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Welsh Weyr: Frostgrave House Rules

Wells of Frostgrave
There are many Wells scattered around the frozen city of Felstad. Once
they provided water for the people that lived here, now frozen up, they
are simply holes into the ground. You hear stories of people hiding
valuables in the well buckets before lowering them, hoping to collect
later, you never know what you may find if you take a look yourself.
Any model that is touching a/the well may spend an action to winch up
the bucket and see if there is anything left hidden inside. Unless stated
otherwise, the winch may only be used once per game per well.

If a model decides to use the winch on a/the well, roll a d20 on the table below to find out what happens.
1-3: As the bucket reaches the top, something moves inside, before the wincher can react, an Ice Toad leaps out of the
bucket and makes an immediate attack against the wincher. The Ice Toad will act like an uncontrolled creature for the
remainder of the game. (It does not fight in the creature’s phase on its first turn as its already performed its action. The
wincher does not gain benefit of any flanking allies on the Toads first attack as it was a surprise attack.)
4-6: As the heavy bucket reaches the top, a rotting hand reaches out and pulls the wincher down the well. The wincher
suffers a +0 attack from hitting the sides and floor of the well. This ends the winchers phase. The wincher is now locked in
combat at the bottom of the well with a zombie who will attack as normal in the creature phase. No other models may join
this combat. The wincher must kill the zombie, and use a movement action to climb to the top of the well. If the zombie is
pushed back, the zombie will grab the feet of the wincher as they try to escape and pull them back down into combat. If
after 3 rounds of combat the wincher is still in the well, 5 more zombies will have finally made their way to the combat and
will join in after been disturbed from their slumber.
7-8: The wincher rotates the winch and finds it very light, they look over down the well and can see the rope has frayed
away a few feet down, nothing can be gained from this well, the wincher may make a free half movement action
9-10: Ouch! The winch was booby trapped! The wincher must make a saving throw beating 13 with no modifies or suffer
the effects of poison dart. (The well is still useable but with any further roll, the wincher must make the same saving throw)
11-12: As the wincher turns the handle they hear the unforgettable sound of coins, glancing over the side the bucket it is
clearly full of gold. It appears someone hid their stash in the well, possibly hoping to collet it at a later date, finders keepers
I guess. (Place a special treasure token next to the wincher, the Item counts as a treasure token in terms of rules of
movement/carrying/combat and the warband must get it off the table to acquire it. After the game whichever warband
acquired the item gains 10 x d20 gold coins, this item does not gain the warband extra experience)
13-14: As the wincher rotates the winch, they hear the unmistakeable sound of a glass vial rolling around inside. (The
wincher gains a potion, roll randomly now to see what it is as it may be used this game. If the wincher is full on equipment
and cannot carry it, leave a marker on the ground next to the wincher, any other model may spend an action to pick it up.
The potion may not be picked up if there is a member from another warband or a creature within 1 inch of it. )
15-16: As the winch is turned, the handle snaps off, with a grunt of frustration it’s tossed aside… but as the sunlight
reflects off it, the eyes are drawn to its sheared edge, its picked back up… where the handle broke, it produced a jagged
razor-sharp edge, this thing looks quite lethal. (The wincher is now holding a Dagger of +2 Damage. If their items list is full,
its left on the ground, place a marker to show its position, another model may pick it up at the cost of an action and
providing there is not another unfriendly model within 1 inch of it.)
17-18: As the Well bucket rises you see something glistening inside, the wincher automatically grabs the item for
examination later, place a special treasure token on the wincher different from other tokens. (The Item counts as a
treasure token in terms of rules of movement/carrying/combat and must get it off the table to acquire it. After the game
whichever warband acquired the item may make a roll on the Magic Item table, this item does not gain the warband extra
gold or experience)
19-20: It’s a heavy bucket! Glancing down the wincher sees something shiny in the bucket, eyes wide with greed, they
believe they can get it with a bit more effort! If the wincher spends his next turns action again on the well, he will gain a
new Treasure Token and be considered holding it. During the turn were the wincher gains the token, a random creature
will appear climbing out of the well in the creature phase, in the following creature phase the creature will hunt down
whichever character is holding the treasure and will double move until it is in combat with them. This token is a new
treasure token and follows all the rules of treasure including experience gained.

Wells of Frostgrave 28th August 2019

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