Spellcaster #3 PDF
Spellcaster #3 PDF
Issue 3 RANGIFER
ULTERIOR MOTIVES IN THE GHOST ARCHIPELAGO
ISSUE 3 • MAY 2018
Editorial 2
Rangifer 4
Eternal Rest 18
The Auction 39
Editorial
It likely comes as no surprise to Frostgrave fans that I have a deep and
abiding fascination with the creative process, the act of turning nothing,
or nearly nothing, into ‘something’. Creativity, I believe, is part skill, part
magic. The more you practice creativity, the better you become at wielding
it, and while you can temporarily exhaust your supply of creativity in one
area, you can never truly use it up. It is like the Ouroboros, the dragon
consuming its own tail. Creativity feeds itself.
A couple of months ago, I had a chance to read the manuscript for
Matthew Ward’s new Frostgrave novel, Oathgold. It’s a darker tale than his
first, but still thoroughly enjoyable. In the course of that novel, the main
characters have an important encounter with the rangifer, the ‘reindeer-
men’ who first appeared in Thaw of the Lich Lord.
In truth, I only vaguely remember inventing the rangifer. They first sprang
into existence while I was working on the artist notes for that book. I was
searching for another monster to add a bit of colour to the book. Later, when I
came to include them in a scenario, I realized that rangifer weren’t ‘monsters’
in the same sense as most of the Frostgrave bestiary. Instead, they were natural
inhabitants of the areas around the Frozen City. Like people, they are not
inherently good or evil, but capable of acts in either direction. Their most
defining feature, their hatred of the undead, grew out of the needs of the
scenario. After finishing that scenario, I didn’t give the rangifer much thought.
When I met the rangifer again in Oathgold, it set my creativity alight. I
wanted to know more about these strange creatures; furthermore, I wanted
to be able to play them on the tabletop. Not as adversaries, or even as
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Editorial
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Rangifer
Rangifer Society
Not everyone who journeys to the Frozen City comes looking for treasure
or ancient magic. Some come specifically to meet the strange denizens
that live in the ice and snow, to study their ways, learn their languages
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Rangifer
Hate Undead
When making Fight Rolls against undead creatures, rangifer gain +1 Fight,
and all of their attacks count as magic. Rangifer only gain this bonus if
they are armed with only their antlers or with weapons of flint or wood.
Antlers
Rangifer never count as unarmed as they can use their antlers in battle. If
antlers are their only weapon, however, they suffer -1 Fight.
Flint Weapons
The Rangifer are capable of crafting flint weapons that are just as deadly as
the metal-forged weapons employed by humans. These weapons are brittle,
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Rangifer Shamans
Rangifer shamans are not ‘wizards’ in the conventional sense. They have no
interest in reading human books or learning human magic. Instead, they
develop their spells through deep mediation and communion with nature.
While shamans use all of the same rules for magic as wizards do, they can
only learn spells from the Rangifer Spell List below.
To build a rangifer shaman, use the Starting Rangifer Shaman stat-line.
Shamans can convert every 100 experience points into a level, in the
same manner as wizards. For each level, they can choose to improve a stat,
improve a known spell, or learn a new spell. To increase a stat, simply add
+1 to the chosen stat, up to the maximum shown in brackets: Fight (+5),
Shoot (+5), Will (+8), Health (18). To improve a known spell, select a
spell and decrease its casting number by 1 to a minimum of 5. To learn a
new spell, simply select a new spell from the Rangifer Spell List. Rangifer
shamans do not need to possess a grimoire to learn a new spell.
Briar
Rangifer / 8 / Line of Sight
A thick vine, covered in thorns, bursts from the ground and wraps itself
around the target. Each time the target is activated, it must make a Fight
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Command Soul
Rangifer / 12 / Line of Sight
This spell may be cast on any animal, rangifer, or soldier. The target must
make a Will Roll to resist. If it fails, the shaman may immediately cause
it to take one action. If the target is not currently in combat, this must be
a move action. This can be any legal move, provided it does not cause the
target to automatically take damage (such as from falling). If the creature
is in combat, the shaman can make it attack any figure with which it is in
combat, or may cause it to use a movement action to move out of combat
if it is only in combat with the shaman’s allies.
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Rangifer
Mend
Rangifer / 10 / Line of Sight
This spell can only target a rangifer or animal and has a maximum range of
8". If this spell is successfully cast, divide the Casting Roll by 3 and round
up. The target of the spell regains that many points of lost Health.
Nature’s Cloak
Rangifer / 10 / Touch
The target of this spell blends in with its surroundings and is very difficult to
target at any distance. All shooting attacks against the target suffer -2 Shoot.
Pyre
Rangifer / 12 / Area Effect
Every undead figure on the table must make a Will Roll or suffer 3
points of damage. Additionally, any attempts to cast any spell that would
summon or create an undead creature (such as Create Zombie) suffers -4
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Spellcaster: The Frostgrave Magazine Issue 3
to the Casting Roll for the rest of the game. If this spell is cast within 6"
of a fresh corpse, this corpse can never be animated. The shaman takes 1
point of damage every time this spell is successfully cast.
Shattering Blow
Rangifer / 10 / Line of Sight
This spell can target one non-magic weapon within 10". The next time
the target weapon causes damage, it does +5 damage but is destroyed. It is
replaced for free after the game.
Sunder
Rangifer / 8 / Line of Sight
This spell can only target undead creatures. The target of this spell must
make a Will Roll. If it fails, it suffers damage equal to twice the amount by
which it failed the roll. This spell has no effect on undead spellcasters or
undead that are immune to non-magic weapons.
Rangifer Soldiers
Presented here are the most common rangifer soldier types. A wizard that
possess a Book of the Rangifer (Thaw of the Lich Lord, p.47), may hire any
of the soldiers listed below (except a boar) as his one rangifer. In that case,
however, he must pay the cost listed below +80gc. If a wizard hires a War
Leader, this rangifer takes the place
of the wizard’s captain.
Gold
Rangifers have no currency Boar
and place no particular value
Rangifers do not raise livestock, nor
on ‘precious metals’. The use
of gold crowns in these rules
do they keep pets; however, some
is for the sake of ease and tribes do keep a small number of
compatibility with the rest boar. They use these animals to
of the system. In the case of search for edible roots and tubers
rangifer, it actually represents growing beneath the icy tundra.
a combination of influence,
Because of the tough, vicious nature
standing, and valuable items
of a practical or artistic nature.
of these creatures, they are sometimes
employed in battle as well.
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Rangifer
Rangifer Ambusher
These rangifer are practiced at setting traps, as well as identifying those set
by the enemy.
They have all of the special abilities of the trap expert in Into the Breeding
Pits (p.34).
Rangifer Charger
Many of the largest rangifer learn to fight exclusively with their antlers,
sharpening them to razor points, and focusing on dispatching their
enemies in a single rush. Such chargers do not suffer a Fight penalty when
armed only with their antlers.
Rangifer Herdsman
The herdsmen include most adult male rangifer. They are practiced
hunters and fighters who will fight with the tribe in time of need, but
who generally perform other duties for the tribe. It costs 20gc to hire a
herdsman.
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Rangifer Hewer
When hunting large prey, it is the hewers who have the dangerous task of
rushing in to finish off a wounded creature. Armed with large flint axes or
swords, they are a terrifying sight to behold.
Rangifer Hurler
The best hunters within a rangifer tribe are known as hurlers, and are
responsible for casting the first spears at any prey, either bringing it down
or softening it up for the hewers to finish off.
Hurlers carry one short flint-headed spear. They can use this spear once
per game to make a single shooting attack with a maximum range of 12".
Rangifer Packdeer
Although they are competent fighters, packdeer serve the tribe by carrying
heavy loads whenever the tribe is on the move.
They have all of the special abilities of the pack mule in Thaw of the Lich
Lord (p.37).
Rangifer War-Leader
The war-leader is generally the most accomplished warrior in a tribe,
although some tribes may elect an individual based on the needs of the
battle to be fought – for example, a mission demanding stealth might
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Rangifer
see the tribe’s preeminent hunter named as war-leader. In any case, any
rangifer named as war-leader will be a dangerous, experienced fighter.
To hire a war-leader, use all of the rules for Captains found in The
Frostgrave Folio (p.18), with the following changes. The stats presented here
are the war-leader’s ‘base stats’. For its equipment, a war-leader receives a
free flint hand weapon and may additionally purchase a flint dagger, a flint
two-handed weapon, and a single flint throwing spear for 5gc each. A war-
leader may never carry a shield or wear armour. A war-leader may never
increase its Move above 7. It costs 100gc to hire a war-leader.
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Rangifer Treasure
Rangifers do not value the same objects as humans, especially human
wizards. Thus, they have a very different concept of ‘treasure’. If a Shaman’s
warband recovers treasure tokens, they should roll on the Rangifer Treasure
Table below, instead of the treasure table in the main rulebook. Rules for
new treasures are listed below. If the rules for a specific treasure are not
listed, refer to the main rulebook.
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Rangifer
Iron Cauldron
This is an iron cauldron - simple, but hard for the rangifer to obtain. A
shaman with an iron cauldron in his vault receives +1 to his Casting Roll
when casting Fire Spice.
Life Ward
Any rangifer that wears this carved stone charm is immune to the effects of
the Strike Dead spell.
Potion
Roll once on the Dark Alchemy Potion Table (The Frostgrave Folio, p.44) if
it is available, or the Potion Table in the main rulebook if it is not.
Talisman of Will
Treat as a Ring of Will from the main rulebook.
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Eternal Rest
A Solo Frostgrave Campaign for Rangifer
trail leads to the outskirts of the dead city. A broken cave-mountain stands
before you, its entrance dark. The scent of corpse dust and candle wax is
strong within. This is where your herdsmen have been taken. This is where
the blood-drinker will end…
Set-Up
This scenario is played on a 2x2' table. Place one doorway in the centre
of one table edge, to serve as the starting point for your hide. Place
another doorway in the centre of the table edge to the right of your
starting point. This is the exit door. Take seven small markers and place
them so that they form a line across the table, 4" away from, and parallel
to, the table edge containing the exit. The seven markers should be
equally spaced, and thus divide the line into eight ‘sections’ – a section
being the part of the line between two markers or a marker and a table
edge. Place four treasure tokens on the table. Each treasure token should
be 3" from one of the table corners, on a line running to the centre of
the table. Place the Keeper of the Keys (see below) in the far left corner
from your starting point. Place a zombie (Frostgrave, p.112) in each of
the other three corners.
The rest of the table should be sparsely covered in rubble, rocks, and
broken furniture.
Finally, place your shaman and his hide within 3" of your starting point.
Special Rules
The Keeper of the Keys holds the key to the exit door. If the Keeper of the
Keys is killed, leave the figure on the table to mark his fall. At this point,
any figure in contact with the Keeper of the Keys may spend an action to
recover the key for the exit door. This key does not count as an item or
treasure token, and the figure carrying it suffers no penalties. The key may
be moved from figure to figure, with either the figure currently holding the
key, or the figure wishing to take the key, spending an action to make the
transfer. If a figure holding the key moves into contact with the exit, the
scenario ends immediately. The player secures any treasure that his figures
are currently holding, all other treasure is lost. The player should proceed
to Scenario Two.
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The creatures in this scenario follow the standard rules for uncontrolled
creatures, with the following exceptions:
• The Keeper of the Keys will only move in order to force combat.
• All other uncontrolled creatures will always move directly towards a
rangifer that is holding the key, if they are free to do so. If no rangifer
is holding the key, they will move toward the closest rangifer figure,
regardless of distance or line of sight.
At the end of each turn, two things happen. First a new undead creature
appears on the table. Randomly determine a table corner, and then roll on
the Keeper of the Keys Encounter Table below.
After this, randomly determine one of the sections created by the markers.
A wall of fire suddenly flares up in this section and should be marked on the
table. The section of the wall of fire includes both of the markers that define
it. This wall of flame remains until the end of the game. A new section of the
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Rangifer
line should burst into flame each turn, If the Shaman player
so reroll any random results of a section wishes, they may attempt
that already contains a wall of fire. In one casting of Mend (if
this way, by the end of turn 8, the entire they have it) as an Out of
line will be one continuous wall of fire. Game spell directly after
playing Keeper of the Keys.
Undead creatures may move through
However, if the player takes
the wall of fire as though it were not this option, add an additional
there. Any rangifer wishing to move skeleton standing in front
through the wall of fire must make a Will of Xantes in the set-up for
Roll with a Target Number of 14. If they Cauldron of Blood.
fail, their activation ends immediately.
If they succeed, they may move as normal, but will take damage – roll a
die and halve the result, rounding up, to see how much damage is suffered
(between 1 and 10 points). Use this same method of calculating damage if a
rangifer is ever caught in the middle of a wall of fire when it flares up.
Campaign Notes
It is important to make note of the current Health of all rangifer at the
end of this scenario. Each figure will begin Scenario Two with either this
Health, or half of their normal starting Health (rounded up), whichever is
higher. Any figure that was reduced to 0 Health during the scenario, but
survives and is able to participate in Scenario Two, starts with half of their
normal starting Health (rounded down).
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Set-Up
This scenario is played on a 2x2’ table. A doorway should be placed in the
middle of one table edge. This doorway serves as the rangifer entry point.
A pool of dark liquid, approximately 6" in diameter, should sit in the exact
centre of the table. The vampire,
If players wish, Cauldron of Blood Xantes, stands midway between
can be played as a two-player the pool and the wall opposite
scenario, with one of the players the rangifer entry point. One
taking on the role of Xantes. In wraith knight (see Thaw of the
this case, players should roll for Lich Lord, p.58; if this book
initiative each turn. The Shaman
is unavailable use standard
and Xantes will act in the Wizard
Phase and may activate up to 3
Wraiths – Frostgrave, p.112 –
other figures within 3”. All of the instead) stands halfway between
other figures will activate in the the pool and the table edges to
soldier phase. the left and right of the rangifer
In this game, Xantes is free entry point. Place one treasure
to move about and cast spells. token on the left and right edges
However, if he uses more than one
of the pool, in line with the
action a turn (which can be any
action), the cauldron of blood will wraith knights.
not make its attack at the end of The rest of the table should
the turn. The attack bonus for the be sparsely covered in rubble
cauldron of blood will never go and broken furniture.
above +2 in the two-player version.
Playing the scenario this way will
Special Rules
make it more challenging for the
rangifer player.
It is important to keep track of
the turns in this scenario. At
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Rangifer
• +5 experience points for each full turn that the shaman is on the table.
• +20 experience points for each wraith knight killed by the shaman or
his hide.
• +30 experience points if Xantes is killed by the shaman or his hide.
• +50 experience points if Xantes’ body is thrown into the pool.
• +X experience points, where X is equal to the total experience reward
for the undead creatures killed during the scenario, as listed on the
Keeper of the Keys Encounter Table, to a maximum of +100.
New Monsters
The Keeper of the Keys
The Keeper of the Keys is an undead troll created by Xantes to serve as the
guardian of his lair.
Xantes
One of the lesser vampires that haunts the Frozen City, Xantes is
nevertheless a dangerous foe. Having spent the time since the thaw
creating a small army of undead, Xantes is now experimenting with several
new forms of blood magic and has found rangifer blood to be particularly
potent. Xantes knows several spells, but he is too busy commanding the
pool of blood to use any of them in this campaign.
Xantes
M F S A W H Notes
7 +4 +0 12 +4 14 Undead, Immune to Normal Weapons,
Spellcaster
Spells: Bone Dart (7), Control Undead (6), Stealth Health (8), Raise Zombie (5)
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Friends in Low Places
Underworld Favours in Frostgrave
By Philip Smith
resources offered by one of the gangs can tip the balance from failure to
success, not to mention from brutal, ignominious death to survival!
One Underworld Favour may be claimed by any wizard before a game.
The Favour may be freely chosen from the list below, and the benefit is
immediately applied for that next game. There is no cost involved at this
stage – the Underworld is canny, and recognises that there’s more profit in
what comes out of Frostgrave than in what goes in…
Rather, the wizard should add the appropriate number of Underworld
Markers (see the Underworld Favours Table, below) to his Vault. This
represents the debt owed to the guild or syndicate, and will remain until it
is paid off or the favour is returned – the more Markers a wizard has, the
more he owes! The maximum number of Underworld Markers a wizard
may take on at any time is equal to his Level. So a Level 3 wizard with
3 Underworld Markers could not benefit from any more Underworld
Favours until some of his existing debt has been repaid (see ‘In Over Your
Head’, below, for details on repaying debts).
Underworld Favours
There are three different types of Underworld Favour, summarised in the
table below – Loans, Intimidation, and Muscle.
Loans
The simplest of the Favours, the wizard borrows a sum of money from 100
to 1,000gc, and adds 1 Underworld Marker for each 100gc (or part thereof).
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Friends in Low Places
So, a loan of 350gc would generate 4 Underworld Markers. This money goes
straight into the wizard’s coffers, and may be spent immediately, in exactly
the same way as money earned from any other means.
Intimidation
The gang attempts to threaten and scare off one model from an opposing
warband. Wizards and apprentices may not be targeted – they’re far too
obsessed to be scared by mere thugs! Once the target has been selected,
the wizard adds an Underworld Marker to his vault. Further Underworld
Markers may be taken in order to add a bonus to the intimidation attempt
(one per +1 modifier, up to a maximum of three/+3). Both players roll
a D20 – the player attempting the intimidation adds the modifiers he’s
purchased, the defending player adds the target model’s Will stat.
If the scores are tied, or the target model’s roll is higher, the intimidation
attempt has failed, and the wizard may remove half (round up) of the
Underworld Markers generated in this attempt. For example, if an
intimidation attempt with a +2 modifier is made and fails, 2 of the 3
Underworld Markers acquired would be removed (3/2 = 1.5, round up to
2). A wizard always receives a minimum of one Underworld Maker.
If the intimidating player’s roll is higher, the target model must miss the
next game. It remains with the warband, taking up a slot as normal, but
may not be fired from the warband until the game has concluded.
Muscle
A thieves’ guild may not always attract the best and brightest, but most will
include some talented individuals amongst the enforcers and leg-breakers.
While they are not particularly trustworthy allies, some may be hired by a
wizard to provide some specialist skills or some extra muscle to their warband.
A wizard may recruit up to two models as hired muscle, by taking the
required number of Underworld Markers (see the Hired Muscle Table,
below) and adding the appropriate model(s) to his warband for the next
game. Hired muscle does not count against the warband’s usual size limit.
If any hired muscle is taken down during the game, test for survival as
you would for a soldier. If the hired muscle dies, the guild demands further
reimbursement – the wizard takes one additional Underworld Marker.
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Friends in Low Places
Calling in a Marker
At the end of every game, before spending any treasure (you do not want
to cheat these guys…), a wizard with Underworld Markers in their Vault
must roll a die. If the roll is equal to or less than the number of Markers
they’re holding, their debt (or part of it, at least) has been called in!
When this happens, roll on the Underworld Debts table, below, to see
what is being demanded:
L ast year, Osprey Games released the first Frostgrave novel, Frostgrave:
Second Chances by Matthew Ward. While I played a part in the
editorial process for this novel, all of the characters, plot, and prose are
the inventions of Matthew, and I honestly can’t express how pleased I
am with his efforts. He brought the Frozen City to life in a new way,
and invented some really fun and memorable characters. I am delighted
to report that Matthew has been commissioned to write a second novel,
Frostgrave: Oathgold that is due out later this year, but even that is not
enough for me.
So, with the blessing of Osprey Games, I approached Matthew Ward
about writing a short story for Spellcaster. Delightfully, after giving his arm
only a little twist, he agreed.
Warning: this story does contain some spoilers for Frostgrave: Second
Chances.
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Unfinished Business
Unfinished Business
By Matthew Ward
Serene spat a gobbet of blood onto the floor and glared up at her captors
through her one good eye. Not that there was much to see in the flame-
lit gloom of the ruined temple. She sat at the centre of a circle of light,
surroundings lost to the darkness. The wind howling beyond the walls
belonged to another world.
‘Really?’ she gasped. ‘That’s all you’ve got’
The bearded man lurched forward, fist clenched and eyes suffused with
an angry gleam. A head taller than Serene and twice as broad, he rumbled
towards her with an avalanche’s unstoppable intent.
His sallow-cheeked companion grabbed at his arm. ‘Easy, Torvik. Boss
wants answers, not a body.’
Torvik shrugged off the restrained hand, but he came to a halt. ‘I’ll get
answers.’
Serene shifted in her chair as much as the bonds would allow, and
winced at the chafing of bruised flesh. Behind her back, out of her captors’
sight, wiry fingers pried at the fraying knots, searching for that beautiful,
almost imperceptible slackening that promised freedom. Free hands were
infinitely better than hands bound.
‘And how’re you gonna do that? Your mother should’ve taught you how
to throw a proper punch.’
Torvik growled and started towards her a second time.
The smaller man scurried to block his companion’s path. ‘Hey! Were you
not listening to what I just said?’
Torvik came to a lumbering halt once again. ‘Fine. But if she doesn’t
talk, it’s on you.’
‘She’ll talk. They always do.’
Serene didn’t care for his tone, nor for the gleam that came into his
eye as he spoke. Torvik had the build of a snow gorilla and the brains
to match. She could work with that. And if that meant taking a beating
in the meantime…? Well, wasn’t anywhere she hadn’t been before. But
the little guy? What was his name? Naimov? He showed all the signs of
someone who didn’t have an ego to bruise. Who’d not lose his composure
so easily.
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Spellcaster: The Frostgrave Magazine Issue 3
Not that it changed much. She still had to endure whatever the pair
threw at her – and preferably remain in as few pieces as possible.
Naimov crossed to the altar where Serene’s confiscated possessions sat in
an unceremonious heap. His fingers brushed the moth-eaten hem of her
greatcoat, then closed around one of her daggers. With a thin chuckle, he slid
the weapon from its sheath, and stared across the crackling flames at Serene.
‘She’ll talk. It’s just a matter of finding the proper… motivation.’ He held
up an admonishing hand. ‘I’m not saying there isn’t charm to your refreshingly
straightforward approach, Torvik. But it’s not always about the number of
fingers you break. Sometimes, it’s about how you work them afterwards.’
No, Serene decided. She really didn’t care for Naimov’s attitude. Not one bit.
And still the ropes wouldn’t budge. Hardly fair. Served her right for playing
at hero. She hadn’t been put on this rotted world to play at being a hero.
‘If you want answers,’ she said. ‘You might want to ask some questions.’
Naimov crouched and thrust the dagger’s point into the glowing coals.
‘You see, Torvik? Already, she’s more cooperative.’
Torvik grunted and leaned against a pillar.
‘We’ll start with a name,’ said Naimov.
Well, there was no harm in that. Especially as they probably already
knew. ‘Serene.’
‘Serene what?’
‘Just Serene.’
Naimov shrugged. ‘As you wish. So tell me, Serene. Where is the Mask
of Belsanos?’
Still the ropes wouldn’t give. Whatever his other failings, Torvik knew
how to tie a knot. She needed more time. Unfortunately, it seemed likely
she’d only have until the dagger had taken the fire’s heat.
‘Beats me.’
He tilted his head. ‘You can do better than that.’
‘No, honest. I don’t know anything about this mask of yours. Just
wanted a cheap score.’ She allowed bitterness to blossom. ‘Someone beat
me to it. Looked like a tornado had gone through the place.’
‘The watch-golem was a touch… enthusiastic,’ Naimov allowed. ‘Tell
me, how did you destroy it?’
Serene glanced over her shoulder at the golem’s remains, scattered across
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Unfinished Business
the equally devastated remnants of the temple’s wooden pews and wooden
panelling. There was broken timber everywhere, piled deep against pillars.
‘I didn’t. Like I said, it happened before I arrived.’ Serene’s straining fingers
slipped. The ropes did not. Swallowing a grimace, she tried again. ‘I had time
for a quick look around. Then that ape of yours got the drop on me…’
Torvik growled. Naimov’s slitted glance silenced him.
‘…and I woke up in this chair,’ Serene finished. ‘Nothing more to tell.’
Naimov sighed and straightened. ‘I don’t believe you.’
He left the fire and advanced on Serene, his pace neither fast nor slow,
but a measured stride practiced to fuel hope and apprehension in equal
measure. The dull red gleam of the dagger-point only heightened Serene’s
creeping sense of dread. Confidence was one thing. Stupidity was another.
Gods damn those ropes, anyway.
‘You were seen,’ said Naimov. ‘How do you think Torvik and I got here
so quickly?’
‘I tell you, that wasn’t me.’
‘Come now. Your accomplice took the mask from the altar and
abandoned you. I want to know which squalid little hovel they fled off to.’
He really didn’t know. That was good. It’d be nice if something about
the plan was working out as intended. Especially as the rest was definitely
slipping away from her.
‘Are you deaf? I didn’t have an accomplice.’
Naimov sighed and twirled a pointed finger in a slow double-circle.
‘How did you lose your eye, by the way?’
Serene swallowed. ‘A moment of stupidity.’
‘I see.’ The red hot dagger came up, the point level with Serene’s
remaining eye. ‘I fear history is due to repeat itself.’
‘No!’ The rush of fear was as sudden as it was overwhelming. Serene
thrashed against her bonds. The chair skittered half a pace back across the
cracked tiles. ‘You won’t take my eye’
‘Torvik?’
At Naimov’s gesture, the big man lumbered over and seized the uprights
of the chair, pinning Serene in place.
The dagger came forward again, close enough that Serene’s skin prickled
from the heat – that she could smell the rich tang of hot steel. She forced
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Spellcaster: The Frostgrave Magazine Issue 3
herself to something approaching calm. There was too much at stake. Under
other circumstances, she might have admired Naimov’s instincts. Broken bones
mended. Bruises healed. But blindness? A lifetime forever in the dark. Helpless.
Useless. Dependent on the charity of others. Charity she in no way deserved.
She’d rather be dead.
‘I work for the Gilded Rose,’ she breathed.
Naimov held his pose an agonising heartbeat longer, then withdrew.
‘You were right,’ he called.
The creak of an opening door echoed across the temple. The shadows
behind the altar parted, and a woman stepped into the firelight.
She didn’t look like she belonged in Frostgrave. Too much silk and velvet.
Too many gemstones glittering at her throat. She couldn’t have walked into
Rekamark like that, not without an armed guard. Especially not looking so
frail as she did. But first appearances were deceptive. Serene recognised the
signs that others might miss. The purple glint to eyes just visible through the
lace veil. The long, black gloves. And the smell most of all. Now the woman
was closer, it overwhelmed the bitter scent of the flames – dry as dust, and
hollow as an empty tomb. The stink of old places and forgotten magic.
‘The Gilded Rose doesn’t exist.’ Her words bore the precise inflection of
a Karamasz noble. ‘It died with Cavril Magnis.’
Serene let out a sigh of relief. It was easier to think straight without the
dagger in her face. More than that, the woman’s presence meant that the
plan wasn’t quite so badly astray as she’d feared. It might even be working.
Fancy that.
‘Ever wonder if that’s what he wants you to think?’ she asked. ‘Wouldn’t
be the first time, would it? Can’t trust an illusionist. Especially about life
and death.’
The woman sneered – an expression Serene suspected came as second nature.
‘So this is another of Cavril’s little games? Petty theft? I thought he was better
than this. Thankfully, I don’t judge myself by the quality of my enemies.’
‘Nothing petty about it,’ said Serene. ‘We were offered a good price for
the mask. Too good to refuse.’
Naimov chuckled. ‘Bet you wished you had now, eh sweeting?’
The soft rumble of Torvik’s laughter rippled across the chamber. The
woman’s expression grew frostier. ‘Tell me where it is, or I’ll strip your
34
Unfinished Business
The weight vanished from the back of Serene’s chair. An unseen sword
scraped free of its scabbard. Steel chimed, the sound quickly drowned out
by the echo of Torvik’s pained bellow.
Naimov loped past, the dagger still in hand. Hair still tight in Garazin’s
grasp, Serene tucked her knees to her chest, and slammed her boots into
Garazin’s legs. An affronted screech, a tearing sound, a raw pain in her
scalp. The chair toppled backwards.
Aged fixings shattered on impact. Hands still bound behind her, Serene
rolled free of the wreckage and to her feet. As she did so, Torvik howled
and fell away in a spray of blood, leaving a triumphant Kain face to face
with Naimov.
Kain’s face was filthy, her heavy armour was spattered with dust, and her
dark hair thick with spiderwebs. But only the sword mattered. Four feet of
steel gleamed beneath the spatter of Torvik’s blood. And Naimov had only
Serene’s plundered dagger.
He never had the chance to use it.
Serene’s lowered shoulder took Naimov in the spine the heartbeat after
Torvik’s body hit the floor. Momentum slammed him into the pillar. Bone
cracked, and Naimov dropped, the dagger skittering away. He moaned
once, then fell silent as Serene’s boot stomped down.
Garazin still stood beside the fire, arms frozen in an outstretched pose of
almost comical outrage as she gathered the magics of some dark enchantment.
Then without warning her halo of shadows faded. Her hand opened, wisps of
Serene’s hair scattering from gloved fingers, and she fled for the door.
Kain’s sword spun end over end across the room. Garazin shrieked as the
point took her in the back, then pitched sideways into the fire.
A piercing, mournful wail echoed about the chamber as the flames took
hold, the fires greedily gobbling up tinder-dry clothes and drier flesh.
Garazin thrashed wildly, scattering ash and burning coals from the fire pit
as her screech reached new heights. Then scream and motion ended as one.
‘They always try to run.’ Kain spat on Torvik’s corpse. Then she
reclaimed Serene’s dagger and slit her bonds. ‘Nearly came up when I
heard you screaming about your eye.’
Serene threw her a sour gaze and snatched the dagger from Kain’s hand.
‘I never scream.’
36
Unfinished Business
‘Uh-huh.’
Kain dropped to one knee and retrieved something from beneath the
shattered remains of a timber panel. A black leather mask, its bestial
features chased in gold.
‘It’s still intact?’ asked Serene.
Kain nodded.
‘Good. Worth a fair bit to the right buyer.’
‘That it is,’ said Kain.
Her elbow twitched and sent the Mask of Belsanos spinning into the
fire. The flames roared with joy, and hastened to the feast.
‘Kain!’ Serene uttered the protest with a sinking heart, knowing it was
already too late.
‘We weren’t here for coin.’
‘No, I suppose not. Just how far down the list of Cavril’s unfinished
business does this take us?’
‘Not far enough.’
Kain stepped across the unconscious Naimov. Apparently oblivious to
the flames, she stepped into the fire, planted a foot on Garazin’s back,
and wrenched her sword free. Pausing only to sprinkle the remains with a
fistful of silver and salt – just in case – she stomped free of the fire, ashes
trailing in her wake.
Serene sighed. ‘I hope he’s grateful.’
Kain shrugged. ‘Wouldn’t hold your breath.’ Naimov moaned with
returning consciousness. ‘What about him?’
Serene considered. ‘I’ve a powerful urge to put his eyes out.’
Kain arched an eyebrow. ‘But you won’t.’
‘Won’t I?’ She shook her head. ‘No, perhaps I won’t. I’m getting soft.’
The realisation hastened a spark of anger. She channelled it into a heavy
kick at Naimov’s forehead. The moaning fell silent.
‘Better?’ asked Kain.
‘Much.’ With a last glance at Garazin’s blazing corpse, Serene crossed to
the altar and reclaimed her possessions. ‘You know, this was a terrible plan.’
‘It was your plan.’
Serene snorted. ‘That should have been the first clue. Come on. I’ll buy
you a drink.’
37
Spellcaster: The Frostgrave Magazine Issue 3
***
If you enjoyed ‘Unfinished Business’, check out these Frostgrave novels
from Matthew Ward!
Frostgrave: Oathgold
(Coming in June!)
Kazran is a pursuer, a member of an ancient
bounty-hunting order. Wielding the magics of
the mythical Court of Crows, he has lived a life
dedicated to bringing justice to the wronged,
without fear or favour.
But when circumstance forces him to
accept commission from a notorious crime
lord, Kazran becomes entangled in a web
of deception and betrayal. As he scours
Frostgrave’s ruins in search of a young woman
and her stolen magical treasure, he finds more
questions than answers. Who is she? What did she steal? Why did she run?
And just where does Kazran’s mysterious benefactor stand on the matter?
In the end, the greatest question remains — does justice have any place
in the Frozen City?
38
The Auction
So, once again, it is time to head to the market with a bag of gold and
get ready for an auction filled with unique and wonderful treasures. The
introduction to the auction is taken from the original article, but the items
are all new, and all submitted by readers of Spellcaster.
Deafening Crossbow
By Matt Napolitan
Reserve Price: 550gc
First up, we have this exceptionally crafted crossbow which was enchanted by
40
The Auction
none other than the great Oliphus Glarthek himself. Its limbs and bowstring
have been imbued with exceptional strength, allowing the bowstring to be
drawn tight enough to sing when shot. Of course, the song it sings is one of pain
and suffering. The bidding starts at 550gc...
When this magic crossbow is shot, it creates a painful sonic wave. All
figures within 6" of the shooter must make an immediate Will Roll with a
Target Number of 13 or suffer 2 points of damage. Because the shooter is
within the sonic wave’s origin sphere, the shooter is immune to this effect.
Amulet of Repelling
By Andres Villaseca
Reserve Price: 400gc
Don’t let the crude craftsmanship of the next article deceive you, the green
gemstone in the centre of this bone amulet holds enough power to keep even a
foulhorn at bay. It’s believed to have belonged to a long-departed chieftain of
the northern steppes, as it was unearthed in some ruins recently freed from the
grip of the ice. Shall we start the bidding at 400gc…
If the wearer of this amulet is in combat, they may spend an action to
activate it. Select one figure in combat with the wearer of the amulet. That
figure must make a Will Roll with a Target Number of 18. If they fail,
they are immediately pushed back 1" as though they had lost the combat.
The amulet wearer is no longer considered to be in combat and can use his
second action normally. This amulet may only be used once per game.
Earthquake Staff
By Louis Napolitan
Reserve Price: 500gc
This gnarled old staff may appear as though its best days are behind it, but do
not judge this book by its cover. No, ladies and gentlemen, for this staff has the
power to move the earth upon which its bearer stands. Just how this staff was
given such a magical property is still a mystery but rest assured, your foes will be
shaking in their boots. The bidding starts at 500gc...
When the bearer of this magic staff uses an action to slam its end into
the earth, it causes the ground to shudder and shake all around it. All
figures within 8" of the bearer when it strikes the ground suffer a +3 non-
magic attack. In addition, if any character within 4" takes damage from
this attack they are knocked off their feet and must spend one action to
stand up before taking any other actions (this counts as a Move action).
This staff may only be used once per game.
Wandering Stones
By Richard Coulson
Reserve Price: 400gc
I assume we’ve all heard the stories about Albrecht Stoheim? No? At one time he
was one of the most respected academics in the great Collegium, but he was also
known to be a bit soft and lazy. Even the mere thought of going out ‘into the field’
42
The Auction
to perform his experiments filled him with disgust. Instead, he decided to use his
students to undergo any hardship or exertion, and thus invented a set of stones, his
‘Wandering Stones’, that let his students do the walking, while he could just teleport
wherever he was needed once they arrived. Well, Albrecht isn’t walking anywhere
these days… but the stones have been safely packed in ice for the last thousand years.
Today, we are offering them to the highest bidder. Do I hear 400gc…
The Wandering Stones are a set of two items. Each stone must be carried
by a different member of your warband, and each takes up an item slot.
Once per game, a figure that is carrying one of the stones may spend an
action to switch places with the figure that is carrying the other stone. If
a figure carrying a treasure token switches places with one that isn’t, this
figure teleports 1–10" in a random direction from the spot previously
occupied by the other figure, as the enchantment expects the users to be of
a similar mass and may under- or over-correct. If this moves the figure off
of the table, something has gone wrong – the treasure token is secured, but
the figure counts as either Badly Wounded (if a spellcaster or captain) or
Seriously Injured (if a standard soldier).
Ice Staff
By Dave McClumpha
Reserve Price: 400gc
Last up, we have an interesting item – a staff containing a rare and mysterious
magical gemstone. It is said that the gem was pulled from the Ice Throne of
the legendary Giant Kings of the north. From that throne the giants could
supposedly seal off entire mountain ranges with snow and ice, to prevent their
enemies invading or to cut off their retreat. Now, I don’t know about any of
that, but whatever its origin, the gemstone certainly contains some powerful
elemental magic. Shall we start the bidding at 400gc…
This magic staff may only be carried by a wizard or apprentice. The wielder may
spend an action to strike the ground with the staff, creating a 3" diameter circle
of ice centred on the wielder. Any figure attempting to enter the circle must make
a Move Roll with a Target Number of 16. A figure already within the circle that
moves must also make a Move Roll but with a Target Number of 14. If a figure
fails, they slip on the ice – their current activation ends immediately and they take
2 points of damage. The circle lasts until the start of the wielder’s next activation.
43
ULTERIOR MOTIVES IN
GHOST ARCHIPELAGO
U nlike the explorers of the Frozen City, the Heritors who brave
the dangerous islands of the Ghost Archipelago have one, shared,
overarching purpose – to find the Crystal Pool. That doesn’t mean that all
of their time is devoted to that quest, though. The Archipelago contains
many great treasures and numerous places of power that could aid a
Heritor on his journey. In fact, more often than not, Heritors are only
searching for the Crystal Pool indirectly, following up some rumour of lost
ruins or an isolated tribe that might help point the way. Thus, each Heritor
is often pursing some immediate, closely guarded personal agenda. You
might even say that each Heritor has some ulterior motive…
Ulterior Motives is an expansion for the original Frostgrave: Fantasy
Wargames in the Frozen City that consists of a few rules modifications and 40
Ulterior Motive cards. Each of these cards gave the player a little side-quest
or special mission to accomplish during the game, while still attempting to
grab as much loot as possible. These cards both increase the tactical interest
44
Ulterior Motives in Ghost Archipelago
during a game, but also significantly aid in the narrative feel by giving players
somewhat different, and not always directly-opposed, goals during the game.
This idea, and the basic rules of that expansion could be ported over to Ghost
Archipelago. So, presented here are rules for using ulterior motives in Ghost
Archipelago, including eight new Ulterior Motive cards.
Red Herrings
Most Ulterior Motive cards contain a short list of Red Herrings at the
bottom of the card. These are additional creatures or items of terrain
that may be placed on the table at the same time as any required by the
card. The purpose of these is to conceal your true motivation from your
opponents. Red Herrings may be placed anywhere in the half of the table
opposite your starting table edge. Creatures deployed in this way follow the
standard rules for uncontrolled creatures.
Arcane Disk – A flat disk of stone, about 2" in diameter, covered in runes
or arcane symbols.
Gateway – Any kind of doorway, archway, or gateway that is large enough
for a figure to pass through. It may be freestanding, or a part of a small
terrain piece.
Pit – A hole in the ground, about 2" in diameter. Pits are 3" deep.
Runic Stone – Any kind of standing stone, from a grave marker to a
monolith that is covered in runes.
Sarcophagus – Any kind of coffin, sarcophagus, or burial container. It
should be about 1" wide by 2" long and about 1" high.
Statue – A stone statue, between 1" and 2" tall and on a base 1" to 2" in
diameter. Most will depict some great warrior from the past, although the
specific depiction is not important.
Trap Door – a small door that sits on the ground, about 1" square.
Zombie – A single zombie. It uses the stats for swamp zombies found in the
main rulebook, and follows all of the standard rules for creatures.
46
The Forgotten Tomb The Golden Pool
Secret Secret
According to the ship’s log recovered from the ancient wreck, the According to the captured Drichean, there is a pool, deep in the
crew buried their captain, along with his magic sword, in a stone jungle, that bubbles with liquid gold. This pool is inhabited by a
coffin they found near the centre of the island… demon that allows a single cupful of gold to be taken each month…
Place a sarcophagus at least half way across the table from your Place a pit at least halfway across the table from your starting
starting table edge. Any figure in your crew that is in contact table edge. Any figure in your crew (except animals) that is in
with the sarcophagus, and not in combat, may spend an action contact with the pit, and not in combat, may spend an action
and make a Fight Roll with a Target Number of 16. If they to retrieve a cupful of liquid gold. Note this down on the crew
fail, nothing happens, though further attempts can be made. sheet. This gold does not count as an item or a treasure token,
If successful, the sarcophagus is opened – reveal this card. A and the figure suffers no penalties for carrying it. As soon as a
horrible wail comes from the open tomb and all figures within figure has retrieved the gold, reveal this card. Any other figure,
12" of the sarcophagus must immediately make a Will Roll from either crew, may now attempt to retrieve a second cupful
with a Target Number of 14. If they fail, they lose their next of gold. This time, they must spend an action and pass a Will
activation. Roll with a Target Number of 18. If they fail, place a ‘golden
Any figure in contact with the open sarcophagus can spend demon’ in combat with this figure. This figures uses the stats for
an action to retrieve the magic sword. This does not count as an a spirit warrior (Frostgrave: Ghost Archipelago, p.137) except that
item or treasure token, and cannot be used during this scenario. it is a demon instead of being undead. This figure follows all of
If the figure that retrieved it exits the table, or reaches the end of the rules for uncontrolled creatures. Once either a second cupful
the game without being reduced to 0 Health, the player receives of gold has been retrieved, or the demon appears, no more gold
their choice of either a magic hand weapon or two-handed may be retrieved from the pool.
weapon with +1 Fight. The Heritor also receives +20 experience A Heritor receives +20 experience points and 75gc for every
points if his crew opened the sarcophagus, regardless of whether figure in his crew that has a cupful of gold and either exits the
or not they retrieve the sword. table or makes it to the end of the game without being reduced
to 0 Health.
Red Herrings
• Gateway Red Herrings
• Pit • Statue
• Arcane Disk
The Broken Map The Ancestral Gate
Secret Secret
The natives know nothing about the Ghost Archipelago beyond the The natives tell of an ancient stone gateway that their bravest
geography of their own island, but they claim there is a stone map, warriors visit in order to speak with their ancestors. From them they
set in the earth, up in the dark hills. However, they warn that the learn great secrets of the islands…
dead walk amongst those hills…
Place a gateway at least halfway across the table from your
Place an arcane disk at least halfway across the table from starting table edge. As soon as either your Heritor or Warden
your starting table edge. As soon as a member of your crew is is standing in the gateway, but not in combat, reveal this
standing upon the disk and not in combat, reveal this card. card. The figure in the gateway must make a Will Roll with
Immediately place four swamp zombies (Frostgrave: Ghost a Target Number of 18. If they fail, they take damage equal
Archipelago, p.138) on the table, one at the centre point of to the amount by which they failed the roll and one island
each table edge. Any figure standing upon the arcane disk may shade (Frostgrave: Ghost Archipelago, p.137) appears on the
spend an action and make a Will Roll with a Target Number table at the centre point of a randomly determined table edge.
of 16. Wardens and Heritors receive +5 to this roll. The island shade follows the standard rules for uncontrolled
If successful, they have managed to take a rubbing of creatures. If the figure is successful or survives without being
the map, or at least make some quick notes from it, and reduced to 0 Health, they may choose one reward from the
the player gains +40 experience points that may be divided following list to receive at the end of the game:
between his Heritor and his Warden at the end of the scenario.
Furthermore, he may add +2 to all treasure rolls for any • +50 experience points divided between the Heritor and
treasure tokens recovered during the scenario. Any Heritor Warden in any fashion the player chooses.
whose crew kills a swamp zombie gains +5 experience points • One roll on the Treasure Table with an optional +4 modifier.
per swamp zombie. • One free specialist soldier joins the crew. This may not take
the crew over its normally allowed number of specialists.
Red Herrings
• Swamp Zombie Red Herrings
• Runic Stone • Sarcophagus
• Trap Door
Death Do Us Part Weapons Cache
Secret Secret
While fighting off the horde of swamp zombies, you saw one Eventually, you let the wounded Drichean go, but not before he had
creature that was wearing an exquisite, gem-encrusted golden given you detailed directions to the hidden weapons cache…
ring. Unfortunately, it seems to have wandered off during the
swirling melee. Once the rest of its kind were dispatched, you set Place a trapdoor at least halfway across the table from your
off in pursuit… starting table edge. If a figure is standing on, or adjacent to, this
trap door, and is not in combat, it may spend an action and make
Place a swamp zombie at least halfway across the table from a Fight Roll with a Target Number of 14 to open the trap door. If
your starting table edge. As soon as this zombie is killed, successful, reveal this card, and replace the trap door with a special
reveal this card, and leave the zombie figure on the table to treasure token. This treasure token follows the normal rules for
mark where it fell. If one of your figures is in contact with the treasure tokens, but, if secured, the player must exchange it for
zombie, it may spend an action to recover the ring. This ring one roll on the Weapons and Armour Table. As soon as the trap
does not count as an item or treasure token, and the figure door is opened, place two Drichean warriors (Frostgrave: Ghost
suffers no penalties for carrying it. If this figure exits the table, Archipelago, p.133) on the table, one in the centre of a randomly
or reaches the end of the game without being reduced to 0 determined table edge and the other in the same spot on the
Health, it has secured the ring. opposite edge. If these Drichean warriors are ever called upon to
The Heritor gains +20 experience points and should roll one make a random move, they will instead move directly toward the
die to determine the nature of the ring: special treasure token if it is on the table.
The Heritor earns +20 experience points if a member of his
1–5: Non-magic, but worth 250gc crew opens the trap door. Any Heritor whose crew kills a Drichean
6–10: Ring of Will warrior gains +10 experience points per Drichean warrior.
11–15: Ring of Slowfall
16–20: The ring contains a Fate Stone
Red Herrings
Red Herrings • Runic Stone
• Statue • Gateway
• Arcane Disk
The Boundary Stone The Forgotten Saint
Secret Secret
The natives are a strange people, but they have promised gold In the last treasure haul was a small prayer book that spoke of an
if you help them. All you have to do is remove a stone from the island, where a statue of a great saint stood alone in the wilderness.
ground; a stone carved with intricate mystic symbols… Offerings to this saint were often rewarded with miracles. Since the
island in question is in the direction you were heading anyway…
Place a runic stone at least halfway across the table from
your starting table edge. If you have a figure in contact with Place a statue at least halfway across the table from your starting
this stone, and not in combat, they may spend action to try table edge. If your Heritor or Warden is in contact with this
and rip it from the ground. The figure must make a Fight statue, and not in combat, they may reveal this card and spend an
Roll with a Target Number of 18. If successful, reveal this action to place a tribute of gold. This tribute should be between
card. Immediately place 4 island shades (Frostgrave: Ghost 1gc and 100gc. If the Heritor has this money, immediately cross
Archipelago, p.137), equally spaced, along your starting it off their crew sheet. If they do not, it will be deducted from all
table edge. During each creature phase, these island shades money received by the Heritor until the debt is paid. The player
will use both actions to move directly towards the other side should then roll one die and add +1 for every full 10gc pledged.
of the table, unless they are within one move action of a If the result is 12+ the player may choose one of the following:
crewmember, in which case they will move into combat. They
will always force combat. • Heal one permanent injury to either the Heritor or Warden.
The Heritor recieves +20 experience points if his crew • Gain +30 experience points which may be divided between the
removes the boundary stone. He receives an additional +10 Heritor and Warden.
experience points for each island shade that either makes it to
the other side of the table (where it will exit), or that is still If the result is 20+ the player may choose any of the above
on the table when the scenario ends. The opposing Heritor(s) options or:
receives +10 experience points for each island shade killed by a
member of his crew. • The next time either the Heritor or Warden rolls a 1 on their
Survival Roll, they may take a permanent injury instead.
Red Herrings
• Pit Red Herrings
• Sarcophagus • Trap Door
• Zombie
GHOST ARCHIPELAGO GHOST ARCHIPELAGO
PREVIEW: RANGERS OF
SHADOW DEEP
ranger can choose from a wide variety of Heroic Abilities, including limited
spellcasting abilities. They must also select their skills, which play a big part
in the outcome of most scenarios. When that is done, they must choose a
few companions to accompany them into the shadows – the exact number
depends on both the ranger and the number of players in the game.
Once the players all have their rangers, they will need to select a mission.
Each mission consists of a number of interconnected scenarios. Some of
these will be short, such as the two-scenario starter mission, where the
rangers investigate an abandoned village. Others will be complex affairs
with eight or more scenarios, where players have some freedom to play
the scenarios in the order of their choosing, and where the results of each
scenario can have a major impact on the next. This is the case in Burning
Light, the first supplement that I have decided to include as part of the
main rules so that players have several missions to try out and can get the
full Shadow Deep experience!
Now, I know people are going to ask me why I am releasing another
game, using similar mechanics, but not set in the world of Frostgrave,
and not published through Osprey or another traditional publisher. Well,
there are many answers to this question. First, I am writing another game
because I just can’t help myself. I have these ideas, and I just have to get
them out. It is fun for me to create them, and I think other people will
enjoy playing them.
I decided to self-publish this game for a variety of reasons. First and
foremost, I wanted complete creative freedom. While Osprey has never
tried to impinge on my creative freedom in any way, they are as a major
book and game publisher, forced to conform to certain systems. Deadlines
must be hit. Contracts must be formalized. I have no problem with any of
this, but, I would also like to have a game where I can choose to write and
release exactly what I want for the game, when I want.
Another major reason to self-publish was the opportunity to work
with one of my oldest, and best, friends, Barrett Stanley. Barrett has a
made a splash in recent years in the independent comics scene with his
comic Heartbreak Quadrant. Years ago, Barrett and I spent many hours
roleplaying in fantasy worlds of our own creation. When I first started
work on Rangers of Shadow Deep, I asked Barrett if he would share another
53
Spellcaster: The Frostgrave Magazine Issue 3
adventure with me and provide the artwork for the game. Happily, he
agreed, and you can see an example of his work here. I think his dark,
sketchy style sets the perfect tone for the game.
As Rangers of Shadow Deep is not set in the world of Frostgrave, I don’t
intend to cover it in future issues of Spellcaster. That said, since it uses
similar mechanics, and is created using some of the same core game
design philosophy, I thought readers would be interested in hearing
about it.
Roll with a Target Number of 12. If they succeed, they take no damage,
but their current activation ends immediately. If they fail, they take falling
damage as normal for the full distance fallen.
55
North Star Military Figures Ltd,
Unit W41, Lenton Business Centre,
Nick Eyre's
Lenton Boulevard, Nottingham,
NG7 2BY, UK
Mail Order: 0115 9704107 NORTH STAR
Military Figures
Trade Sales: 0115 9786656
Email: [email protected]
Web: www.northstarfigures.com
Presents
Rangifers
First appearing in Thaw of the
Lich Lord, the undead-hating
Rangifer, are a form of human-
reindeer hybrid. These sentient,
but primitive, creatures roam the
hills and mountains around the
Frozen City.
Rangifer Warband
www.northstarfigures.com
Frostgrave is copyright © Joseph A. McCullough. Frostgrave figures are copyright © North Star Military Figures & Osprey Publishing. All rights reserved.