Frosthaven: Lost Arcade (Promo Scenario)
Frosthaven: Lost Arcade (Promo Scenario) Rulebook
Table of Contents
Table of Contents
Scenario Goals
The scenario is complete when all enemies are dead. At the end of that round, read the conclusion on page 2.
When door 1 is opened, read section 1 on page 2.
Introduction
Rumors. That's all you have, but they're compelling enough. Somebody took some data about a special facility off an inoperative Unfettered, and then they told a friend, who told a friend, who told a friend.
All you know is that there's a place where you can play games on digital video screens, and you have a vague idea on how to find it. That's good enough for you.
So you trudge through the snow, looking for the tell-tale signs of Unfettered structures, which have become familiar to you now, and soon enough, you find what you were looking for.
You drop down through a hatch into a metal-lined room full of disused machinery. And after fiddling with some power cables for a bit, the whole place springs to glorious life. Numerous consoles around the room flash brilliant, colorful lights, showing figures on their screens dancing about or fighting with each other. It is truly a wondrous sight.
Unfortunately, switching on the power also revived some less-friendly machinery. As the robots begin to advance menacingly, you grab a handful of copper tokens from the floor. Maybe there's some way to use these arcade machines to your advantage in this fight.
Special Rules
Separate the numbered tokens into two piles, 1-6 and 7-12, and shuffle them each face-down separately.
Any time, a character is adjacent to a control console or metal cabinet tile with no token on it, they may spend a top or bottom action (discarding a card for no effect) to draw a token from the respective pile and place it face-up on the tile and resolve the effect corresponding to the number on the token. Draw from the 1-6 pile for metal cabinet tiles and 7-12 for control console tiles.
The effects are as follows:
- 1-2, Beat 'Em Up: The character commands all enemies: Attack 2.
- 3-4, VS: The character is teleported to marker a on tile 2-B and any one monster of their choosing is teleported to marker b on tile 2-B. When either of the two are dead of exhausted, the other is teleported to a featureless hex adjacent to any of their allies. (The sheet prints "dead of exhausted"; this is read as "dead or exhausted".)
- 5-6, Light Gun: At the end of the character's next 6 actions, they perform: Attack 2, Range 5.
- 7-8, Pinball: The character adds Push 2 to their next 4 attacks. If an enemy pushed this way would be pushed into an obstacle or wall hex, they suffer 2 damage.
- 9-10, Dance, Dance: The character commands all enemies: Move 2.
- 11-12, Race Driver: The character adds +4 to all their moves and cannot enter any hex more than once per move ability. At the end of each move ability, the character and one adjacent enemy suffer X damage, where X is the number of unspent movement points.
Scenario Key
- Flaming Bladespinner
- Robotic Boltshooter
- Ruined Machine
- Damage Trap (5)
- Metal Cabinet (4)
- Control Console (4)
- Metal Door (1)
Section 1
You move into what appears to be the main room of the arcade. The spectacle of lights and sounds is unlike anything you've ever seen. You want to play all these games, but, unfortunately, you have to deal with more murderous machines first.
Conclusion
It is finally done. All the threats have been neutralized, and now it is just you and all this magnificence, alone together.
You spend a few hours sampling the various games, but eventually, it becomes apparent that they just don't offer the thrill you are used to. Why play a simulation of bashing in someone's skull when you could just do the real thing?
It was a pleasant distraction, but now you're ready to return to the real thrills.
Rewards
15 experience each.