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IceVault: Campaigns by Manrann

Playing a Campaign: Permanent Injury: Whenever a spellcaster Spending Experience: After each game,
takes a permanent injury, roll on the table each player must total up the experience
While playing a single game of IceVault may below to see which injury it gets. Each injury earned by their Wizard during the game.
be fun, a campaign lets you play a series of can be received twice, with cumulative This experience may be spent to purchase
connected games with the same Wizard and effects. Any further rolls of that injury must levels, with the cost for each level given
Warband. This provides the opportunity to be rerolled below. (Each Wizard starts at level 1)
level up your wizard, grow your warband,
Level Experience cost
and use the cool treasure and magic you Roll Result
(2d6) 1-5 100
find in a game. 6-10 150
2-3 Injured Leg: The Spellcaster
gets -1” penalty to its move 11-15 200
Injury and Death: 15-20 300
4-6 Injured arm: The Spellcaster
Causalities: When a unit is Knocked out gets a -1 penalty to its fight 21-25 400
rolls 26- 100 400 + 2 x Level
during a game, it counts as a causality. For
every causality, depending on what type of 7-8 Never Fully Recovered: The
spellcaster starts the game Gaining a Level: Whenever a Wizard gains a
unit it is, roll on the corresponding table
at -1 health
below to see what its status is. level, they may choose one:
9-10 Injured Jaw: The Spellcaster
Regular Unit: For every soldier/ companion gets -1 penalty to • Improve a Stat
spellcasting rolls • Learn a spell
that is a causality, roll to see what happens
11-12 Blind eye: The Spellcaster
to it.
gets -1 penalty to its shoot Improve a Stat: When improving a stat, a
Roll (2d6) Result rolls. If this injury is received Wizard may:
2-3 Dead: Remove the unit twice, the spellcaster is
from the warband. All blind, must be retired, and is • Increase Health by +1, upto
items it holds are lost. considered ‘dead’ for game
4-5 Badly Injured: The unit is maximum of 15 Health
purposes.
injured, and may either • Get +1 to either Fight or Shoot
Participate in the next rolls upto a maximum of Fight/
game at -3 health, or sit Experience and Levelling: Shoot +3. If the wizard already has
out the next game. +1 fight and +1 shoot, they may
6-12 Recovered: The Unit Over the course of a campaign, a Wizard will
spend an improvement to get rid
recovers and may be gain experience from its battles, which it
used in the next game of those bonuses and gain Quality
can use to level up to improve its stats.
without any penalties. +1 instead, upto a maximum of
Earning Experience: A Wizard can earn Quality +5
experience for doing certain deeds during a
game. The amount of experience earned is Learning a Spell: A wizard may choose to
Spellcaster Unit: For every Wizard/
given in the table below. learn a new spell for which he has a
Apprentice that is a causality, roll to see
grimoire. They may add that spell to the list
what happens to it. Experience Deed of spells they can cast. (This means their
Roll Result +10 For each spell successfully apprentice may also cast the spell). The
(2d6) cast(Either by the Wizard
spell is still affected by casting modifiers for
2 Dead: Remove the or the Apprentice) during a
game. its school.
Spellcaster from the
warband. All items it holds +20 For each enemy soldier
are lost. personally taken out by the Treasure:
3 Permanent injury: The Wizard during a game
+25 For each enemy apprentice In single games of IceVault, Treasure tokens
spellcaster suffers an injury
personally taken out by the are used to determine the Winner of a
that never fully goes away.
Roll on the Permanent Injury Wizard during a game. game. However, in a campaign, Treasure
table to see what the injury +40 For each enemy Wizard tokens have a much larger part.
is. personally taken out by a
4-5 Badly Injured: The Wizard during a game Counting Treasure: After each game in a
Spellcaster is injured, and +15 For each treasure campaign, a player may roll once on the
may either sit out the next successfully secured by a treasure table below for each token they
game, or pay 100g for Wizard or any member of
have secured at the end of the game.
medical treatment, in which his warband during a
case it may take part in the game.
next game with no penalties. Other ways to earn experience may be
6-12 Recovered: The Unit specified in a scenario.
recovers and may be used in
Soldiers and Apprentices do not earn
the next game without any
penalties. experience or advance levels.

1
Roll (2d6) Treasure
A spell scroll may be used by a spellcaster to Roll Magic Item Buy
2 2d6 x 10g (2d6) Pric
3 2d6 x 20g cast a spell, even a spell that they do not
2 Staff of Power(3): The 350
4 30g, Potions(3) know. When a scroll is used, the spell on the
bearer may spend any g
5 30g, Scrolls(3) scroll is immediately cast. With no die roll
of number of charges to
6 30g, Magic Weapon/Armor needed. After a scroll has been used, it empower a spell as if
7 40g, Magic Weapon/Armor should be removed. A scroll may only be they had spent 1 point of
8 30g, Magic Item HP per charge spent. It
used by spellcasters and takes up an item
9 40g, Magic Item regains all spent charges
slot.
10 40g, Grimoire at the end of the game.
11 70g, Grimoire Grimoire: A grimoire is like a spell scroll, in 3 Ring of Power(1): The 200
12 100g, Grimoire bearer may spend any g
that it stores spells, but it may only be used
by a wizard to learn new spells. For each of number of charges to
Gold: Add that many Gold to the total gold Grimoire found, roll once on the table empower a spell as if
they had spent 1 point of
of the warband. This Gold may be spent below to see what spell it contains
HP per charge spent. It
before the game, as detailed below in the First Roll (2d6) regains all spent charges
Spending treasure Section. Second 2-7 8 - 12 at the end of the game.
Roll 4 Orb of Power(8): The 350
Potion: The number in brackets specifies
2 Firebolt Lightning bearer may spend any of g
the number of potions found. For each 3 Invigorate Valor number of charges to
potion found, roll once on the potion table 4 Illusion Shadows empower a spell as if
below: 5 Spellsick Curse they had spent 1 point of
Roll Potion Buy 6 Ray of Frost Stoneblade HP per charge spent. It
(2d6) price 7 Spellshield Rage never regains charges.
2-5 Potion of Health: The 50 8 Psyshock Magic Wind 5 Mage’s Staff: When this 600
unit regains upto 3 9 Drain Null item is found, roll once g
lost Health 10 Heal Teleport on the grimoire table to
6-7 Potion of Strength: 60 11-12 Leech Earthshatter determine a spell. The
The unit gains +1 to bearer of the staff gets
Fight rolls for the rest +1 to cast rolls for that
of the game. Magic weapons/Armor: For every magic spell
8-9 Potion of Toughness: 70 weapon/ armour found, roll once on the 6 Swift Boots: the bearer 300
The unit gains +1 Def table below. gains +1” to its move g
for the rest of the Roll Scroll Buy 7 Jumper’s ring: The 200
game. (2d6) Price bearer will never suffer g
10-11 Elixir of Speed: The 60 2 Hand weapon: +1 300g damage from falls/
unit gains +1” to its fight jumps, no matter how
move for the rest of 3 Hand weapon: +1 300g far he falls.
the game. damage 8 Flash Ring: Once per 300
12 Elixir of Life: The unit 500 4 Staff: +1 fight 300g game, the bearer may g
may bring a unit that 5 Two handed Weapon: 400g use an action to teleport
died this game from +1 damage upto 8” anywhere within
its warband back to 6 Dagger: +1 fight 200g line of sight, but not off
life. May only be used 7 Bow: +1 shoot 300g the board.
outside of a game. 8 Crossbow: +1 damage 300g 9 Bulk Gloves: The bearer 300
Potions may be used by any unit. When a 9 Leather Armor: +1 500g deals +1 damage on g
potion is consumed, it is removed and the Def successful melee attacks.
unit gains its corresponding effect. 10 Ring of shielding: +1 400g 10 Fate Stone: Once per 350
Def game, the bearer may g
Scrolls: The number in brackets specifies 11 Cloak of shielding: +1 400g reroll one dice, and pick
armour which of the rolls to use.
how many scrolls are found. For each scroll
12 Shield: +1 Def 400g 11 Horn of Health: The 250
found, roll once on the scroll table given
Each magic weapon/ armour may only be bearer may use an action g
below. to drink from the horn,
carried by a soldier with an item of that type
Roll (2d6) Scroll regaining 1 point of
and provide their bonus on top of any bonus
2 Firebolt Health. This action may
provided by the base weapon. Wizards be used any number of
3 Invigorate
4 Illusion cannot use magic Leather armour or Shields. times.
5 Spellsick A unit may only carry one magic Weapon/ 12 Horn of Ruin: Once per 400
6 Ray of Frost armour at a time. game, the bearer may g
7 Spellshield use an action to use the
8 Psyshock Magic Item: For every Magic item found, horn. Treat it as if the
9 Drain roll once on the table given below. unit had successfully cast
10 Heal the Earthquake spell.
11-12 Leech
Any unit may carry a magic item. The unit needed to determine the spell contained in
Resource Effect
carrying the item is refered to as the bearer purchased scrolls.
(price)
of the item. Kennel The player may include
All Potions, magic weapons, armour or
items may be purchased for the buy price (250g) one Mastiff in their
Spending Treasure: After the players have
warband over the
counted all the treasure they have received listed next to them in the above tables.
maximum warband size.
from a game; they may spend this treasure These items may be sold for half their buy Giant After each game, one
in the given ways. price. cauldron spellcaster in the
(250g) warband may attempt to
New Soldiers: Players may hire new soldiers Establishing a Base: Wizards may choose to
brew a potion. Roll 2d6
for their warbands by paying the price listed establish bases near the site of a campaign. and add the spellcaster’s
on the soldier’s stat block. There is no Establishing a base is completely free, and Quality to the roll. On an
restriction on the number of soldiers of any may only be done after one or more games 11+, the warband gains a
type, though a warband may not have more have been played. Each Wizard may only random potion.
have one base, and each base confers a Enchanters Before a game, a
than 9 soldiers.
Workshop spellcaster may choose
benefit for the warband.
Players may choose to remove soldiers from (400g) to enchant a weapon or
their warband. They may take back any Base Effect armour. Roll 2d6, adding
Inn The maximum number of the spellcasters Quality
magic item the soldier is carrying, but
soldiers (not including to the roll. On a 10+, the
otherwise receive no compensation. Players
wizard) in the warband is weapon gains +1 to fight
may also dismiss their apprentice in the rolls, or the Armor gains
increased to 10
same way. Temple After each game, one +1 Def. After the game,
spellcaster in the warband the same spellcaster may
New Apprentices: Hiring a new apprentice
may attempt to cast a spell try to make the
is a bit more complex, and experienced enchantment permanent
on an 11+. If it is
apprentices do not come cheap. successfully cast, the if the unit with the
spellcaster may either heal enchanted item did not
The price of hiring an apprentice = (Wizard
the effects of a permanent get knocked out during
level - 10) x 10 + 300g. the game. Roll 2d6,
injury on one unit in the
A warband may not have more than one warband or heal the badly adding the spellcasters
injured condition of one Quality to the roll. On a
apprentice. For a new apprentice to be
unit in the warband. 12+, the enchantment
hired, the existing one must be dead or becomes permanent
Library After each game, roll 2d6.
dismissed. On an 11, the warband Scriptorium After each game, one
finds a random scroll. On a (300g) spellcaster in the
New Wizards: If a wizard dies, what
12, the warband finds a warband may attempt to
happens next depends on its level. If the create a scroll. Roll 2d6
random grimoire.
wizard is level 10 or less, the player must Treasury After each game, one and add the spellcaster’s
dicard the current warband and make a new warband member may Quality to the roll. On an
Wizard and Warband from scratch. attempt to open a vault. 11+, the warband gains a
Roll 2d6. On a 3-11, gain random scroll.
If the wizard is over level 10, the player may twice that number g. on a Celestial Once per game, the
promote their Apprentice to Wizard status. 12, find a treasure. Telescope Wizard may add +1 to
The apprentice is made a wizard, is treated Determine treasure as if it (250g) any initiative roll
as one for the purposes of gameplay, and was a token found in a Carrier Soldiers hired for the
game. pigeons(5g) warband cost 1 g less.
keeps all of its current stats. The new
Brewery Soldiers hired by the Sarcophagus The Wizard does not
wizard’s level is 10 less than that of the old of Healing have to miss a game, or
warband cost 5g less than
wizard. (200g) pay for treatment, if it is
standard price. After each
game, the warband gains Badly Injured after a
The new wizard may hire an apprentice of
10g game.
its own. Summoning Before a game, a Wizard
Laboratory After each game, the
Buying Grimoires and Magic items: A Wizard gains 20 experience Circle may attempt to summon
(400g) a demon to aid it in
wizard may buy a grimoire containing any
battle. Roll 2d6 and add
spell for 500g. The player may choose which Base Resources: Bases may be upgraded the spellcaster’s Quality
spell is contained inside the grimoire they with various resources in between games. to the roll. On a 12+, add
are purchasing. A wizard may sell a grimoire After each game, a wizard may choose to a demon unit (Qua: +0(+2
for a spell it already knows for 250g. A purchase a resource for its buy price. The to fight), Def: 7, HP: 8,
wizard may not sell a grimoire for a spell it hand weapon). Treat it as
Wizard’s base gains the corresponding
does not know. a regular unit in the
benefit. warband. Remove it from
Individual scrolls may be purchased for No base resource may be purchased more the warband after the
400g, and sold for 100g. No random roll is game.
than once.

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