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Dragons!

Issue 2

I n t hIs Is s ue : t r aps In Ghost ArchipelAGo!


ISSUE 2 • DECEMBER 2017

Editorial 2

Dragons 4
The Lair of Gremolean 11

Traps in Ghost Archipelago 14


The Dead Keep It 22

Frostgrave Mech War 24


Retreat from Blood River 27

The Bridges of the Mal Dreath 30

The Mail Box 33


The Horizon 35

Cover Artwork: Dmitry Burmak

Spellcaster Logo and Cover Design: Steven Meyer-Rassow

Interior Layout and Design: Andrew Vallas

All photographs are by Joseph A. McCullough and depict


official Frostgrave or Frostgrave: Ghost Archipelago Figures,
except for the mechs which are by EM-4. All terrain depicted
is by Gale Force 9 or handmade.

Spellcaster: The Frostgrave Magazine – Issue 2 is copyright


Joseph A. McCullough. No part of this magazine may be
reproduced or transmitted in any form or by any electronic
or mechanical means, including photocopying, recording
or by any information storage and retrieval system, without
the express written permission of the author and publisher,
except where specifically permitted by law.
Spellcaster: The Frostgrave Magazine Issue 2

Editorial

agons! Issue 2
Earlier this year, while I was working on the Osprey Games stand at
Adepticon, an attendee walked up and said something to the effect of, ‘There
are no rules for dragons in Frostgrave? What am I supposed to do with this?’ He
tr a ps In then
G hos pulled
t Arc a large,GReaper
h ipelA o! Bones dragon out of his bag and waved it at me.
It was all good fun, and I got a nice chuckle out of it, but I didn’t have much
of answer for him. In truth, since Frostgrave’s debut, I have probably received
more requests for rules for dragons than anything else. It shows what a hold
these creatures still have on the popular imagination, and how many great
figures are available for them. Heck, I love dragons so much, I once wrote a
book about dragonslayer legends! Although I strongly considered it, I decided
not to include dragons in any of the official supplements. Partly because I
wasn’t quite sure of their place in the world of Frostgrave, but more because
I wasn’t sure of their place in the game. For me, dragons are immensely
powerful creatures. Most dragons could easily squash a wizard and his
warband. To drop a dragon in the middle of a game of Frostgrave would send
most players into panicked flight with all of the treasure likely forgotten!
But, then again, what is wrong with that? I think it is healthy for a
game that it can be approached from different angles and give players
new challenges and opportunities. If players want to seek out the ultimate
danger of facing a dragon, this should probably be encouraged. So, with
only minimal regard to warband survival, I have created rules for dragons.
I have even broken dragons into four age/power brackets, so that players

DRAGONS TRAPS IN GHOST


ARCHIPELAGO

Page 4 Page 14
2
Editorial

can pick their degree of suicide. Have fun. Tell me how it went, but don’t
blame me if your wizard ends up fried to a cinder.

Dragon
Dragons may headline this issue, but there are plenty of other items to
encourage players to get their minis onto the table. Also included are rules
for using traps in your games of Ghost Archipelago, including a new trap list.
This is accompanied by a solo scenario for Ghost Archipelago
I n th I s where
I s s u e :your poor
tra ps I n G h o st A rc
crew has to try to escape an ancient tomb filled with traps and undead. After
this is a scenario that uses the basic Frostgrave rules to fight a battle between
mechs in the far-flung future, and ‘The Bridges of the Mal Dreath’ – a
Frostgrave scenario that was published years ago, but that many people might
have missed. Finally, the issue rounds out with a couple of new features, the
mail bag, where I try to answer reader questions, and ‘Horizon’, where I talk
a bit about what is coming up in the world of Frostgrave.
After a bit of thought, I decided to have this issue professionally designed.
This was partly to improve the look of the magazine, and partly to save
the frustration of doing it myself. I think it best if I stick to game design
and leave visual design to people with more skill in that area! It’s with great
pleasure that I was able to obtain the skills of Andrew Vallas, who has done
a lot of work on the Pathfinder RPG. Andrew is a fan of Frostgrave, and it’s
great to have a chance to work with him.
I hope you enjoy this new issue. If you would like to keep up with
my writing and all future releases for Frostgrave, check out my blog:
therenaissancetroll.blogspot.co.uk
Now go fight some dragons!

FROSTGRAVE THE BRIDGES OF


MECH WAR THE MAL DREATH

Page 24 Page 30
3
agons! Issue 2
tr a ps In G hos t Arc h ipelA G o!

DRAGONS

T o most of the inhabitants of the world of Frostgrave, dragons are


creatures of myth and legend that died out centuries ago, if they ever
really existed. But in a world that is so unexplored, whose maps are mostly
blank, who knows what monsters might lurk in shadowy corners? And when
some powerful wizards play with the magic of time, and others manipulate
and mutate various beasts, can any creature truly be declared extinct?
Presented here are rules for using dragons in your games of Frostgrave.
While including a powerful monster such as a dragon offers a unique
challenge, it will almost certainly dominate any game in which it is fielded.
For that reason, dragons should generally be saved for specific scenarios
and not used as random encounters. Players should also accept that if a
dragon is on the table, especially an older dragon, discretion might be the
better part of valour. Older dragons are easily capable of tearing apart an
entire warband or two.
Dragons are sentient creatures that grow in power as they get older.
Unlike most other creatures, the do not suffer from ‘age’, and are
4
Dragons

functionally immortal unless killed. In order to determine the stats


and special abilities of a given dragon, I have broken them down into
four age groups. The first two, Young and Adult, can be used in a game
using the regular rules for creature actions as found in Frostgrave. Old
and Ancient dragons have an array of magical powers which make them
extremely difficult to use as uncontrolled creatures. I suggest these
creatures are only used if there is a game-master or another player to
control them.
All dragons should be considered unique individuals, and players should
feel free to modify their stats and special abilities as they see fit. Players
might consider rolling a couple of demonic attributes for each dragon, as
found in Frostgrave: Forgotten Pacts (p.14), if that book is available.

Young Dragons
After hatching, dragons usually spend their first couple of decades
completely dependent on their mother for food and protection. These
baby dragons will be kept deep in a dragon’s lair and are rarely, if ever,
encountered. After about 20 years, dragons are able to hunt and survive
on their own, although their wings will not yet be fully developed, leaving
them unable to fly. While they are theoretically capable of breathing fire or
spitting poison, they have not yet mastered this skill to the point of using
it in combat situations.
During this youthful state, which lasts a few centuries, dragons have an
intelligence and emotional state equivalent to that of a human teenager,
making them erratic, unpredictable, and more prone to sudden and
unprovoked violence than older dragons.
If a wizard or his warband slays a young dragon, the wizard receives +25
experience points.

Young Dragon
M F S A W H Notes
6 +5 +0 14 +6 22 Large, Powerful (treat as using two-handed weapon), Immune
to Poison

5
Spellcaster: The Frostgrave Magazine Issue 2

Adult Dragons
Sometime in their fourth century, dragons reach full physical maturity.

agons! Issue 2
While they will continue to slowly bulk out, and their armour will
continue to harden, they are now capable of flight, breathing fire or
spitting poison, and breeding. This adult phase usually lasts five or six
tr a ps In centuries,
G hos t Arc hand is the
ipelA dragon’s most active period of life. These dragons
G o!
will be the most commonly encountered as they will spend a great deal of
their time outside of their lair, hunting for food, treasure, knowledge, and
mates. Unlike young dragons, adults are a bit more cunning about when
and where they decide to fight. They will happily slaughter anyone if there
is something in it for them, but if there is little to fight for, or if they are
badly wounded, they will attempt to leave the battlefield.
All adult dragons are capable of either breathing fire or spitting poison.
This should be decided before the dragon enters play, or simply roll a die
(1–10 breathe fire, 11–20 spit poison). Both require the dragon to spend
an action, but this action can replace its move action (so a dragon can
breathe fire and cast a spell in the same turn). To breathe fire, the dragon
simply picks the closest enemy within line of sight. The target, plus any
other figures within 2" and line of sight of the dragon, all suffer a +5
elemental magic shooting attack. The dragon is immune to its own fire and
does not suffer an attack, even if it is within 2" of its target. Spitting poison
works in a similar fashion. The dragon selects the closest enemy within line
of sight, that isn’t undead or a construct. The target, plus any figure within
2" must make a Will Roll with a Target Number of 14. If a figure fails this
roll, it takes damage equal to the amount by which it failed the roll and is
poisoned. Creatures that are immune to poison do not have to make a Will
Roll and suffer no effects.
Because dragons are partially composed of elemental magic, they are
somewhat resistant to spells that draw upon this power. Whenever suffering
an elemental magic attack, treat the dragon’s armour as 2 points higher.
Adult dragons are horrifying creatures, and even the bravest warriors
can freeze when facing them. Any living figure that wishes to move into
combat with an adult dragon must first make a Will Roll with a Target
Number of 10. Failure does not cause the figure to lose its action, but it
cannot attempt this roll again until its next activation.
6
Dragons

Adult dragons are immune to critical hits and Mind Control.


If an adult dragon is reduced to 8 Health or less, it will use all of its actions
to move off the board by the quickest means possible. It will not force
combat and will only fight in order to push back its opponent and escape.
If a wizard or his warband kills an adult dragon they gain +50
experience points.

Adult Dragon
M F S A W H Notes
7 +7 +0 15 +8 26 Large, Flying (ignore terrain for the purposes of movement),
Powerful (treat as using two-handed weapon), Immune to
Poison, Elemental Damage Resistance +2, Breathe Fire or Spit
Poison, Horrific, Immune to Critical Hits, Immune to Mind Control,
Self-Preservation

Old Dragons
Around the end of their first millennia, dragons tend to settle down,
establishing a permanent lair, filled with gold, jewels, and magical treasures
of all descriptions. They spend most of their time sleeping or lost in studies
of ancient magic. Every couple of years, they must emerge in order to
hunt, gorging themselves on whatever is available. Otherwise, they are little
interested in the goings-on of the outside world, unless they hear rumours
of some great magical treasure, someone has the audacity to attempt to
steal something from its hoard, or another dragon attempts to move into
its territory.
Old dragons have all of the capabilities of adult dragons, except that
most of them are improved. If the dragon can breathe fire, its attack is
increased to +6. If it spits poison, the Target Number for the Will Roll
is increased to 15. Their elemental magic resistance now gives them +3
armour against any elemental magic attack, and their horrific appearance
has increased such that anyone wishing to move into combat with them
must pass a Will Roll with a Target Number of 12, with failure resulting in
the immediate end of the figure’s activation.
All attacks made by old dragons count as magic.
7
Spellcaster: The Frostgrave Magazine Issue 2

Unlike their younger brethren, old dragons have mastered numerous


magic spells. Dragons use these spells following the same rules as Wizards

agons! Issue 2
in Frostgrave and may empower their spells, or Will Rolls to resist spells,
in the same way. However, because of their spell mastery, they never take
damage from failing to cast a spell. The spell list presented here is just a
tr a ps In sample,
G hos t Arcand players
h ipelA G should
o! feel free to come up with their own lists.
If a wizard or his warband kills an old dragon, the wizard gains +100
experience points. If a warband discovers the old dragon’s lair, it will
contain 8 treasure tokens.

Old Dragon
M F S A W H Notes
7 +8 +0 15 +10 30 Large, Flying (ignore terrain for the purposes of movement),
Powerful (treat as using two-handed weapon), Magic Attacks,
Immune to Poison, Elemental Damage Resistance +3, Breathe
Fire or Spit Poison, Horrific, Immune to Critical Hits, Immune to
Mind Control, Self-Preservation
Spells: Banish (8), Call Storm (10), Combat Awareness (12), Crumble (10), Explosive Rune (10), Fog (8),
Mind Control (12), Reveal Invisible (8), Spelleater (8), Steal Health (10), Wizard Eye (8)

Ancient Dragons
Ancient dragons are creatures of immense power. Even in myth there
have only been a few of these titanic beasts. These dragons are usually
three or more millennia old. They will
Ancient dragons are not only have a huge and impressive lair,
so powerful that they
but they will be the undisputed master
can serve as patrons to
unscrupulous wizards.
of the land for miles in every direction.
In such a case, players Their mere presence will have affected the
might considering landscape, ensuring that whatever it was
using the ‘Forging before, it will become a barren, lifeless
Pacts’ rules found expanse, poisoned and dead.
in Forgotten Pacts,
These dragons almost never venture out.
but using the Dragon
instead of a Demon.
Instead, they use their magic powers to
control a small group of servants that they
8
Dragons

send out to gather food and treasure and to fulfil whatever desires such a
dragon might possess.
Only the largest, most highly experienced, and best-equipped warbands
have even a prayer of defeating such a creature. In game terms, they should
only be used as the major villain in an extended major campaign, and,
even then, the game-master should probably include some weakness to
ensure that the players have a chance.
Ancient dragons possess all of the abilities of adult and old dragons,
but their abilities are even more powerful. If the dragon can breathe
fire, it affects all figures within 3" of the target and its attack is increased
to +8. If it spits poison, it affects all figures within 3" of the target and
the Target Number for the Will Roll is increased to 16. Their elemental
magic resistance now gives them +4 armour against any elemental magic
attack, and their horrific appearance has increased such that anyone
wishing to move into combat with them must pass a Will Roll with a
Target Number of 16, with failure resulting in the immediate end of the
figure’s activation.
Ancient dragons have even further mastered the secrets of magic and
possess numerous spells with very low casting numbers.
All ancient dragons will be supported by at least a small group of servants,
but the exact nature of these servants is left up to the players.
If an ancient dragon is killed during a game, all of the wizards
participating in that game gain +300 experience points. If the players
discover the dragon’s lair, it will contain 20 treasure tokens.

Ancient Dragon
M F S A W H Notes
7 +8 +0 16 +14 40 Large, Flying (ignore terrain for the purposes of movement),
Powerful (treat as using two-handed weapon), Magic Attacks,
Immune to Poison, Elemental Damage Resistance +4, Breathe
Fire or Spit Poison, Horrific, Immune to Critical Hits, Immune to
Mind Control, Self-Preservation
Spells: Banish (5), Call Storm (5), Combat Awareness (7), Crumble (6), Explosive Rune (6), Fog (5),
Mind Control (5), Reveal Invisible (5), Spelleater (5), Steal Health (6), Wizard Eye (5)

9
Spellcaster: The Frostgrave Magazine Issue 2

Dragon Weaknesses
Dragons, especially old and ancient ones, are such fearsome creatures

agons! Issue 2
that often players will have little likelihood of defeating them. To give
them a fighting chance, players or game-masters are encouraged to roll
once on the Dragon Weakness Table below to determine some hidden
tr a ps In weakness
G hos t Arc hpossessed by the specific dragon. In a campaign, it might be
ipelA G o!
worth making the identification of a weakness be the reward for an
earlier scenario.

Dragon Weakness Table


Die
Roll Weakness
1–2 Subject to Critical Hits. This dragon is subject to the normal rules for critical hits.
3–4 No Elemental Damage Resistance. This dragon does not possess the Elemental Damage
Resistance special ability.
5–6 One Eye. The dragon has only one eye. It is less able to dodge shooting attacks, and
suffers -4 Fight when defending against them.
7–8 Weak-Willed. The dragon only has a Will stat of +2
9–10 Allergic. The dragon has an allergy to a specific substance. The dragon has -4 Armour
when suffering attacks from weapons coated in that substance.
11–12 Susceptible to Poison. This dragon is not immune to poison. A dragon with this weakness
may not spit poison and will breathe fire instead.
13–14 Fear of Undead. This dragon will always attack any undead creature first, if one is within
line of sight.
15–16 Missing Scale. Any figure in line of sight may make a Will Roll with a Target Number of 20.
If they succeed, they may spend an action in the same activation to make a shooting attack.
If the attack hits, treat the dragon as Armour 10.
17–18 Bane Weapon. A specific magic weapon exists that is Fight +4, Damage +4 when fighting
this dragon. Furthermore, any time the weapon damages the dragon, treat the dragon as
having Armour 10.
19–20 Dragon Heart. The dragon has preserved some of its essence in a crystal heart. If this can
be found and shattered, the dragon will lose half of its remaining Health and its Fight will
be reduced to +2 for the rest of the game.

10
Dragons

THE LAIR OF GREMOLEAN


A cooperative Frostgrave scenario featuring a dragon!

F or centuries, the tribes of the far north have told stories about
old Gremolean, a giant serpent that lives in the high peaks. The
dragon itself is only seen every century or two, when it comes forth
to wipe out a village or group of nomads, but even when it slumbers,
its demonic agents steal forth in the night to murder, steal cattle, and
cause carnage. Although many noble warriors, and even a few wizards,
have attempted to defeat the dragon, all of their quests have ended in
fiery death.
Recently, an ancient tome was discovered in the ruins of the Frozen
City – a book of dragons. While most of the monsters listed in its pages
are likely dead, or even fictional, there is a short section on Gremolean.
According to the book, the dragon has tried to ensure its continued
existence by placing pieces of its essence in four large crystals that it
keeps guarded in its lair. If a warband could sneak into the lair and
destroy those crystals, they might just be able to defeat the monster.

Set-Up
This scenario is for two warbands working together to defeat an
extremely dangerous dragon. It is suggested that a third player control
Gremolean and his demon servants. It should be played on a 3x3' table,
or thereabouts. The table represents the lair of Gremolean and is one
vast cavern. Players should use the underground rules from Into the
Breeding Pits (p.6) if available. The table should be crowded in large rock
formations, fallen boulders, piles of treasure (not treasure tokens), and
large mounds of bones.
The two warbands should each set up within 8" of one table corner,
connected by a table edge. Place the sleeping Gremolean in the exact
centre of the table.
Four large crystals should be placed on the table. One crystal should be
placed in each corner not occupied by a warband. The other two crystals
should be placed halfway between the sleeping Gremolean and the side
table edges, one on each side of the dragon. Place one minor demon (see
11
Spellcaster: The Frostgrave Magazine Issue 2

Frostgrave rulebook, p.118) adjacent to each of the crystals. Place four


more minor demons on the table 6" from the sleeping dragon so that they

agons! form a square around him.

Special Rules
Issue 2
Gremolean
tr a ps In G hos is asleep
t Arc h ipelA at the
G o! start of the game. At the end of each turn, roll
one die and add the modifiers listed on the Gremolean Sleeping Table
below. If the result is 21 or more, Gremolean wakes up and will activate
in the next turn. Unlike normal creatures, roll initiative for Gremolean
as he will activate in the Wizard Phase. If he is attacked by any warband
member, or any spellcaster attempts to cast a spell upon him, Gremolean
wakes up automatically.
Minor demons follow the normal rules for uncontrolled creatures (unless
another player is controlling them), except if they are ever called upon to
make a random move, they will instead move towards the closest warband
member, whether that figure is in line of sight or not.
Each crystal has +0 Fight, 8 Armour, and 10 Health. Any figure can
attempt to destroy a crystal simply by attacking it in hand-to-hand
combat or with a magic shooting attack and reducing it to 0 Health.
Crystals cannot be destroyed by mundane shooting attacks. Every time
a crystal is destroyed, Gremolean takes 8 points of damage and has his
Fight reduced by -1 for the rest of the game.
Gremolean can use any non-destroyed crystal to draw line of sight for
the purposes of casting a spell as though he had cast Wizard Eye on it.

Gremolean Sleeping Table


Event Bonus to Roll
Turn Add the current turn number to the roll
Per minor demon killed +1
Per crystal destroyed +3

Experience and Treasure


If Gremolean is killed, each participating wizard gains 5 treasure tokens. If
Gremolean is not killed, each participating wizard gains 1 treasure token.
12
Dragons

These tokens are rolled for as normal. Experience is gained for the following
actions only:

• +10 experience points for each spell successfully cast by a Wizard


or Apprentice.
• +20 experience points for each minor demon killed by a Wizard or
his warband.
• +40 experience points for each crystal destroyed by a wizard or
his warband.
• +100 experience points for each wizard that participates in the game
if Gremolean is killed.

Gremolean
Gremolean has spent a thousand years studying the mysteries of
summoning magic, and is evil to the core. Every century or so, he leaves
his lair to hunt and to gather victims for his sorcerous experiments.
Gremolean is capable of breathing fire and has all of the other special
abilities of an old dragon. Because he is fighting in his own lair, he
doesn’t follow the rules for Self-Preservation and will fight until killed.
He does have a weakness in the form of the crystals as explained in the
special rules above.
He has a unique spell list, given below, and will try to take control of
any demons on the table that are not already under his control, before
attempting to summon another demon, and casting Imp.

Gremolean, Old Dragon


M F S A W H Notes
7 +8 +0 15 +10 36 Large, Flying (ignore terrain for the purposes of movement),
Powerful (treat as using two-handed weapon), Magic Attacks,
Immune to Poison, Elemental Damage Resistance +3, Breathe
Fire, Horrific, Immune to Critical Hits, Immune to Mind Control
Spells: Bind Demon (5), Control Animal (6), Control Construct (8), Control Undead (8), Imp (5), Mind
Control (8), Possess (8), Spelleater (5), Steal Health (6), Summon Demon (5)

13
agons! Issue 2
tr a ps In G hos t Arc h ipelA G o!

TRAPS IN GHOST ARCHIPELAGO

W hen writing the Ghost Archipelago rulebook, I was tempted to


include rules for traps, as deadly traps have such a pedigree in
classic pulp adventure stories. These rules already existed for Frostgrave,
having been introduced in Into the Breeding Pits, and it would have been
easy to replicate those rules. Upon reflection, however, I decided it was best
to keep the main rulebook as simple as possible and not to confuse new
players with large blocks of optional rules. Instead, I thought this would be
the perfect kind of item to include in Spellcaster.
Included here are the rules for traps and a completely new list of traps
that are appropriate to the Lost Isles. Also included are the rules for the
specialist soldier, the Trapper.

Springing Traps
When using traps, any time a player rolls a natural 1 on his initiative roll, a
trap has been sprung. The player should immediately select the target of the
trap, and may select any figure on the table, regardless of who controls it. He
14
Traps in Ghost Archipelago

may even select uncontrolled creatures. After If your Ghost


the target figure has been selected, the player Archipelago game
should roll on the Trap List presented below to is set underground,
identify the type of trap that has been sprung. or in some ancient
Immediately apply the effects of the trap before temple, you might
also consider using
any other actions are done in the turn.
the ‘Secret Passage’
If more than one player rolls a 1 for initiative, rules found in Into
multiple traps have been sprung. Players should the Breeding Pits.
first re-roll to determine the order of initiative These can be played
for the coming turn, and then follow the exactly as presented
initiative order to select targets for traps. After in that book.
all targets have been selected, traps are rolled
for on the Trap List as normal, again following initiative order. Resolve the
effects of each trap individually before moving on to the next one.
Many of the traps on the list call for the target to make a Stat Roll. Since
certain types of figures are better at avoiding traps than others, these figures
get a bonus to any Stat Roll or Fight Roll made because of a trap. These
bonuses are given in the table below.

Trap Number Bonus Table


Target Bonus
Heritor, Trapper +5
Warden, Guide, Scout +3
Tomb Robber, Hunter, Savage +2

The Trap List represents the most common traps found in the Ghost
Archipelago, but players are encouraged to invent new traps to add to the
list, or simply to make up their own lists to match a specific scenario. Just
remember, any trap you create may get sprung on you!
Players who like a seriously dangerous game, might consider playing
with ‘Treasure Traps’ as well. If so, whenever a player rolls for a Random
Encounter due to a treasure being picked up, a result of 1 on the die means
that the treasure was trapped. Immediately roll for a trap with the figure
that picked up the treasure as the target.
15
Spellcaster: The Frostgrave Magazine Issue 2

Trap List

agons! Trap List Table


Die Roll
1
Issue 2
Trap
Poison Darts
tr a ps In G hos t Arc h ipelA G o!
2 Pit
3 Spiked Pit
4 Cursed Monolith
5 Diseased Mosquito
6 Death From Above
7 Hypnotic Marsh Gas
8 Quicksand
9 Rolling Boulder
10 Bear Trap
11 Annoying Monkey
12 Diamond Dart
13 Swarm of Bees
14 Deadfall
15 Jungle Tick
16 Fungal Spores
17 Leeches
18 Grasping Vines
19 Geyser
20 Exploding Sap Pod

Annoying Monkey
A monkey drops down from above and attempts to snatch a piece of the
figure’s equipment. The target figure should make a Move Roll with a
Target Number of 14. If it fails, place a monkey 2" away from the figure
in the direction of the nearest board edge. Next roll for a random piece of
equipment on the target figure (re-rolling any Armour result). The monkey
16
Traps in Ghost Archipelago

has taken this equipment. If the monkey ever takes damage, he drops
the equipment at that spot and it can be recovered by the figure that lost
it, simply by moving onto it. The monkey will spend both actions each
turn moving directly toward the closest table edge. Use the stats for the
screamer monkey (Ghost Archipelago Rulebook, p.128) for this creature,
but ignore the ‘Attract Predators’ ability. If the target figure is carrying no
equipment, re-roll this result.

Bear Trap
The target figure must make a Move Roll with a Target Number of 14.
If it fails, it has its leg crushed in a spring-loaded trap. The figure suffers
2 points of damage. The figure may not make a move action until either
it, or another figure within 1", frees the leg by spending an action and
successfully making a Fight Roll with a Target Number of 14.

Cursed Monolith
The target figure unknowingly places his hand on an ancient, worn
monolith covered in magical runes. The next time the figure activates, it
must make a Will Roll with a Target Number of 12. If it fails, it receives
no actions in the current activation. The figure must continue to make this
Will Roll each time it activates, until it succeeds. This monolith remains
on the table, and any figure that comes into contact with it, is subject
to the same rules. If a Heritor or Warden comes into contact with the
monolith, they gain +5 experience points.

Deadfall
Make a +2 shooting attack against the target figure and any other figure
within 1". This attack does +2 damage.

Death From Above


Immediately roll a Level 1 Encounter on the Random Encounter Table.
This creature drops from a tree or other structure directly above the target
figure. The target must make a Move Roll with a Target Number of 12.
If it fails, place the creature directly in combat with the target. Otherwise
the target may place the creature up to 2" away, so long as the creature is
17
Spellcaster: The Frostgrave Magazine Issue 2

in line of sight and not within 2" of another figure. This trap only ever
generates one creature, even if the roll on the Random Encounter Table

agons! Issue 2
calls for multiple creatures. If the table calls for multiple creatures of
different types, the player who controls the target of the trap may choose
from among them.
tr a ps In G hos t Arc h ipelA G o!
Diamond Dart
Make a +3 shooting attack against the Target. If the attack hits, the target
suffers -2 Armour (to a minimum of 10) for the purposes of determining
damage of this attack. If the attack hits, but the figure is not reduced to
0 Health, the crew gains an additional 25gc after the game (after they dig
out the dart).

Diseased Mosquito
The target figure is bitten by a mosquito carrying some strange tropical
disease. The figure must make a Health Roll with a Target Number of 14
or miss the next game. Reroll this trap if the target figure is a Heritor.

Exploding Sap Pod


A large sap pod on a nearby plant erupts, spewing sticky sap in all
directions. The target figure, and every figure within 2" must make a Move
Roll with a Target Number of 16. If they fail they suffer -2 Move for the
rest of the game.

If players have access Fungal Spores


to Into the Breeding A small explosion of fungal spores
Pits, they could make fills the air. The target figure, and
the Fungal Spores every figure within 2" must make an
trap even meaner by immediate Will Roll with a Target
having a Violent Fungus
Number of 14. If they fail, they may
appear within 1” of the
Target Figure. Exact only take 1 action in the next activation.
placement of this figure If they fail by 5 or more, they take 2
is decided by a randomly points of damage and may not take any
determined opponent. actions in their next activation.

18
Traps in Ghost Archipelago

Geyser
A hidden geyser erupts right next to the target figure. Make a +3
shooting attack against this figure and any other figure within 1". The
figure suffers -2 Armour during this attack (to a minimum of 10). After
the attack, place a 2" diameter pool of deep water where the figure was
standing. Place the figure adjacent to this pool, but not in contact with
any enemy figures.

Grasping Vines
The target figure must make a Move Roll with a Target Number of 14. If
it fails, it is wrapped up in a fast moving vine. This figure may not make a
Move Action until it, or a figure adjacent to it, spends an action and passes
a Fight Roll with a Target Number of 12.

Hypnotic Marsh Gas


The target figure must make Will Roll with a Target Number of 14. If it
fails, the opposing player (determined randomly if there are more than
two players) may immediately move this figure up to 4" in any direction,
following the normal rules for movement, provided the move does not lead
to any direct damage (i.e. you can’t move the figure off a cliff over 3" high,
but you can move it into combat).

Jungle Tick
The target figure must make a Will Roll with a Target Number of 18. If it
fails, place a jungle tick in combat with the figure. If it succeeds, place the
jungle tick anywhere within 2" of the figure, provided it is not within 1" of
any other figure.

Leeches
After a misstep into water, the figure finds its leg covered in leeches. The
figure must spend an action and make a Fight Roll with a Target Number
of 14 to get them off. Every time the figure fails this roll, it suffers 2 points
of damage. Until the leeches are removed the figure suffers -2 Fight and -2
Will. Undead are immune to this trap.

19
Spellcaster: The Frostgrave Magazine Issue 2

Pit
The target figure must make a Move Roll with a Target Number of 16 or fall

agons! Issue 2
into a hidden pit. If the figure falls into the pit, it suffers a +0 attack. The
pit is 2” square and 3” deep. This pit becomes a permanent feature on the
table. Any other figures that were standing where the pit appears are safe and
tr a ps In should
G hos t Arc behmoved
ipelAto Gthe
o! edge of the pit, closest to where they were standing.
A figure may only climb out of the pit by spending an action and making a
Move Roll with a Target Number of 14. The figure receives a +4 to this roll
if a friendly figure is standing on the edge of the pit, with no enemy figures
within 1”.

Poison Darts
Make a +3 shooting attack against the target figure and any other figures
within 1” of the target figure. These attacks are poisonous.

Quicksand
The target figure must make a Move Roll with a Target Number of 16 or
fall into quicksand. Place a 2” diameter circle of quicksand on the table.
Any other figure within the area of quicksand should be moved to the
closest point next to it. Follow the rules for deep water for any figures that
activate while in the quicksand.

Rolling Boulder
One opposing player (determined randomly if there is more than one)
may draw an imaginary 12” straight line that includes the target figure. All
figures under that line must make a Move Roll with a Target Number of
12 or suffer an immediate +5 attack.

Spiked Pit
As per the rules for a Pit, above, except that the figure takes a +5 attack
instead of +0.

Swarm of Bees
The target figure must make a Will Roll with a Target Number of 15. If the
figure fails, it is covered in a cloud of stinging insects. The cloud has a 1”
20
Traps in Ghost Archipelago

radius centred on, and moving with, the target figure. It affects all figures,
including the target that are even partially within the radius. While being
stung by insects, the figure suffers -4 Fight and -4 Shoot. To escape the
insects, the target may make a Will Roll with a Target Number of 15 at the
start of each turn. If successful, the swarm moves off.

New Soldier: The Trapper


These specialist soldiers have spent a lifetime in the wilderness setting
traps, usually to catch animals, but also to prevent other trappers from
encroaching on their territory. To represent their special skills, in a game
where traps are used, if a player has a trapper on the table and under his
control, the first time he rolls a 2 for initiative, he may treat it as 1 for the
purposes of springing a trap. A player may only use this special effect once
per game, no matter how many trappers he has in his crew.

Specialist Move Fight Shoot Armour Will Health Notes


Trapper 6 +2 +0 11 +1 12 Light Armour, Two Daggers

21
Spellcaster: The Frostgrave Magazine Issue 2

THE DEAD KEEP IT


A solo Ghost Archipelago scenario featuring traps!

agons!
I Issue 2
t took several hours to hack away at the dense foliage that blocked
the entrance to the tomb, but eventually your crew were able to slide
tr a ps In through
G hos t Arcthe hole. It
h ipelA was pitch-black inside, so torches were lit. They
G o!
revealed a wide chamber of old stone that dropped away in tiers or
terraces, each with two narrow staircases leading downward. In the still air,
the sound of the men breathing and the scrape of boots on stone, echoed
softly, while weird shadows, cast by the torches, danced upon the walls.
Large chunks of stone had fallen from a dark ceiling and shattered on the
floor. Broken statues stared with lifeless eyes.
Down on the lowest tier, you found what you had been seeking. Several
chests sat upon the stones, their old wood rotten and broken, and golden
coins spilling out from inside. However, as soon as one of your men
touched the first chest, a grinding noise and the horrible scrape of stone
on stone came from all around. Doorways slid open on each side of the
tiers and lifeless figures shambled out. As one of your men turned to run, a
stone depressed under his foot and hail of darts fired from the walls.
You’ve got your treasure, but can you escape with it?

Set-Up
This scenario is played on a 2x3' table, divided into three 2x1' tiers. Each
tier is 4" higher than the one before it. A pair of parallel staircases, about
12" apart, lead from each tier up to the next. There is a single doorway in
the centre of the table edge of the highest tier.
The table should include a number of large rocks that have fallen from
the ceiling and ancient statues or other small bits of scatter terrain. On
the lowest tier, place 2 skeletons (Ghost Archipelago Rulebook, p.137) on
each side of the tier (the 1' sides of the tier). On the second tier, place 2
zombies (use swamp zombie stats, Ghost Archipelago Rulebook, p.138) on
either side of the tier. On the top tier, place 2 ghouls (Ghost Archipelago
Rulebook, p.136) on either side of the tier.
Place all of the members of the crew within 4" of the 2' side of the lowest
tier. Three figures, of your choice, begin the game carrying treasure tokens.
22
Traps in Ghost Archipelago

Special Rules
The crewmembers must move through the doorway on the top tier
in order to escape. At the end of each turn, two things happen. First,
roll for a random member of your crew that is on the table. This
crewmember sets off a trap. Roll for a trap with this figure as the target
figure. After that, another undead figure appears on the table. Roll to see
what type.

Undead Creature
Die Roll Type
1–7 Skeleton
8–14 Zombie
15–19 Ghoul
20 Island Shade

Place the undead creature on the edge of the table, on the tier where
creatures of that type started the game, on the side that is closest to a crew
member. If an Island Shade (Ghost Archipelago Rulebook, p.137) appears,
place it directly in front of the exit door.

Treasure and Experience


Roll for each treasure token as normal after the game. This scenario does
not feature a central treasure token. Experience is gained as normal for this
scenario with the following additions.

• +20 experience points if the Heritor exits the table via the doorway.
• +5 experience points for each skeleton, zombie, or ghoul killed by
the crew.

A Heritor may only gain a maximum of 250 experience points in this


scenario. Wardens can also gain additional experience in this scenario.

• +20 experience points if the Warden exits the table via the doorway.

23
agons! Issue 2
tr a ps In G hos t Arc h ipelA G o!

FROSTGRAVE MECH WAR

A s a student of military history, I recognize the impracticality of


giant stompy robots on a futuristic battlefield. As a geek who grew
up watching Robotech and Voltron and playing Battletech and Adeptus
Titanicus, however, I just don’t care. I love mechs, and I need only the
smallest excuse to get these man-driven robots onto the table.
At GenCon this year, the Head of Osprey Games, Phil Smith, suggested
that the basic Frostgrave rules could probably be used for a mech game. At
the time he mentioned it, I didn’t give it that much consideration, but once I
got home, I began playing around with a few ideas. I bounced these off Phil,
and, after a little back-and-forth, those ideas grew into this scenario.
If Spellcaster readers enjoy these rules and would like to see them
developed further, please let me know. Otherwise, they will hopefully at
least provide an amusing, one-off game.

Rules Modifications
Some rules have been changed or adapted from the core Frostgrave rules in
order to better represent giant robots attempting to destroy one another.
These rules are given here.
24
Frostgrave Mech War

Initiative and Activation


Players should roll for initiative as normal. Starting with the primary
player, the players should go back and forth, activating one mech at a
time, and performing all of the actions for that mech. When only one
player has unactivated mechs remaining, they should activate all of them,
one at a time.

The Stats
Mechs use the same basic stats as figures in Frostgrave. However, in the
mech profiles, I have listed both Fight and Shoot in parenthesis. This is
because these stats are actually derived as a combination of the mech and
the pilot. This is not relevant for this scenario, but will be for any future
development. The ‘Health’ stat has been replaced with ‘Structure’. It works
exactly the same way, but sounds better when talking about robots.

Shooting
Shooting works in the same way as in Frostgrave, with one exception.
During a shoot action, a mech may fire each of its weapon systems if it
chooses. It should make a separate attack roll for each weapon. If the mech
fires more than one weapon, however, it suffers a -1 modifier to every
attack for each weapon it fires. In other words, a mech firing two weapons
receives -2 on both Shoot Rolls. A mech firing three weapons receives -3
on each roll, and so on.

Weapon Systems
Each mech profile includes the mech’s weapon systems. Each weapon has
the following attributes.

Name: What that weapon system is called.

Range: This is the maximum range of the weapon system. Enemies beyond
this range cannot be targeted by this weapon.

Damage: The damage modifier of the weapon.

25
Spellcaster: The Frostgrave Magazine Issue 2

Accuracy: A measurement of how accurate the weapon is, written as a


bonus or penalty to any Shoot Rolls.

agons! Issue 2
Ammunition: Some weapon systems have limited ammunition. This
is the number of times that the weapon may be fired during one game
tr a ps In (ort campaign,
G hos if the
Arc h ipelA mechs have no chance to reload). Weapons with an
G o!
Ammunition of ‘-’ have unlimited ammunition.

Melee: This weapon system is simply the bonus the mech gains when
fighting in hand-to-hand combat (or whatever the mech uses to simply
bash its opponent, if it doesn’t have hands).

Critical Hits
These rules have their own Critical Hit system that replaces the one found
in the Frostgrave rulebook. For every full 5 points of damage that a mech
takes from a single attack, it also suffers one critical hit. So, a mech taking
7 points of damage rolls for 1 critical hit, while a mech taking 12 points of
damage suffers 2. Each result on the table can be taken multiple times, and
the penalties are cumulative.

Critical Hit Table


Die Roll Critical Result
1–3 Engine Damage -1 Move
4–6 Servo Damage -1 Fight
7–9 Targeting Glitch -1 Shoot
10–12 Cracked Armour -1 Armour
13–15 Internal Explosion 5 additional points of Structure damage
16–18 Weapon Hit Random weapon destroyed
19 Reactor Hit Mech destroyed
20 Cockpit Hit Pilot killed. Mech destroyed.

26
Frostgrave Mech War

RETREAT FROM BLOOD RIVER


A competitive scenario featuring mechs!

T he ambush at Blood River nearly destroyed the entire company. Only


the lieutenant and a single trooper who had been covering the rear
managed to escape the envelopment and make a run for their dropships.
Pushing their Gunfighter mechs to the limit, they raced across the rocky
plains, desperately trying to stay one step ahead of their pursuers, knowing
that if they could just get within the range of their dropship’s guns, they
would be safe.
However, just as they reached the base of the last hill separating them
from the cover of their ship, they detected enemy units closing in from all
sides. Closing in fast…

Set-Up
This scenario is played on a 2x3' table. The table should be sparsely covered
with large rocks, low hills, and perhaps a building or two.
Player A receives 2 Gunfighter mechs. These mechs must be deployed
within 6” of one of the short table edges.
Player B receives 3 Lancer mechs. One Lancer mech should be
deployed within 6" of the board edge opposite the Gunfighters. The
other two Lancers will enter play in the first turn as described in the
special rules.

Special Rules
Two of Player B’s Lancers start the game off the table. On the first turn,
the player must activate these two mechs. When activated, the mech must
make a move action as its first action. This move is made from the middle
point of one long table edge of the player’s choice. The second Lancer that
begins off the table must make its first move from the middle point of the
opposite table edge.
Because the Gunfighter mechs have already been engaged in combat,
they begin the game with only half of their normal ammunition of
missiles (5 instead of 10).

27
Spellcaster: The Frostgrave Magazine Issue 2

Victory Conditions
To win the scenario, Player A must exit one of his Gunfighter mechs off

agons! Issue 2
the short table edge opposite their starting edge before the end of turn 10.
Player B wins the scenario by preventing this from happening.

Player A Forces
tr a ps In G hos t Arc h ipelA G o!

Gunfighter A Pilot: Pts: 30


Move Fight Shoot Armour Structure
5 (+2) (+3) 12 30

Weapon Systems
Weapon Range Damage Accuracy Ammunition
Blast Cannon 12" +4 +0 -
Missiles 24" +2 -1 10 5
Rotary Gun 8" +2 +1 20
Melee - +3 +0 -

Gunfighter B Pilot: Pts: 30


Move Fight Shoot Armour Structure
5 (+2) (+3) 12 30

Weapon Systems
Weapon Range Damage Accuracy Ammunition
Blast Cannon 12" +4 +0 -
Missiles 24" +2 -1 10 5
Rotary Gun 8" +2 +1 20
Melee - +3 +0 -

28
Frostgrave Mech War

Player B Forces
Lancer A Pilot: Pts: 20
Move Fight Shoot Armour Structure
7 (+2) (+3) 10 22

Weapon Systems
Weapon Range Damage Accuracy Ammunition
Pulse Laser 18" +1 +1 -
Rockets 12" +4 +0 6
Melee - +1 +0 -

Lancer B Pilot: Pts: 20


Move Fight Shoot Armour Structure
7 (+2) (+3) 10 22

Weapon Systems
Weapon Range Damage Accuracy Ammunition
Pulse Laser 18" +1 +1 -
Rockets 12" +4 +0 6
Melee - +1 +0 -

Lancer C Pilot: Pts: 20


Move Fight Shoot Armour Structure
7 (+2) (+3) 10 22

Weapon Systems
Weapon Range Damage Accuracy Ammunition
Pulse Laser 18" +1 +1 -
Rockets 12" +4 +0 6
Melee - +1 +0 -

29
agons! Issue 2
tr a ps In G hos t Arc h ipelA G o!

THE BRIDGES OF THE


MAL DREATH
This scenario originally appeared nearly two years ago in Tabletop Gaming
Magazine #3. While they did a lovely job presenting it, in the long term, I wanted
to make it more easily available to Frostgrave fans. For that reason, I have included
it here. Interestingly, the bone bats that appear in this scenario were later used as the
basis for an artwork plate that appeared in The Frostgrave Folio.

F or nearly two hundred years, the Mal Dreath stood as one of the
most famous and most exclusive concert halls in the city of Felstad.
Although renowned for the quality of its musicians, dancers, and magical
display artists, it was even better known to most in the city for its unique
architecture. The Mal Dreath stood on a small island in the middle of the
city, surrounded by a deep, square moat. Two bridges spanned this moat on
opposite sides of the building. These bridges were a marvel of mechanical
and magical ingenuity that attracted numerous visitors in their own right, for
every few minutes, the bridges would swing slowly around the moat, moving
on some unseen axel below the surface of the island. Their swing would stop
ninety degrees later so that the two bridges now spanned the two sides of the
moat that were not previously crossable. In this way, the two bridges could
service all four of the great entrance doors of the Mal Dreath.
The great concert hall had only just opened its doors on the night the great
cataclysm destroyed the city. During the storm, the Mal Dreath shattered
and large sections tumbled down into the moat. The famous bridges cracked
30
The Bridges of the Mal Dreath

and froze into place. For a thousand years they stood motionless, encased in
ice and buried in snow. Now, however, the thaw has come. The snow and ice
are receding, and, slowly, the bridges are starting to move again...

Set-Up
This scenario requires a 4x4' or larger table. In the centre of the table, mark
out a 12" square island. This should be surrounded on all sides by a 6"
moat. This can be marked with black paper or felt if players have no other
way of creating a moat. Two bridges, each 4" in length should be placed in
the moat, extending from the centre of opposite sides of the island. Both
of these bridges are broken, so a 2" gap should be left between the end of
the bridge and the mainland side of the moat.
The island should contain the ruins of one large building, with at least
one section reaching a minimum of three storeys tall. The rest of the table
should be covered in ruins as per a standard game of Frostgrave.
Four treasures should be placed on the island. Two should be placed
2" apart near the centre of the island. Two more should be placed in
two opposite corners of the island. The remaining two treasures should
be placed anywhere on the table, following the normal rules for treasure
placement. If playing with 3 or more players, place six treasures on the
island, two in the centre, and one in each of the four corners. Place the rest
of the treasures on the table as normal.

Special Rules
The bridges of the Mal Dreath are moving again; unfortunately, they are
broken and unreliable. When rolling for initiative at the beginning of the
turn, if any player rolls above a 10, then the bridges move. Immediately
pick up the bridges and move them 90 degrees around the island so they are
touching the centre of the side of the island immediately to the right of the
side they were previously touching. Any figures that are on the bridges when
this occurs are moved along with the bridge but are otherwise unharmed.
The bridges will only move a maximum of 90 degrees each turn. Since there
is no clear path to the island, figures will either have to use some form of
magical movement to reach the island or they will have to leap the distance
between the edge of the moat and one of the broken ends of the bridges.
31
Spellcaster: The Frostgrave Magazine Issue 2

The moat itself is deep, but thankfully it is filled with soft snow. Figures
that fall into the moat are out of the game, but otherwise unharmed. They

agons! Issue 2
will eventually climb out and re-join their warbands for the next game.
To complicate matters further, a small group of bone bats have taken up
residence in the top of the ruins of the Mal Dreath and are using the island
tr a ps In asta base
G hos Arcto launch G
h ipelA raids
o! and store ‘shiny objects’. Each turn at the start of the
creature phase a single bone bat launches itself from the highest point of the
ruins of the Mal Dreath. Determine a random direction for the bone bat’s leap.
Then, roll a die and add 5, this is the total distance in inches that the bone bat
glides before touching down. If this move would take the bone bat into the
moat or off of the table, place the bone bat on the closest safe spot on the table.
As most of this movement is in the air, the bone bat ignores terrain and figures
for this movement. On all subsequent turns the bone bat follows the normal
rules for creatures. There are a total of four bone bats in the Mal Dreath.

Treasure and Experience


Treasure is determined as normal for this scenario. Experience is
determined as normal with the following additions:

• +10 experience points for each bone bat killed by a Wizard or a


member of his warband.
• +20 experience points if the Wizard or his Apprentice sets foot on the
island of the Mal Dreath.

Bone Bats
Bone bats are an uncommon form of undead creature. They appear to be
the skeletal remains of hunched, gargoyle-like creatures with leathery skin
that stretches between their arms and torsos which grants them a limited
ability to glide. Apart from the glide move mentioned in the Special Rules,
these wings also mean that bone bats never suffer any damage from falling.

Bone Bat
M F S A W H Notes
6 +0 +0 10 +0 1 Undead, Glide
32
The Mail Box

THE MAIL BOX

Dragon
I receive a lot of mail (well, email) asking questions about Frostgrave and
Ghost Archipelago. I thought the readers of Spellcaster might be interested
in some of those questions and answers. If you’ve got a question about
anything Frostgrave related, drop me a line at [email protected].
I n th I s I s s u e : tra ps It
I n G h o st A rc
may take me a while to answer, but I will try to get back to everyone.

Will we ever see captains in Ghost Archipelago? (Tim)


Probably not. Crews in Ghost Archipelago already contain two ‘character’
figures that use different systems for their powers. Adding a third character,
using a third different ability system, is more complication than I think
most players want to see. Also, some of the captain’s abilities overlap with
the Heritor abilities, which could create confusion.
That said, the rules exist in Frostgrave and are completely compatible
with Ghost Archipelago, so if you and your gaming group want to include
them, go for it!

What happens when a figure ‘falls’ down a set of


stairs? (Dan)
This is one of those situations that I think the players are in a better
position to decide than I am as a rules writer. Terrain can vary so much
from player to player that it would be a fool’s errand for me to try and
legislate for all of it. That said, if you want, I’ll give it a go.
If a figure is pushed onto a slope or staircase with an angle of greater
than 30 degrees, use the following rules for falling. The falling figure
should make a Move Roll with a Target Number of 14. If the figure
makes the roll, move him halfway down the slope or stairs. If he fails this
roll, move him all of the way to the bottom of the stairs. In either case,
determine falling damage as normal and then halve it, rounding down.

Why are quivers considered an item in Ghost


Archipelago? (Nassim)
This is mostly a balancing mechanism. Bows and crossbows are powerful
weapons in the game, especially when you put them in the hands of a
33
Spellcaster: The Frostgrave Magazine Issue 2

Heritor. To offset some of that power, I wanted to increase their ‘cost’,


so, essentially, I have made them cost two items slots instead of one by

agons! Issue 2
requiring the figure to also have a quiver.
It also allows me to introduce magic quivers, if I so desire, and for them
to be given to crewmen who carry a quiver. In Ghost Archipelago: Lost
tr a ps In Colossus,
G hos t Arccoming
h ipelAearly
G o!next year, I have allowed anyone carrying a quiver
to also carry one piece of magical ammunition (arrow or crossbow bolt)
without it taking up an item slot. This conversely, is to decrease the ‘cost’
of carrying a magic arrow.

I have just seen that you are writing a mass-battle


fantasy game for Osprey. Does this mean we will see
less Frostgrave? (Dave)
When I agreed to write Oathmark (the mass-battle game mentioned) it
involved a complete restructuring of my work schedule, which actually
means I have more time for Frostgrave. That is one of the reasons that
Spellcaster has become possible. So, no worries – as long as people are still
interested in Frostgrave, and I’m still enjoying it, there will be plenty more
Frostgrave to come.

34
The Horizon

THE HORIZON

Dragon
One of the oddities about being a writer is that while people are
receiving, and hopefully enjoying, my ‘latest’ work, I am usually deep
into something else. In fact, as I write, I’ve already handed in the
manuscript for the next Ghost Archipelago supplement and
I n th I s I sam
s u eworking
: tra ps I n G h o st A rc
on the next book for Frostgrave. So, while this strange ‘time incongruity’
is often a bit of a headache for me, it does mean I am in a great position
to tell you what is on the horizon for the world of Frostgrave.
So, coming in February of 2018, is Ghost Archipelago: Lost Colossus. In
many ways, this book serves the same function as Thaw of the Lich Lord
did for Frostgrave. It presents one campaign containing ten connected
scenarios. In this case, however, I’ve tried to make the scenarios not only
connected in a narrative sense, but also through game mechanics. Lost
Colossus is essentially a race, with the Heritors chasing after clues found on
the remains of a giant statue that has been scattered across the Archipelago.
So, every time a player wins a scenario, they will receive some minor
advantage in the next one. One step ahead in the race. In a few cases, the
winner even gets to determine which scenario is played next. So, it has got
just a tiny bit of ‘choose your own adventure’ in it.
When working on the scenarios for Lost Colossus, I wanted to play
off the evocative scenes that were created by a giant hand, leg, or half a
head, serving as the centre piece. Now players don’t necessary need these,
admittedly rare, items in their terrain collections – you can always use
substitutes and proxies – but if you want an excuse to create some neat
looking tables, here you go. I think the book includes some of my better
scenario writing. I hope players will agree.
Also, when working on Lost Colossus, it gave me a chance to rectify
what I now perceive to be a shortcoming in the Ghost Archipelago
rulebook. With Heritors as the protagonists, the game is much more
about hand-to-hand combat than Frostgrave, but this is not reflected
in the magic weapons and armour table. There just isn’t near enough
diversity in what can be found. So, with Lost Colossus, I have included a
greatly expanded magic weapons and armour table, which contains all
kinds of gear with lots of different properties.
35
Spellcaster: The Frostgrave Magazine Issue 2

agons! Issue 2
tr a ps In G hos t Arc h ipelA G o!

Finally, Lost Colossus delves a little deeper into the mysterious snake-
men. In fact, I have even included a new set of magic spells specifically for
use with them. These spells play only a minor role in the campaign, and
are mainly there for players to invent their own games, and potentially use
them in a more role-playing style. This is the first time I have done this
in a Frostgrave book, and I think it is nice little addition that doesn’t take
up too much space, but gives some neat new tools for players to use and
develop. You’ll have to let me know if you like it or not.
In really good news, at the same time Lost Colossus is released, we should
also see a new boxed set of plastic snake-men from Osprey Games and
North Star Military Figures. This will be a pretty standard Frostgrave-style
minis box with a huge variety of heads, arms and weapons.
After Lost Colossus, we will be returning to the Frozen City with a
new, larger-sized, supplement called The Maze of Malcor. This is still in
development, so I’ll save discussion on it for next time. For now, that’s
what’s on the horizon!

36

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