approximately 18"x48" table crowded with tall buildings arranged to make a maze of city streets. Place a city gate or archway on one short end of the table. This gate is the only way to leave the table. Place all wizards and one Wild Shape at the table edge opposite the gate. Place one member of each warband in the open near the center of the table. Place 5 Clue Markers on the table in difficult to reach positions spread evenly across the table. Place 6 Guard Men-at-Arms on the table; two on either side of the gate, and four spread across the table and at least 6" away from each other, the gate, starting edge, and any Clue Token.

#### Special Rules

Each warband may only include a wizard and one other member of any type, including an apprentice, but not a Wild Shape. This scenario's Wild Shape acts as an additional warband member that is controlled by the players and activates during the apprentice phase.

A member of the warband may spend an action to inspect and, if desired, pick up a Clue Marker. Each Clue Marker inspected provides a bonus to the warband during scenario 8, whether or not the Clue Marker is picked up and taken off the table. Clue Markers, once picked up, act as treasure tokens as normal, including reducing movement.

At the beginning of turn 2, roll a die and place the Red Wizard according to the Red Wizard Pursuit Table. Each turn, the Red Wizard will attempt to cast a spell and then move into combat with the Wild Shape if in line of sight, or else the nearest warband member. At the end of turn 2 and every turn thereafter, place 2 Guard Knights at the starting edge of the table. All Guards called to make a random move will instead move towards the gate. The Red Wizard activates between the wizard phase and apprentice phase, and all Guards activate during the creature phase.

 2-10
 11-19
 20
 Note

#### Treasure and Experience

All treasure tokens are rolled for normally after the game. Players may choose to roll on the standard treasure table or the Red King treasure table for each token. If the warband secured at least two treasure tokens, one token may be exchanged for the Hither-Thither Staff. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +20 experience points for each Clue Marker investigated during the game.
* +50 experience points for investigating all five Clue Markers.
* +20 experience points for each member of the warband, including the Wild Shape, that leaves the table through the gate.
* +10 experience points for each guard reduced to 0 Health by a member of the warband.
* -20 experience points if the Wild Shape is reduced to 0 Health.

*Creator's note: this scenario is not difficult but should force players to choose between escaping safely and finding clues. Players should not be tempted to engage with the Red Wizard. If the scenario proves too easy, players may either increase the number of Guards, give the Red Wizard additional actions each activation, or both. This scenario may also benefit from a third player to manage the Red Wizard and Guards to make the scenario more dynamic and challenging.*

#### Legacy Variant

Any figures reduced to 0 Health by the Red Wizard automatically receive a Dead result on the survival table after the end of this scenario. If all warband members are reduced to 0 Health, restart the campaign at Scenario 2: Prison Break.

## Scenario 6: The Underdark

Story of the scenario (searching for the Helm of Disjunction and fight Thayan Assassins)

#### Special Rules

Describe the special/unique elements of this scenario

Encounter Table

#### Treasure and Experience

One secured treasure token may be exchanged for the Helm of Disjunction, all other treasure tokens are rolled for as normal after the game. Players may choose to roll on the standard treasure table or the Blood Legacy treasure table for each token. If Dralas was reduced to 0 Health, also gain the Greenflame Blade in addition to all other treasure. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 for this.
* +30 experience points if a member of the warband reduces Dralas to 0 Health.

*Creator's note:*

#### Legacy Variant

At the end of this scenario, the adventurers are deep in the Underdark stuck between the Thayan Assassins and a new, more terrible, threat. Therefore, players may not spend gold crowns, exchange or hire new warband members, or use base resources between this scenario and the next.

#### Special Rules

Describe the special/unique elements of this scenario

Encounter Table

#### Treasure and Experience

Any special rules about treasure tokens. One secured treasure token may be exchanged for the Paladin's Flying Blade, all other treasure tokens are rolled for as normal after the game. Players may choose to roll on the standard treasure table or the Fireheart treasure table for each token. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 for this.
* +15 for that.

*Creator's note:*

#### Legacy Variant

Players may not spend gold crowns, exchange or hire new warband members, or use base resources before beginning this scenario. Play this scenario with only the warband members who survived scenario 6. Any figures reduced to 0 Health by Darron the Dread automatically receive a Dead result on the survival table after the end of this scenario.

## Scenario 8: Infiltration

Story of the scenario (solve a puzzle/sneak into the city)

#### Special Rules

Describe the special/unique elements of this scenario

For each Clue investigated during Scenario 5: Close Encounter, roll once on the Clue Table. Each Clue may only be discovered once, so re-roll repeated results. If all 5 Clues were investigated, the warband receives one of each Clue on the Clue Table and the "Mystery Solved" bonus. Each Clue may only be used once during the scenario.

 5-8
 9-12
 13-16
 17-20

#### Treasure and Experience

Any special rules about treasure tokens. Players may choose to roll on the standard treasure table or the Forgotten Pacts treasure table for each token. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 for this.
* +15 for that.

*Creator's note:*

## Scenario 9: The Arena

Having successfully followed the trail of the Red Wizard back into the Frozen City, the band finds themselves in the heart of the entertainment district just south of the once-grand palaces of Old Felstad. As the adventurers wind their way through the dense city streets towards the upper gates, they stop at the entrance to a large maze arena. It seems the only path to the palace of the Red Wizard is through the maze. As soon as the wizard steps through the gate, the ground shakes and the maze comes to rumbling life, its walls shifting and rotating at random while glimpses of shadowy feline figures can be seen moving through the corridors...

#### Set-Up

This scenario is played on a 28"x28" table, divided into 16 individual 7"x7" maze tiles, each with a random assortment of walls, doors, and obstacles creating a labyrinth through which the warband must navigate. Each tile must be able to rotate, keeping all terrain, objects, and figures on the tile as it moves. Number the tiles from 1-16 in a grid pattern with 1 at the top left corner and 16 in the bottom right corner. Place all warband members on Tile 1. Place the maze exit on Tile 16. Randomly place 6 treasure tokens on 6 different tiles (not 1 or 16). Place one Vicious Phase Cat next to each treasure token.

#### Special Rules

The maze is constantly shifting and rearranging, making navigation difficult. At the beginning of turn 2, and every turn thereafter, the player with the highest initiative rolls once on the Maze Movement Table and applies the results. Each tile may only move once per turn and any repeated random results should be re-rolled.

Each time a figure comes in contact with a treasure token, roll a die. On a roll of 11+ the token is a normal treasure, on a 1-10 the token is a Mimic Chest (Wizard's Conclave pg. 7) and reacts as described for the creature.

At the end of each even turn randomly place D3 Vicious Phase Cats on the table.

#### Treasure and Experience

Players may choose to roll on the standard treasure table or the Wildwoods treasure table for each token. One secured treasure token may be exchanged for the Tablet of Reawakening. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +50 experience points if the wizard reaches the exit tile.
* +20 experience points for each member of the warband that exits the maze.
* +20 experience points for each mimic that was reduced to 0 hit points by the wizard or their warband.
* +20 experience points for each treasure token secured by the end of the game.

*Creator's note: this scenario was written specifically for modular dungeon terrain like the OpenLock Rampage Dungeon range from Terrain Tinker. A simple alternative is to make 16 tiles from flat, stiff panels like cardboard or plasticard with the wall sections drawn on to make the maze. For an example maze layout using the Terrain Tinker models, see the Modular Dungeon page.*

#### Legacy Variant

Players may spend gold crowns, but may not exchange or hire new warband members, or use base resources before beginning this scenario. Play this scenario with only the warband members who survived scenario 8.

## Scenario 10: Final Encounter

Story of the scenario (defeat the Red Wizard)

#### Special Rules

Describe the special/unique elements of this scenario

Encounter Table

#### Treasure and Experience

Any special rules about treasure tokens. Players may choose to roll on the standard treasure table or the Thaw of the Lich Lord treasure table for each token. One secured treasure token may be exchanged for the Red Wizard's Blade. Experience points are gained for casting spells as normal, otherwise experience points are only gained in this scenario for the following:

* +10 for this.
* +15 for that.

## New Treasure

Certain scenarios in this campaign reward players with special treasures unique only to this campaign.

### Greenflame Blade

Magic Hand Weapon. +2 Damage. Grants +2 Fight when in close combat against a foe without a magic weapon.

### Red Wizard's Blade

Necromancer Only. Magic Dagger. If the wizard reduces a figure to 0 Health in close combat using this blade, that figure automatically receives a Dead result on the Survival Table at the end of the game. Figures may be revived using the Miraculous Cure spell or the Tablet of Reawakening.

### Tablet of Reawakening

This magical item may be used after a game to bring one figure back from the dead. Once used, the tablet is destroyed.

### Helm of Disjunction

Spellcaster only. Once per game, the spellcaster may spend an action to attempt using the helm by passing a Will Roll [TN18]. If successful, immediately cancel the ongoing effects of all spells and potions currently in play. It cannot unsummon a creature, but does cancel the control of creatures that are temporary members of a warband.

### Hither-Thither Staff

Spellcaster only. The bearer of this wand may spend an action to create two portals through which figures can see and move as if the points were adjacent. Both portals must be within line of sight and 24" of the bearer at time of creation. The portals remain active until the bearer cancels them, creates new portals, or the portals are destroyed or disspelled.

### Bag of Holding

This bag does not take up an item slot, and allows the bearer to carry two additional items.

### Darksteel Battleaxe

This impressive battle axe was made by the famed weapon-smith Ghelryn Foehammer and benefits from weekly treatments of boiled linseed oil. Magic Two-handed Weapon, +1 Fight, Elemental Resistance [3], cannot be destroyed.

### Paladin’s Flying Blade

Magic Hand Weapon. +1 Fight, +1 Damage. Once per game, the wielder may spend an action to launch the blade to make a +3 magic shooting attack at a target within 8” and Line of Sight. For the rest of the turn after the blade has been launched, the wielder counts as only having a magic dagger. The blade returns to normal at the beginning of the wielder's next activation.

### Sending Stones

This pair of stones allows two figures to communicate with each other over long distances. Each stone takes up an item slot and at least two stones must be carried during a game to be used. A warband may carry and use multiple sets of stones. A figure carrying a stone may activate during the same phase as another figure with a stone regardless of distance or line of sight. For example, if a wizard, or figure within 3” and line of sight of the wizard, is carrying a stone, any other figure carrying a stone may also activate as if they were within 3” and Line of Sight. These stones do not increase the maximum number of figures allowed to activate per phase.

### Pendant of Invisibility

Once per game, the wearer may activate this pendant which casts the Invisibility spell on the figure.

## Bestiary

The following creatures appear in the campaign:

### Red Wizard of Thay

The Red Wizard is a Level 40 spellcaster of the Necromancy School. The Red Wizard also carries a Red Wizard's Blade, a magical dagger with the following characteristics: If the Red Wizard reduces a figure to 0 Health in close combat using this blade, that figure automatically receives a Dead result on the Survival Table at the end of the game. Figures may be revived using the Miraculous Cure spell or the Tablet of Reawakening.

* **Animate Construct** (5): Line of Sight - place a construct within 6" of the Red Wizard under the Red Wizard's control. The size of construct is determined by the casting roll: 5-10 for small, 10-15 for medium, and 16+ for large.
* **Beauty** (6): Self Only - any member of opposing warbands must make a Will Roll to target, shoot, or move into combat with the Red Wizard.
* **Bones of the Earth** (10): Line of Sight - target figure within 18" may not take any move actions until it escapes. Any form of magic movement, except Leap, allows a figure to escape. Otherwise, the only way to escape is to fight the bone hand, which has Fight +0, Health 1. If the hand takes one point of damage it is destroyed, if the hand wins the fight it does damage as normal. This spell may only be cast against a target on the ground and does not affect Large creatures.
* **Elemental Bolt** (8): Line of Sight - the Red Wizard makes a +7 elemental magic shooting attack against a target figure within 16" and line of sight.
* **Elemental Shield** (7): Self Only - absorb the next 3 points of damage the Red Wizard would normally suffer from combat or a shooting attack. Once 3 points are absorbed the spell is cancelled.
* **Meteor Strike** (10): Line of Sight - place a marker within 20" and line of sight, on the Red Wizard's next activation, all figures within 3" and line of sight of this marker suffer a +7 shooting attack. All figures that suffer this attack are also thrown 3" in a random direction.
* **Raise Zombie** (8): Touch/Reaction - add one zombie in base contact with the Red Wizard, or attempt to cast immediately in reaction to when a figure is reduced to zero Health and removed from the table. If successful, place the zombie where the figure was removed. The Red Wizard may have an unlimited number of raised zombies on the table at a time.
* **Strike Dead** (14): Touch - target figure must make a Will Roll equal to the Casting Roll or be immediately reduced to 0 Health. All figures may empower their Will Roll to resist this spell, even non-spellcasters. The Red Wizard loses 3 Health when attempting this spell in addition to any loss incurred by failure or empowerment. This spell has no effect on undead or constructs.
* **Teleport** (5): Self Only - the Red Wizard immediately moves to any location within line of sight, but may not take any other action this turn after casting this spell.
* **Time Stop** (12): Area Effect - all figures within 8" must make a Will Roll equal to the casting roll, any figure that fails receives no actions in its next activation, suffers -3 Fight and may not have Leap cast upon it until after it makes its next move action. Large creatures receive +8 to their Will Roll to resist this spell.
* **True Sight** (6): Self Only - the Red Wizard and all friendly models within 6" can see invisible figures and are immune to Beauty. If an invisible figure is within 6" of the Red Wizard, the invisibility spell is cancelled. If an Illusionary Soldier is within 6" of the Red Wizard, it is immediately removed from the table.

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### Guard Sergeant

A highly disciplined and capable leader, the Guard Sergeant keeps his troops in line. The Guard Sergeant and all guards within 6" of him activate between the Wizard and Apprentice Phase. Whenever the Guard Sergeant is in hand-to-hand combat, he gains +4 for each supporting figure instead of the normal +2. He carries a Darksteel Battleaxe made by Ghelryn Foehammer and makes sure to clean it with boiled linseed oil once a month.

 5

### Charlatan Mage

This unusually powerful but unskilled spellcaster is no hero, he’s just looking for ways to use his magic to make a living, honest or otherwise. His undisciplined use of wild magic to nick bits and bobs causes troubling disturbances in the surrounding area, making spellcasting near him a dangerous prospect (see scenario 3 for the effects of his wild magic). He is equipped with a staff and knows the following spells:

* **Blinding Light** (10): Line of Sight - The target must make an immediate Will roll versus the casting roll. If failed, may not attack, shoot, or cast Line of Sight spells. Their Fight stat is reduced to +0 and Move to 1. At the start of each turn, the figure may attempt to break the spell by making another Will roll against the same target, otherwise the effects last until the end of the game.
* **Fog** (10): Line of Sight - place a line of fog 6" long, 3" high, and 1" thick anywhere on the table as long as some part of it is within line of sight and all of it is within 24". Figures can move through the fog but line of sight may not be drawn through it. At the start of each new turn roll a die, on 1-4 the fog is removed from the table.
* **Blur** (8): Self Only - the Charlatan Mage appears slightly blurry. Shooting attacks or spells targeting this figure suffer a -2 penalty.
* **Fresh Cut Grass** (6): Area Effect - every figure within 12” of the caster is distracted by the smell of fresh cut grass and must make a Will Roll [TN6] or lose an action next activation.
* **Flame Finger** (8): Self Only - the figure’s fingertip lights up like a candle. The figure’s line of sight cannot be less than 12” while this spell is active and automatically succeeds at any action that requires an open flame.
* **Push** (8): Line of Sight - target suffers a +10 attack. Instead of taking damage, the target is moved 1" directly away from the spell caster for every point of damage they would have taken. If this pushes the target to the table edge or into a piece of terrain over 1/2" high, they stop. If a figure is pushed up or off a height, it suffers falling damage as normal. This spell can push a target out of combat.
* **Telekinesis** (8): Line of Sight - move any treasure token within 16" up to 6" in any direction, so long as it stays in line of sight the entire time. If at any time line of sight is blocked, the treasure falls to the ground. Spell has no effect on the central treasure, a treasure with special requirements for how and when it can be picked up, or treasures being carried by a figure.
* **Illusionary Soldier** (12): Touch - An illusionary soldier appears under the control of the Charlatan Mage and can be any type except Apothecary. The soldier cannot pick up treasure, nor can it deal damage. If it receives any damage of any type it is removed. The Charlatan Mage may only have one illusionary soldier at a time.
* **Elemental Ball** (10): Line of Sight - a target within 16" and line of sight and every figure within 1" and line of sight of the target immediately suffer a +5 elemental magic shooting attack.

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### Wild Shape

Shift Form: Each activation, the Wild Shape may use an action to shift form, even if locked in combat. Its second action does not have to be movement. The Wild Shape may not use equipment or carry items or treasure tokens while in any animal form.

Concentration: If the Wild Shape ever suffers 4 or more damage in a single attack it immediately shifts back into human form. If the Wild Shape has between 3-6 Health it must pass a Will Roll [TN14] each time it attempts to shift form. If the Wild Shape has 2 or less Health it shifts to, and must remain in, human form.

Forms (the Wild shape has W+3 and H14 regardless of form):

Human (M6 F+1 S+2 A10) - Dagger, slingshot (8” range +0 shooting attack).

Owl-bear (M6 F+5 S+0 A14) - Animal, Large, Strong (+2 damage), Leap: each activation the Owl-bear may use its movement action to instead leap up to 6” in any direction, including up or down, and may leap into combat. Falling 6” or less does not inflict fall damage.

Fly (M8 F+0 S+0 A3) - Animal, Flying, Tiny: the Fly can squeeze through small spaces such as cracks and holes so can move through terrain/barriers without penalty (agree upon which terrain applies during a game), but cannot attack an opponent, cannot enter combat and immediately leaves if already in combat, and cannot be targeted by any spell or attack unless the attacker can see invisible creatures (such as via the Truesight spell).

Hawk (M9 F+2 S+0 A6) - Animal, Flying, Talons (+1 damage), Swift: Shooting attacks against the Hawk are at -1, if the Hawk moves into combat and attacks in the same activation it attacks twice.

Deer (M7 F+0 S+0 A8) - Animal, Agile: may move out of combat, may jump without running first, and may move over/across obstacles/rough terrain without penalty, shooting attacks against the Deer are at -1.

### Dralas

The head of the Thayan Assassins, Dralas is a malicious and skilled undead warrior in the service of the Red Wizard. Dralas is equipped with the Greenflame Blade, a magic hand weapon that grants +2 Damage. In addition, it grants +2 Fight when in close combat against a foe with no magic weapon. Dralas also has Thayan Regeneration: When Dralas is reduced to 0 Health, roll 1D20. On a roll of 10-15 he returns to life with 5 Health, on a roll of 16-20 he returns to life at full health.

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### Thayan Assassin

These undead fighters are especially dangerous and hard to dispatch. Thayan Regeneration: When this figure is reduced to 0 Health, roll 1D20. On a roll of 10-15 it returns to life with 5 Health, on a roll of 16-20 it returns to life at full health.

 6

### Vicious Phase Cat

These phase cats, even bigger and more aggressive than their domestic counterparts, were bred specifically for the fighting pits and arena games of ancient Felstad.

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### Darron the Dread

One of the Red Wizard's most fearsome creations, this undead ice dragon terrorized the countryside around Felstad for many years before retreating to its lair during the cataclysm. Darron the Dread's innate magical ability as a dragon and and the necromancy spell placed on it by the Red Wizard make it immensely powerful, granting it elemental resistance 4, double damage in close combat, and all attacks count as magic attacks. It is also immune to poison and the Mind Control and Control Undead spells. As a full-grown dragon, Darron the Dread is large, can fly, is never considered locked in combat for the purposes of making a retaliatory attack or casting a spell, and is immune to critical hits. Darron the Dread is truly horrific to behold; any living figure that wishes to move into combat with it must first make a Will Roll [TN16] or immediately end its activation. Like most other dragons, Darron the Dread will ferociously protect its hoard of treasure. Every time a figure within 12" of Darron the Dread claims a treasure token, roll 1D20. On 1-13, Darron the Dread makes a tail lashing attack (+6 shooting attack). On a 14-20 the dragon will unleash its ice breathing attack: Select a target within line of sight. The target and all figures within 3" and line of sight of the dragon suffer a +8 elemental magic shooting attack. Darron the Dread also has the following spells:

* **Call Storm** (5): Area Effect - all bow and crossbow attacks are -1 Shoot for the rest of the game. This spell may be cast multiple times, and by multiple spellcasters, to increase the penalty up to -5.
* **Control Demon** (7): Line of Sight - target demon must make a Will Roll equal to the Casting Roll and if it fails becomes a temporary member of Darron the Dread's warband for the rest of the game or until the spell is cancelled. Darron the Dread may control an unlimited number of demons.
* **Control Undead** (5): Line of Sight - target undead creature must make a Will Roll equal to the Casting Roll and if it fails becomes a temporary member of Darron the Dread's warband for the rest of the game or until the spell is cancelled. Darron the Dread may control an unlimited number of undead creatures.
* **Crumble** (6): Line of Sight - create a doorway-size hole in a wall, or collapse a section of floor beneath a figure standing on a level above the ground. That figure must pass a Move Roll (TN22) or fall. Destroys a wall made by the Wall spell, and cancels Wizard Eye.
* **Curse** (8): Line of Sight - target suffers -2 to all die rolls. At the end of each turn the target may make a Will Roll equal to the Casting Roll (and at -2) to cancel the spell.
* **Fog** (6): Line of Sight - place a line of fog 6" long, 3" high, and 1" thick anywhere on the table as long as some part of it is within line of sight and all of it is within 24". Figures can move through the fog but line of sight may not be drawn through it. At the start of each new turn roll a die, on 1-4 the fog is removed from the table.
* **Raise Zombie** (5): Touch/Reaction - add one zombie in base contact with Darron the Dread, or attempt to cast immediately in reaction to when a figure is reduced to zero Health and removed from the table. If successful, place the zombie where the figure was removed. Darron the Dread may have an unlimited number of raised zombies on the table at a time.
* **Slow** (8): Line of Sight - target is reduced to a maximum of one action per activation. It may make a Will Roll versus the Casting Roll at the end of each activation to cancel the spell.
* **Spell Eater** (8): Line of Sight - Darron the Dread immediately takes 1 point of damage and the spell cancels the effect of one spell currently in play. This spell cannot unsummon a creature but can cancel the control of a creature.
* **Steal Health** (8): Line of Sight - target must make a Will Roll equal to the Casting Roll or lose 3 Health and Darron the Dread regains 3 Health (even if the target has less than 3 Health remaining to lose). The spell has no effect on undead or constructs. If the target is a member of Darron the Dread's warband it immediately and permanently leaves the warband and becomes an uncontrolled creature.

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