frontear-logo-304x90-brown "The Ritual of Wynter"

A Frontear Scenario by Craig Andrews


A young Logann must perform the steps of the ritual of wynter in order to craft his own prayer stick.


Fully Compatible with Alternative Armies'

Frontear? What's That Then?

In 2008, after the success of Flintloque Reloaded, Alternative Armies released a follow up using Reloaded's updated "2nd Edition" ruleset which told the history of the Amerkan continent in the West of Valon far from the Mordredian Wars in Urop. The background was tremendously detailed telling of it's original beginnings all the way through to the 4th Age (when the Mordredian Wars are set) and even saw the dawn of the 5th Age as new types weaponry were discovered. It also introduced a host of new races including insectoids, avians and ursidaens. A number of miniatures were released focusing on a couple of periods detailed in the rulebook (which can still be ordered from Alternative Armies). Orcs in the Webbe threw itself into supporting the game throughout 2008 and beyond a number of articles and adventures were published. Sadly the scope of the book was a little too broad and many people wanted full ranges of miniatures for all of the new races to be released. As with any new ruleset releases this was not really viable at the time. With only a small range of miniatures released, interest in Frontear waned and is now effectively out of production.

However, never one to let the unavailability of a game affect its releases (after all, that's how it all started back in 2004) Orcs in the Webbe shall continue to support Frontear in the hope that one day it will be re-released updated to 3rd Edition (perhaps in smaller, easily digestible sections with conversion notes on how to go about creating the fantasical characters and races found within...) 



The chief finished his story and gazed into the flames of the fire in the centre of the tent. The young Logann sat at the Chief's feet, eyes wide at the tale he had heard. The story had filled him with awe and wonder. Soon it would be the Wynter Solstice and having come of age this year, he could go forth and craft his own prayer stick. Hopefully the denizens of the forest would not be much trouble, he had proven himself as a warrior many times but even the most experienced of Logann were not guaranteed to return from the ritual.

Scenario Objectives

The Logann

Scenario Forces

I recommend you create your own Logann to undergo the Wynter Solstice ritual using the rules in the Frontear rulebook, alternatively you can choose one of the characters below. If you find the scenario too easy you could try it again with a less experienced character.

Voice Like Thunder [Veteran Logann] 52 Points
Warbow, Tomahawke
Skill: Elven Movement
Skill: Elvish Speed
Skill: Streete Fighting Orc
One of the more experienced Logann, Voice Like Thunder has seen the tribe undergo many changes. He believes peace can be made with the greenskins.

Three Fingers [Experienced Logann] 42 Points
Warbow, Tomahawke
Skill: Elven Movement
Skill: Elvish Speed
Having suffered at the hands of the first settlers who arrived Three Fingers is wary of the strange peoples who arrive by the great water.
Pawnee Killer [Experienced Logann] 42 Points

Warbow, Tomahawke
Skill: Elven Movement
Skill: Elvish Speed
A brave warrior, Pawnee Killer is the son of the chief of the tribe.

Touch the Sky [Average Logann] 32 Points
Warbow, Tomahawke
Magical Ability: Cloud Striker (Potent)
Skill: Healing Own Wound
One of the Logann's many shaman, Touch the Sky now struggles to maintain his powers now his link to the spirits has gone.

Yellow Thunder [Average Logann] 33 Points
Tomahawke, Logann Poison Smoker
Skill: Joccian Melee
Newly raised from a cub to warrior, Yellow Thunder has excelled and learnt much in a very short time. More of his type will be needed if the shaman's predictions of the settlers future actions are to be believed.

Set Up and Scenario Length

There is no map provided for this scenario but it's quite a simple setup. Set your table up with a river isolating one of the corners with a small Logann camp on that corner. On the other side of the river place ten majestic cedar trees across the remaining 3/4 of the table. The spaces between the trees should be scattered with bushes and smaller trees. Give each cedar tree a number from 1 to 10. Roll 1D10 to determine which cedar tree is the biggest in the area (and place a marker to show it).

The forest is inhabited with all manner or fearsome creatures, for each player roll 1D10 and add the totals together, there are that many denizens of the forest in play. Roll on the following table to see what the forest contains.

1-2 - Wild Boar
3-6 - 2 x Giant Spiders
7-8 - Bear
9 - Chimera/Manticore (50/50 Chance)
10 - Jabberwocky/Hippogriff (50/50 Chance)

You can substitute any creatures rolled with one you have miniatures for in your collection. Simply choose an action table from Wilde Things that you think suits that creature.

You should also place one Dodo for each Logann player too.

Randomly place each creature throughout the forest. I used small 5mm dice dropped from above the table and placed one creature where each of the dice fell, any which went off table were dropped again. Use a D4 to determine which direction they face (1 = North, 2 = East, 3 = South, 4 = West).

The Logann can start anywhere on the camp side of the river.

The scenario lasts until one of the Logann completes the ritual or after 15 turns when night falls and the Logann must retreat to the safety of their camp.

Victory Conditions

The Wynter Solstice ritual has several parts, most can be completed in any order but 1a must be completed before 1b and 4 must be completed last.

1a) The Logann must approach the biggest majestic cedar tree and spend one turn in base-to-base contact with it, during which they offer tobacco to the Spirit of the Tree asking permission to take some of its relative. After this the Logann rolls 1D10 to determine which tree they feel a spiritual connection with (it could be the same tree).

1b) The Logann must then approach the tree they feel a connection with and spend one turn in base-to-base contact with it during which they remove some bark and fashion it into a prayer stick.

2) The Logann must obtain some feathers from a wild Dodo to add to thier prayer stick. A succesfull round of melee combat is enough to get the feathers, they do not have to kill the dodo.

3) The Logann must get some fur or bone from a denizen of the forest by killing it in combat (this must be something other than a dodo).

4) Last of all they must get back to camp safely where they apply the feathers and fur/bone to thier prayer stick and bury it.

Once a Logann has completed the ritual they are victorious. In a multi player game the Logann who returns to camp first is heralded as a hero and wins the scenario.

Special Rules

Spotting: All denizens of the forest start the game inactive. Every time a character moves anywhere within the front 90 degree arc of of a creature roll on the following table. If the roll is under the percentage shown below the creature becomes active. (I made a 90 degree template so I could easily see where the creatures could see, I also ruled that only the cedar tree's were big enough to block the creatures line of sight).

Stationary Standing Target 25%
Target in Woods -25%
Crawling/Prone Target 10%
Target in Scrub/Light Cover -10%
Walking Target 50%
Running Target 75%

Once a character has reached a position where he is eligible to roll on a successful sneak and declared that attack (see Stalking rules below) no further rolls are made for that creature, but any other creatures continue to roll during the turn of the attack to see if they notice the struggle (if they are in line of sight).

Denizens of the Forest: For moving the denizens of the forest I used Matthew Hartley's excellent Wilde Things rules, all of them are there with the exception of the Spiders, rules for which can be found below.

Stalking: On any turn any character which is within a single move of their intended target, and has enough movement distance remaining to close to contact they may roll on the table below. They have a base 50% chance of successfully moving up behind the target (into base to base contact) from cover, modified as follows:

Legend +30%
Veteran +20%
Experienced +10%
Average 0%
Moved less than 8cm 0%
Moved 8 to 16cm -10%
Moved 16cm plus -20%

Should the stalking roll be successful, you should immediately resolve a Hand-to-Hand combat, treating the stalked creature as being Attacked in the Rear and giving the attacker an extra +4 modifier as well.

Spiders: Spiders, once activated, are not controlled by the players but by an action table, which determines the actions of the spider depending on the circumstances it faces. Each turn, immediately before the movement phase, one D6 roll is made on the relevant action table for each creature. The table columns are read from left to right. The result of the roll in the first relevant column applies. The column headings refer to both current events, or, in the case of the wounded column and shot at and fired at columns, events which happened on the previous turn. In all cases however, it is the first relevant column which is rolled on . For example, a spider with a enemy within charge range, which was fired at last turn would roll on the "shot at" column for this turns action, as this is the first relevant column. Similarly, a spider which was wounded last turn, but is currently in melee combat will roll on the first column ,"melee", for this turns action.

Any actions which are required by the table results occur in the relevant movement, firing, and melee phases as normal.

Any figure who is charged by a spider, must make a morale check as if charged by cavalry, but with a -2 modifier on the die roll.

Roll In Melee Wounded Last Turn Shot at Last Turn Firing / Fire within Run Speed Distance Enemy within Charge Speed Distance Enemy Beyond Charge Speed Distance
1 Flee Flee Flee Flee Retreat Retreat
2 Retreat Retreat Retreat Retreat Halt Halt
3 Retreat Prowl Halt Retreat Halt Halt
4 Attack Attack Halt Halt Prowl Prowl
5 Attack Attack Attack Halt Prowl Prowl
6 Attack Charge Charge Prowl Charge Prowl

Attack: Move at run speed towards nearest opponent and engage in melee.
Charge: Move at charge speed towards nearest opponent and engage in melee.
Halt: Make no movement, defend itself if in melee.
Flee: Move at half Charge speed away from opponents. If this is impossible then treat this result as an attack result.
Retreat: Move at 75% run speed away from nearest opponents. If this is impossible then treat the result as an attack result.
Prowl: Move in a randomly determined direction (roll d12 and use a clock face) at Prowl speed, fight if in melee.

Magical Ability: A character with a magical ability uses the rules as described in appendix two on pages 103-104 of the Frontear rulebook.

Skills: A character with a skill uses the rules as described in appendix one on pages 101-102 of the Frontear rulebook.

Scenario Notes

The rules for the spider's movement are adapted from Matthew Hartley's Wilde Things rules. The stalking rules are taken from a scenario written by Steve Blease and Mac Coxhead in the Dresda rulebook.

The inspiration for this scenario came from this website -

You can find out much more about Native Americans and their practices through any internet search engine.


Webmaster's Notes

"The Ritual of Wynter" was written exclusively for Orcs in the Webbe and was published on the 21st December 2008 as part the 2008 Advent Calendar.

It was absent for several years due to a prior regeneration of the website not transferring everything over correctly, the wrong has now been righted and it returned on the 14th November 2014 as part of Orcs in the Webbe's ongoing Flintloque Archive Project.