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Koyote

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Everything posted by Koyote

  1. After finishing my two Curaidh, striped pants, tattoos and all, I got right to work on the latest addition to my Frostheim warband. You've already met Sven, the Norse Dwarf Berserker (counts-as Barbarian). Below is my second counts-as Barbarian, Sven's Dad. Dwarf Berserker (counts-as Barbarian) And like many father-son Berserker teams, the two don't always get along.
  2. Someone on another message board asked me how I painted the wine bottle's label and the fingernails. On the off chance that someone here may also be interested in my recipes for labels and hands, below is a copy of my reply. LABEL The writing on the label is nothing special, but it does require a sharp eye, steady hand, properly thinned paint and the proper brush load. A sharp eye does little good without proper lighting, so I always paint under a couple of desk lamps, one on either side of my paint station. To steady my hand I typically rest both wrists against the table edge and and bottom two fingers of my painting hand, curled and resting against the curled fingers of the other hand. This way the only parts of my hands in motion are the 3 fingers manipulating the brush. The paint should be thinned on a palette with a little water. The paint should flow smoothly off the brush, but not so thin that mere contact with the mini makes all the paint flow off and pool up. Lastly, your brush is properly loaded for fine detail work when the very tip of the loaded brush is finely pointed, not rounded. The label itself was painted with Reaper's Aged Bone. The red writing is GW's Scab Red and the rest of the text is GW's Rhinox Hide. For aged text I use a very dark brown paint for the ink, not black. When painting text I make short, thin strokes, dots and small curves. Leave a tiny bit of white space between each letter or letter grouping and between each "word." If I smudge a letter or fail to leave enough white space between letters, I simply fix my error with a tiny dab of Aged Bone. To keep the letters on each line of text a fairly uniform height, once I'm done painting all the text, I paint a horizontal lines of Aged Bone between each line of text. This line covers up at portion of the text that is too tall or strayed into the white space between the lines of text. When I am satisfied with the text, I "age the paper" by brushing on a coat of watered down Army Painter's Quickshade Soft Tone. It's important to dilute the wash/ink so that it looks almost clear. When first applied it won't look very dark, but when it dries it will darken up. If, after it dries, it's not dark enough, apply a second coat or simply dab recesses and small flat areas of the paper to create uneven shading and aging. HAND Painting finger joints and fingernails is quite easy. Once you have finished shading and highlighting the hand, use undiluted flesh wash (I use GW's Reikland Fleshshade), to paint thin lines on each finger where the finger joints should be. Also paint a small rectangle at the end of each finger where the fingernail should be. These rectangles should be a little bit larger than the fingernail. Lastly, use a light flesh paint, like Elf Flesh to paint the fingernails. Each fingernail should be slightly smaller than the underlying rectangle of flesh ink/wash. This will leave you with fingernails outlined by narrow lines of ink. Please note that this technique uses ink/wash more like a paint rather than a wash, so you should keep a few things in mind. First, use a detail brush with a fine tip and don't overload it with ink/wash. Second, inks and washes are designed to flow off of flat and raised areas, so when painting the finger joints and fingernail outlines you may have to apply 2 or 3 coats. Second, ink adheres to dry ink better than it does to dry paint so, if, after application, you can barely see your first coat of ink, that's ok. Once the first coat is dry you will find that each subsequent coat of ink goes on darker.
  3. Exiled Sylvanian Noble (counts-as Templar) This surly gent is the first member of the Sylvanian contingent that will be joining my Summoner's warband. The red skull appears in some of the heraldry of Sylvania, so the crimson skull heraldry will be used to identify the other Sylvanian Soldiers. I am fairly pleased with how the model turned out. I wish I had done a better job on the shaft of the great weapon. Another layer of highlight will improve the look of the wood grain. I've been experimenting with some techniques to make my models' hands look a bit more realistic. I'm pleased with how this model's finger joints and fingernails turned out. I still can't get my camera to capture the correct shades of red, which in person appear deeper and a bit darker than they appear in these photos. I need a new digital camera. Time to get to work on a couple of Irish Curaidh.
  4. Thanks Jim. My order from Toad King Casting arrived today. The medium toad is a tad smaller than I had hoped. Nevertheless, there's a large enough difference in size between the Heresy Miniatures Demonic Toad Familiar (left) and the TKC Giant Toad Medium (center) that I shouldn't have to worry about my opponents distinguishing the Imp from the Minor Demon. The different bases sizes will also help distinguish the two. ALL BOW DOWN BEFORE THE CROAKING MIGHT OF THE TOAD DEMONS!
  5. I've also been thinking about which models to use as a Crow Master and Blood Crow. I purchased the Crow Master as part of the Nickstarter, but when it arrived I realized that the model doesn't scale well against the other models in my warband, which are primarily GW models. So, if I want my Summoner to hire a Crow Master I need to find some different models. Several years ago I started playing Hell Dorado. As time passed I realized that after Cipher Studios wasn't really that interested in promoting or expanding the game. Thus, Hell Dorado withered on the vine. This left me with a couple dozen models and a game that nobody, including myself, was interested in. A year or so later I found a use for some use of my Hell Dorado models. With a little bit of conversion work I had myself an Arab themed Mercenary Crew for Malifaux. Pictured below are a few of my favorite repurposed Saracen models. Von Schill Ronin (left) and Freikorpsmann (right) Misaki Freikorps Specialist One of the Saracen models that didn't make it into my Malufaux Crew is Tarik ibn Malik's hunting eagle. It's a great model, sculpted so that it's tearing the head off a zombie-like figure. If I paint it black and straighten its beak, it can pass as an enormous corvidae (although corvidae do not have raptor-like talons so a certain amount of suspension of disbelief is required). After deciding on a "crow" model, the next step was to find myself a counts-as Crow Master. I began by associating crows and ravens with characters and races from the Warhammer world and other fantasy worlds. One of the strongest associations to float to the surface of my little mind is the long relationship between the Dwarfs of Erebor and the sentient ravens of Ravenhill, near Lonely Mountain. If memory serves, after Smaug's death, Thorin asked the king of the ravens to send a messenger to the Iron Hills to summon King Dain and his warhost. The Warhammer is not Middle Earth (although some would argue this), but I like the idea of a Dwarf with enormous raven companions, so I got to work. I started with a Mordheim Dwarf Treasure Hunter Beardling model. I gave the model a more respectable beard by adding a braided end of a beard from an Avatars of War dwarf model. I used greenstuff to to patch the beard, add a falconry glove, increase the length of the model's tunic, increase the size of the hat and to add a leash to both the raven on the dwarf's arm and the model of the hunting eagle (now turned raven). I also added a scabbard so the little fellow has somewhere to put his sword when he's not sticking people with it. I used the Blood Crow (BC) from the Frostgrave Crow Master for the raven perched on the dwarf's arm. I was worried that the small surface area under the BC's feet and the model's thin ankles would cause problems in the future, so I drilled two small holes into the dwarf's hand, cut off the BC's feet, added a dab of superglue to each stump and inserted them into the holes. Lastly, I used greenstuff to sculpt the BC (now raven) some new feet. Hopefully this little extra bit of work will create a fairly strong bond between the two models. And since the remaining portions of the BC's legs are a bit thicker and coated in glue super glue, the BC's legs will be less prone to bending or breaking. WIP Dwarf Roost Master and Giant Ravens (counts-as Crow Master and Blood Crow)
  6. I just finished painting my first unit of Irish Bonnacht. Before I start on my next unit of Irish I'm going to knock out a couple of Frostheim models. My next Frostheim project WAS going to be a couple of Estalian men-at-arms. The plan is to convert and paint 2 Gamezone Minatures Imperial Pikemen (pikes will be replaced with spears), but CMON screwed up my order and sent me the wrong blister. Instead of Pikemen, I received a blister containing a mounted knight on a barded steed. How does a order picker confuse Pikemen with a mounted knight? Strange. While I wait for CMON to sort this out, I'm going to move my Templar and Marksman to the front of the painting queue. As I mentioned earlier, I don't want to paint my Templar and Marksman as Averlanders or Estalians, so I need to decide on a different color scheme and origin for these two fellows. As I was admiring the Sylvania uniforms on page 57 of The Uniforms and Heraldry of The Empire, I remembered that Mordheim is set in the year 1999 of the Imperial Calendar (which also coincided with the year that the game was released). The year 1999 is a couple centuries after Vlad von Carstein took the throne of Sylvania, but a decade or so before he truly revealed himself by raising a massive undead army and starting the Vampire Wars. This means that while the devastated city of Mordheim was being scoured for warp stone, Sylvania was still a province of the Empire and as such it still had human nobles, knights and state soldiers. Bingo! I will paint my Templar and Marksman in Sylvania's colors and they will represent exiles or simply mercenaries from Sylvania,
  7. Sellsword Now Available For Purchase
  8. Sadly, I had to cancel my plans to attend Adepticon. The silver lining is now that I don't have a painting deadline I can alternate between painting my SAGA Irish and my Frostheim warband. I'm almost done with my first unit of Irish Bonnacht. In between painting Irish warriors I cranked out my first two demon frogs/toads for my Summoners to launch at their foes. Demon Toads (Imps) Is it just me, or does the demon toad on the left look a lot meaner than the demon toad on the right? I was planning to use the Otherworld Miniatures' Type II Demon as my Minor Frog/Toad Demon, but then I stumbled upon these beauties: These models fit my kooky frog/toad theme, perfectly. The smaller ones can serve as Minor Demons and the big one will be a Major Demon. They were made by manufacturer called Toad King Castings as part of its Warts & Wings Kickstarter. I've found Toad King's web store and I will be placing an order today. ...KILL. KILL. KILL.
  9. According to Joe the Sellswords supplement will be available January 20th. It will only be available as an ebook mini-supplement. Word is that it will eventually be available in a hard copy compendium in 2017. Osprey Publishing has updated the Frostgrave roster sheet to include a Captain. LINKY From Frostgrave's author's blog:
  10. If I'm going to be ready for Adepticon in April, I need to get back to work on my SAGA Irish warband. Before my Frostgrave hiatus I thought I'd give you a preview of my future plans for Frostgrave. When I get back to Frostgrave, my first order of business will be to paint a Minor Demon and Imps for my Summoner to summon. And now that I've painted Sir Quixote and his squire Sancho, I want to add a few more Estalian mercenaries to my warband. I've ordered some Gamezone Miniatures models pictured below to serve as Sir Quixote's Estalian Men-at-Arms. I in addition to the Estalian Men-at-Arms I also need to add a Templar and Marksman to my stable of painted 'Frostheim' models. Below are an Empire Captain and a converted Bretonnian man-at-arms model that should fill these roles, nicely. Like Quixote and Sancho I am going to paint this pair as a team - a Knight Templar and Sergeant-at-Arms. They won't be Estalians or Averlanders so I have to decide on a new color scheme. My second 'Frostheim' warband was going to be a Rankin/Bass-esqe Dwarven warband, but then I was lured away by the amazing Frostgrave plastic cultists and the new metal cultist Soldiers. My cultist warband will be led insane and diabolical Necromancer (really, is there any other type of Necromancer?). There are many great Necromancer models out there, so it was a tough choice, but ultimately I settled on Custom Made Mini's Necromancer. Selecting a model for an Apprentice was a bit more tricky. I like the Frostgrave Necromancer Apprentice models, but since so much of my cultist warband is going to be 'right out of the box" (i.e. little or no conversions), I want Spellcasters to be a bit more customized. I got the idea for my Mad Jester from a similar conversion that I saw in another Frostgrave thread, several weeks ago. Original model:
  11. Halfling Ratcatcher (counts-as Tracker) I painted this sleepy little fellow several years ago to serve as a hired sword for my Averlander Mordheim warband. I am very fond of this quirky little model and I'd like for him to see some more table time, so tonight I pulled him out of my display cabinet and touched him up a bit. Equipped with staff and sling (counts-as bow), he's armed like a Tracker. Moreover, since his trade requires him to hunt rats in city streets, buildings and sewers, he's probably pretty good at stalking and tracking down prey in an urban environment. And when it comes to a fight, what he lacks in size and strength he makes up for with his propensity to strike his two-legged prey in the family jewels.
  12. Dwarf Troll Slayer (counts-as Barbarian) I don't have much to say about this fella. The model is an Avatars of War plastic Dwarf Berserker. Not a lot of conversion work on this one. My original plan was to go sans mohawk (SEE below), but at the last moment I decided to remain true to the traditional GW Slayer imagery. Troll Slayer WIP
  13. Thief This fella started out an Otherworld Miniatures Male Thief v2. I replaced the model's head with a head from a Bretonnian knight plastic kit. I removed the model's sheathed longsword and boot knife. Five blades are simply too much steel for a thief to be lugging about. Plus, a Thief is not armed with a hand weapon and while the short sword in the model's right hand might pass as a very big dagger, the longsword on the model's belt could not. Lastly, I altered some of the model's proportions. The original model's legs are very skinny and they sprout from a torso without a groin. I used greenstuff to bulk up the model's upper legs, sculpt a groin for the poor fella and extend the padded vest below the model's belt.
  14. I'm a bit disappointed in how this model turned out. I don't care for some of my color selections, particularly the color of the padded armor. After an hour or so in I almost dropped it into a jar of Simple Green, but I still have so many models to paint and so little time to do it, so I resisted the urge to start over and pushed on through. Treasure Hunter When I saw Dark Sword's Hans the Loner for the first time on CMON's webstore I knew that I had to have the model. I have a weakness for models with quirky, cartoony faces and this fellow does indeed fit that description. When the mini arrived I saw that it was quite a bit taller than even my GW minis, which are already on the large end of the 28mm scale. After a bit of research I realized that it's not a 28mm model, but instead a 32mm model. Doh! Before the model was ready for paint I had to do a bit of conversion work. First, Hans is supposed to be tall and lanky, but I didn't want the model towering over the other models in my warband so I cut off the model's legs, removed a short section from the thigh and reattached the now shorter legs. Hans is still taller than the other models in my warband, but no longer freakishly so. I like how Hans' height and lanky build contrasts with my other Treasure Hunter's body type. Treasure Hunters are armed with a hand weapon and dagger so I added long bladed dagger to the model. I used GS to add a cap to the bottom of the scabbard and a strap connecting the weapon to the model's belt. The sword's scabbard is thinner than the sword blade so added greenstuff to the scabbard's back to increase it's thickness.
  15. Summoner Apprentice and Familiar The first photo looks a bit odd. The model's left thigh looks huge. This occurred because I didn't lower the light enough to illuminate the rear portion of the model's jacket that, from the model's front, can be seen in between the model's legs. This problem is compounded by the fact that the highlight's on the model's black trousers are too subtle and thus the outline of the model's thigh and groin wasn't picked up by my camera.
  16. Below are some Avatars of War Dwarf Berserkers that are going to serve as counts-as Barbarians. The AoW kit includes only one type of two-handed axe and neither the kit's 2H axe or its 2H pose is that great, so I got to work converting. The first two fellas are for my friend's warband. I think I'm going to redo the GS axe grip on the model on the left. I know that I can do better. These two fellas are for my warband.
  17. The more I think about this idea the more I like it. Although I think that the upkeep for some Soldiers, such as the Barbarian, should be greater than 10%.
  18. When evaluating an xp scheme or entertaining the idea of capping levels per game, one should think about how 'leveling up' in Frostgrave compares to 'leveling up' in other games. Traditionally, in RPGs and RPG-like games increasing a level or two after an adventure or game can be a pretty big deal. In Frostgrave it isn't. Each new level produces a very modest increase that is subject to caps and certain (sometimes expensive) prerequisites. So, if one has a lot of experience with RPG games it's important to analyze 'leveling up' in Frostgrave in terms of what it means in Frostgrave, not what it means in other games. What I've found in terms of gauging the strength of a warband level difference is often secondary to the warband's wealth, which equates to better soldiers, more magic items, better bases, etc. As for my xp systems, I too was a bit concerned about the bookkeeping but after a couple of games, I found it to be quite simple. For starters, in the scheme that I've devised it doesn't matter which one of your models 'takes out' an enemy model, so calculating xps for kills is as easy as taking a look at your opponent's dead pile. In multi-player games its a tiny bit more complicated, but since the warband sizes are small, individual 'kills' are fairly easy to remember. What I did was record each kill on a notepad by writing down an an abbreviation of each 'kill' (e.g. Tg = Thug, A = Archer, B = Barbarian, etc.). I used the same notepad for keeping track of spells. I wrote 'OS,' 'AS,' and 'NS' (Own School, Aligned School, and Neutral School) on the pad and when one of my spellcasters successfully cast a spell I put a tally mark next to the appropriate class of spell. At the end of the game I tallied it all up and voila! Like you, I don't care for the current winner take all scheme so players only get what they take off the table plus a small bonus for a wipe out or a lopsided loss by an underdog. The game's author, Joe, has created a thread in the Lead Adventure Forum's Frostgrave forum asking for people's input on a couple of matters. You should go check it out. One of the things that I saw that I really like is the idea of having to pay upkeep for Soldiers. Once a warband gets a few games under its belt there is no longer a place in that warband for thugs, thieves and warhounds. However, if the upkeep of 4 or 5 barbarians was cost prohibitive, then players will have to make some tougher choices when it comes to warband composition.
  19. After playing a couple of games I made some tweaks to my house rules. Below is the current version. Koyote's House Rules GAME LENGTH & VICTORY CONDITIONS The cataclysmic spell that doomed the ancient city of Felstad has waned, but the tumultuous skies above Frostgrave remain unpredictable and lethal. Propelled by hurricane winds, ensorcelled cyclones periodically blast the city with snow and subzero temperatures. The arrival of the sorcerous storms cannot be predicted by magical or mundane means, so those who venture into the accursed city must be forever alert to even the slightest change in the weather. For when the temperature drops and the winds begin to howl, any living creature that does not take shelter is doomed to join the ranks of the city’s frozen dead. Random Game Length: The Random Game Length rules determine game length, unless: • the scenario’s rules determine game length; or • the last Treasure Token is carried off the table; or • no model from any warband remains on the table; or • all of the models on the table (excluding uncontrolled Creatures) belong to a single warband Unless one of the aforementioned conditions occurs, at the end of Turn 5 the last player to activate a model rolls a D20. On a roll of 6-20 the weather holds and a 6th Turn is played. On a roll of 1-5 the scenario ends. At the end of Turn 6, roll a die. On a roll of 16-20 the temperature begins to drop, but there is still time, play a 7th Turn. On a roll of 1-15 the scenario ends. At the end of Turn 7, the winds begin to howl and the warbands must flee the battlefield or perish. The game ends. Victory Conditions: Unless the scenario states otherwise, the warband that recovers the most Treasure Tokens wins the scenario. If both warbands recover the same number of Treasure Tokens, the game is a draw. In multi-player games, if two or more warbands ‘tie’ for the most Treasure Tokens recovered, then these warbands ‘draw’ and the remaining warbands lose the scenario. Carried Treasure Tokens: If a model on the table is carrying a Treasure Token when the scenario ends, the Treasure Token is dropped. For the purpose of calculating experience points for ‘Exploits’ (SEE below), a Treasure Token dropped in this way counts as being ‘held,’ but for all other purposes this Treasure Token is treated as an unrecovered Treasure Token. Last Warband Standing: If a scenario ends because all of the models on the table (excluding uncontrolled Creatures) belong to a single warband and one or more unrecovered Treasure Tokens remain on the table, then the remaining warband recovers one of the unrecovered Treasure Tokens (chosen by the player controlling the remaining warband). This Treasure Token is treated as if it was recovered during the course of game play and it is removed from the table before experience points for ‘Exploits’ are calculated. UNDERDOG BONUSES What doesn’t kill you makes you stronger: ”I love being the underdog, sometimes.” –The last words of the wizard, Graaver The Wise Immediately after deployment, each player with a Wizard on the table declares his or her Wizard’s level. If the levels differ, then each player, in turn, determines his or her individual Level Difference by subtracting his or her Wizard’s level from the level of the highest level Wizard on the table. Next, each player consults the following chart to determine if his or her Wizard will receive bonus experience points at the end of the game. Level Difference : 0-5 = No bonus experience points Level Difference : 6-10 = 100 bonus experience points* to lower level Wizard Level Difference : 11+ = 200 bonus experience points* to lower level Wizard *Add another 100 experience points to this bonus if the lower level Wizard wins the scenario This bonus applies to only those Wizards who directly participating in the scenario. If a Wizard ‘sits out’ the scenario because of an injury from the Survival Table, the absent Wizard cannot qualify for this bonus nor is the absent Wizard’s level taken into account when determining Level Difference. The gods love children and fools: As the members of the defeated warband limp back to its base they stumble upon a strongbox half buried in snow and rubble. When the strongbox is pried open, the disheartened warriors see something that makes them smile. If a Wizard qualifies for an experience point bonus from the ’What doesn’t kill you makes you stronger’ rule AND the qualifying Wizard’s warband lost the scenario, then the defeated warband is granted one additional roll on the Treasure table. The defeated warband receives this additional roll, regardless of how many Treasure Tokens it recovered during the scenario. The defeated warband does not gain experience points for this additional roll on the Treasure table, nor is it used to determine the scenario’s victory conditions. Please note that a ‘draw’ does not count as a ‘loss’. 'You scoundrel!': “That scoundrel deserves to be kicked in the butt by a jackass, and I’m just the one to do it.” – Merchant Prince, Hugo the Muleskinner If the player who began the scenario controlling the highest level Wizard on the table believes that an opponent did not make a sincere attempt to win the scenario or at least play to a draw, then he or she may veto (i.e. cancel) one or both of the scoundrel Wizard’s underdog bonuses. In the event that two or more Wizard’s qualify as the highest level Wizard, then the decision by only one of these players is sufficient to cancel underdog bonuses. EXPERIENCE POINTS Casting 1 The Wizard or Apprentice casts a spell from his or her own school: 10 xp The Wizard or Apprentice casts a spell from an aligned school: 15 xp The Wizard or Apprentice casts a spell from a neutral school: 20 xp The Wizard or Apprentice casts a spell from an opposed school: 25 xp ‘Taking Out’ Enemy Models 2 Enemy Soldier: 15 xp Enemy Apprentice: 30 xp Enemy Wizard: 100 xp ‘Taking Out’ Creatures Starting Health 01-05: 5 xp Starting Health 06-10: 10 xp Starting Health 11-15: 15 xp Starting Health 16-20: 50 xp Starting Health 21+: 100 xp +10 xp if the creature type is immune to non-magical weapons +10 xp if the creature was controlled by an enemy warband when it was taken out3 Exploits Each Treasure Token recovered by the Wizard or a member of the Wizard’s warband: 50 xp4 Each Treasure Token held by the Wizard or a member of the Wizard’s warband at game’s end: 25 xp5 Each unclaimed Treasure Token on the Wizard’s enemy’s half of the table at game’s end: 25 xp6 Notes: 1. A spell or spell effect that is “cast” automatically by any type of magic item is worth 0 xp. Also please note that Spellcasters do not earn experience points for casting ‘out of game’ spells. 2. If a Wizard X takes control of a creature or a member of an enemy warband and the controlled model ‘takes out’ a creature or a member of an enemy warband, then the Wizard X receives the experience points for ‘taking out’ a model, not the controlled model’s original owner. 3. This includes creatures that are treated as a permanent member of an enemy warband (e.g. summoned Constructs). 4. If Wizard X takes controls a creature or an enemy model and Wizard X makes the controlled model leave the table with a Treasure Token (SEE FAQ), then Wizard X earns the experience points for recovering the Treasure Token, not the controlled model’s original owner. 5. A Treasure Token is ‘held’ if at game’s end the Treasure Token is being carried but it has not been taken off the table (i.e. recovered). 6. A Treasure token is ‘unclaimed’ if at game’s end the Treasure Token is not ‘held’ and has not been taken off the table (i.e. recovered). In multi-player games, the players should mutually agree beforehand on the boundaries that define the ‘enemy’s half (portion) of the table.’ ’We Are Immortal Until Our Work On Earth Is Done’: When rolling on the Survival Table to determine the nature of a Wizard’s injuries, replace the ‘Dead’ result with the following injury: You Should Be Dead - The Wizard suffers two injuries from the Permanent Injury Table and the Wizard may not participate in the next game. If at any time during a campaign a Wizard suffers a second ‘Lost Eye’ result, reroll the injury until the result is something other than a ‘Lost Eye.’ An Elixir of Life may be used to completely negate the effects of a You Should Be Dead injury. RANDOM ENCOUNTERS ’More Monsters!’: (optional) The denizens of the accursed city are drawn to the sounds of battle and the smell of bloodshed like a troll is drawn to the smell of stale ale on a dwarf’s beard. And the longer the battle continues, the greater the likelihood that the melee will be joined by the creatures that dwell among tumbled stone and frozen ruins of Felstad. When a Treasure Token is picked up for the first time the player who controls the model that picked up the Treasure Token rolls a D20 and adds the current turn number to the die roll. If the modified roll is a 17 or above, a random creature (or creatures) has been encountered. Thus, if a Treasure Token is picked up for the first time during Turn 1 a random creature will be encountered on die roll of 16 or above (16 + 1 = 17). On Turn 2, a die roll of 15 or above will trigger a random encounter. On Turn 3, a die roll of 14 or above will trigger a random encounter and so forth. Not So Random Encounters: (optional) If the players mutually agree to use the Random Encounter rules, then the level of each encounter is not determined randomly. Instead, the level of the encounter is determined by the level of the Wizard whose warband triggered the encounter. If a warband’s Wizard does not participate in the scenario due to an injury from Survival Table, then that warband’s level of encounter is it’s Wizard’s level divided by two (rounding up). Level 1-5 Wizards: Level 1 Encounter Level 5-15 Wizards: Level 2 Encounter Level 16+ Wizards: Level 3 Encounter Use the standard rules for the placement of creatures (i.e. the center of table edge), but instead of determining the table edge randomly, use the following chart. 1 – The warband that triggered the encounter must place the creature in contact with the Treasure Token that triggered the encounter. 2-10 –The triggering warband's starting table edge 11-13 – The table edge to the right of the triggering warband's starting table edge 14-16 – The table edge opposite of the triggering warband's starting table edge 17-19 – The table edge to the left of the triggering warband's starting table edge 20 – The table edge is chosen by the warband that triggered the encounter Please note that when the Random Encounter creature is placed on the table any model (excluding uncontrolled creatures) that is within 1” of the placed creature is now 'in combat' with the newly placed creature.
  20. We made a small error during our Frostgrave games. During the Wizard and Apprentice activation phases a player can 'group activate' the spellcaster and 3 models or activate the spellcaster and 3 models in the normal manner. From the FAQ:
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