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HIGH

THE MAZE OF-LEVEL


MALCOR
Issue
THE
MONSTER
57
DIAMONDS
HERITORS
OUTTAKES!
OF ELIAS SKULL
HUNTING - A GHOST
FOR FUN ARCHIPELAGO
AND PROFIT CAMPAIGN
IN THE FROZEN CITY!
ISSUE 7 • SEPTEMBER 2021

Editorial 2

The Diamonds of Elias Skull 4

The Maze of Malcor Outtakes 12

The Floating Hulk 20

The Great Wyrm Campaign 24


By Brent Sinclair

The Archer in Barbarian Hack 34

Second Edition Review 35

Casting Roll Criticals – Second Edition 36

Ghost Archipelago – Ulterior Motives 58

Acknowledgments 57

Cover Artwork: Dmitry Burmak


Spellcaster Logo and Cover Design: Steven Meyer-Rassow
Interior Layout and Design: Andrew Vallas
Spellcaster: The Frostgrave Magazine – Issue 7 is copyright
Joseph A. McCullough, except for parts identified as written
by other writers, who retain copyright to their writings, and
the photographs which remain the copyright of the person
who took the photo – see acknowledgements. 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 7

Editorial
When the first issue of Spellcaster appeared in 2017, it covered the only
two wargames I had written: Frostgrave and Ghost Archipelago. Although
I had a full-time office job, I still had plenty of time and energy to
continue my explorations of the world and the rules system. Fast-forward
four years, and I have now written 5 or 6 wargames, depending on how
you count them. Although it has been an incredibly fun and wild ride,
it has also been a bit too much. I’ve come to realize that I can’t support,
explore, or even play all of these games to the level I want. Nowhere is
this more evident than with Spellcaster. As I look back, I realize that I
have only managed to release two issues in the last two years.
Now, I never intended for Spellcaster to become a monthly or even
bimonthly magazine, but I certainly intended for more than one a year!
For me, Spellcaster is game design at its most fun. It’s a place where I can
write whatever I want, based on whatever whim or fancy is driving me
at the time, and, while I have never been one to worry too much about
the commercial viability of my game writing, it’s nice to not even have
to consider it for these pages. Also, since I use Spellcaster as a place to
collect articles and scenarios I have written for other publications along
the way, it becomes a little archive of my work. What I’m trying to say
is that I love Spellcaster, and while I have perhaps neglected it a bit over
the last few years, I hope that this issue marks the point where I can get
back to spending more time working on it. I’m not going to make any
promises or give any timelines, but I do want to make it clear that I am
still committed to this little magazine and the fantasy world it covers.
For now, however, you’ve got a new issue to enjoy, and hopefully it
will entertain and bring some new elements of fun to your games. First
up is a collection of Ghost Archipelago scenarios that originally appeared
in Wargames Illustrated a few years ago. ‘The Floating Hulk’ is a solo
scenario – with a lot of sharks – while the ‘Diamonds of Elias Skull’
is a three-scenario competitive campaign where the crews race around
an island chasing the legacy of an infamous pirate. Also for the Ghost
Archipelago fans out there, this issue includes 16 Ulterior Motive cards!

2
Editorial

Along with the cards presented in issues 3, 4, and 5, this brings the set
up to 40 – the same number as the original Frostgrave version. Hopefully,
that should give your Heritors plenty of little side-quests as they explore
the Lost Isles.
Of course, since the last issue of this magazine was released, something
big has happened to Frostgrave – the release of Second Edition! I have
included a little box outlining how the new edition effects the articles
that have appeared in this magazine, but in truth, there isn't much.
The one exception is the article on Casting Roll Criticals that appeared
in Issue 4. Since there were numerous changes to the spells for Second
Edition, I thought it best to rework the entire article and bring it up to
date. So, Casting Roll Criticals are back, and this is the only issue you
need for using them in Second Edition.
While cleaning up my computer files a few months ago, I found a few
pieces that I had cut from the final manuscript of The Maze of Malcor.
This included some fun material that just didn’t fit well in the final book,
so I thought you guys might like to have a look at it here. Speaking of
fun, this issues also includes another seriously wild and entertaining
Frostgrave campaign by the master of the ‘Big Game’, Brent Sinclair –
and this time it’s got a dragon!
Lastly, I have thrown in rules for using a new figure, the archer, in
games of Barbarian Hack, the little board game presented in Issue 5.
Unfortunately, the archer is no barbarian, and winning with this guy
is much more challenging. So, next time you’ve got a couple of spare
minutes to roll some dice – give it a try!
It’s been great to be back, working on another issue of Spellcaster. Like
I said, I hope to be doing it more in the future. Let me know what you
think of the new issue and anything you might like to see in the future!

Until next time,


Joseph A. McCullough

3
The Diamonds of Elias Skull

This 3-scenario campaign for Frostgrave: Ghost Archipelago originally


appeared in a slightly different form in Wargames Illustrated.

A lmost every sailor in the Southern Ocean knows the stories of Elias
Skull, the murderous, heritor pirate who sailed nearly a century
ago. In his short career, he captured ships, burned villages, and sailed
circles around the fleets of three kingdoms and an empire. And then, he
disappeared. According to the legend, Elias possessed a trio of shimmering
diamonds, which, when brought together, could open a doorway to the
Ghost Archipelago, even when those fabled islands hadn’t been seen for
over one hundred years.
Now, it appears that at least part of the story of Elias Skull must have
been true. While making camp on one of the outlying islands of the Ghost
Archipelago, you found a large stone, purporting to mark his grave. Of
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The Diamonds of Elias Skull

greater interest, carved into the stone is a map of the island, including
three separate spots marked with little diamond shapes. Could these be the
hiding places of the famous jewels?
With your ship needing time for repairs, you might as well investigate.
So, making a quick rubbing of the map, and rounding up a select team
from your crew, you head off into the interior of the island to see where
the map leads.

Scenario 1: The Fountain Glade


After several, sweaty hours hacking your way through the dense jungle, you
finally stumble into a clearing containing a stone-edged pool. Sitting atop
a stone plinth in the midst of the pool, a large, multi-faceted diamond
sparkles in the sunlight. So, the stories are true!
Unfortunately, just as you take a step toward the pool, another group
of rough-looking brigands breaks into the glade from the other side. The
fact that you reached the glade first is meaningless. The diamond will go to
whomever can take it!

Set-Up
This game should be played on a 2.5' by 2.5' table. An 8" square pool of
water, bordered in stone, should be placed in the centre of the table. The
rest of the table should be filled with plants and ruined walls.
The central treasure should be placed in the exact centre of the pool.
Two treasure tokens should be placed 2" away from the pool, one on
either side of a line running down the centre of the table between the
two starting table edges. The final two treasure tokens should be placed
by the players as normal.
One shockray should be placed in the pool adjacent to the central
treasure (see page 11).

Special Rules
The pool in the centre of the table counts as deep water. Any figure that
wishes to pick up the central treasure must spend an action and make a
Fight Roll with a Target Number of 8. If successful, they have picked up
the treasure. Otherwise, the action is lost.
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Spellcaster: The Frostgrave Magazine Issue 7

The shockray will never leave the pool. If any action moves it to the edge
of the pool it stops there and ends its activation. The shockray will ignore
any figures not in the pool when determining its actions.
The first time any figure moves into the water of the pool, roll on the Fountain
Glade event table below. Only roll on this table once during the scenario.

The Fountain Glade Event Table


Die Roll Event
1–6 Powerful jets of water shoot out of the pool. Make a +4 shooting attack against every
figure that is within 10" and line of sight of the water.
7–13 The shimmering reflections of the water have a hypnotic effect. Any figure that moves
into the water must make a Will Roll with a Target Number of 10 or its activation
ends immediately. Any figures in the water suffer -3 to all swimming rolls.
14–20 The water in the pool begins to spiral around, sucking everything down in a whirlpool.
All swimming rolls made in the pool are at -5.

Treasure and Experience


Treasure is rolled for as normal after this scenario. In addition, the figure
that captured the central treasure recovers one of the diamonds. This
can either be sold for 40gc or saved to use with the other diamonds as
explained in the New Treasure section seen on page 11. Experience is
earned as normal for this scenario with the following additions:

• +10 experience points if a member of the Heritor’s crew is the first to


move into the water in the pool
• +10 experience points if the Heritor activates while in the pool.

Wardens can also earn bonus experience in this scenario.

• +10 experience points if the Warden activates while in the pool.

Scenario 2: Behind the Waterfall


After the fight in the glade and the revelation that the diamonds do exist,
you were more determined than ever to move quickly to the next point on
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The Diamonds of Elias Skull

Elias Skull’s map. This time the path ran beside a swift river as it wound
its way up toward the mountainous centre of the island. Just as you were
approaching the spot where the map showed the second diamond, you
began to hear a constant roar of falling water. Coming around a bend, you
saw a towering waterfall, tumbling over a clifftop, some fifty feet above.
According to the map, the diamond seemed to be right behind the falls.
Then, with mounting rage, you spied another group of adventurers on the
other side of the river, also heading for the waterfall…

Set-Up
This scenario should be played on a 2.5' by 2.5' table, or thereabouts. The
table represents one large cavern behind a waterfall. One table side should
be designated as the ‘waterfall’. Each player should place a doorway in one
side of the table perpendicular to the waterfall.
The table should be covered in large rocks and rubble. Treasure tokens
should be placed as normal in this scenario. Place one swamp zombie
adjacent to the central treasure (see Ghost Archipelago, page 138).
Each player should place all of the members of their crew within 5" of
their chosen doorway.

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Spellcaster: The Frostgrave Magazine Issue 7

Special Rules
Since the table represents a cavern behind a waterfall, the only way a figure
may leave the table is through one of the doorways or off the waterfall
side. Unlike most scenarios, it is possible for a figure to be pushed off the
waterfall side. In this case, the figure is unharmed, but out of the game.
The waterfall table edge counts as ‘deep water’ for the purpose of casting
spells that require deep water.
The cavern is extremely dark. Even with torches, the maximum line of
sight in this scenario is 12".
The cavern floor is extremely slick. Any figure that attempts to make a
second (or third) move in one activation, must first make a Move Roll with
a Target Number of 14. If it fails, it falls over before moving, takes 1 point
of damage, and its activation ends immediately.

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The Diamonds of Elias Skull

At the beginning of turn 2, each player may place one swamp zombie on
the table. The player may place this zombie anywhere on the table so long
as it is either out of line of sight, or more than 6", from any member of
the opposing crew. Unlike normal creatures, these zombies remain under
the control of the player that placed them. These zombies can only move
during the creature phase, can never pick up treasure, but otherwise can be
given any actions the controlling player wishes.
At the beginning of turn 3, each player may place another swamp
zombie on the table, following the rules above. It is also under the player’s
control. At the beginning of any turn after 3, if either player has less than
2 zombies on the table under their control, they may place an additional
zombie on the table following the rules above.

Treasure and Experience


Treasure is rolled for as normal after this scenario. In addition, the figure that
captured the central treasure recovers one of the diamonds. This can either
be sold for 40gc or saved to use with the other diamonds as explained in the
New Treasure section later. Experience is earned as normal for this scenario
with the following additions.

• + 5 experience points if the Heritor exits the table through the waterfall.

Wardens can also earn bonus experience points in this scenario.

• +5 experience points if the Warden exists the table through the waterfall.

Scenario 3: The Meeting Ground


The last path marked on the death stone of Elias Skull leads up into the hills in
the middle of the island. It is a difficult journey that involves as much climbing
as hiking. Yet, now that it is obvious that you have competition to retrieve the
diamonds, you are more determined than ever to reach the last hiding place
quickly. Finally, the jungle covered hillsides give way to grassy hill tops, sparsely
dotted with bushes and rocks. In the distance, you spot four stone pillars, or
perhaps totems, that mark out a square. In the midst of the four pillars, you
can just make out a small plinth and a glinting stone that sits atop it.
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Spellcaster: The Frostgrave Magazine Issue 7

Set-Up
This scenario should be played on a 2.5' by 2.5' table. A small plinth, or flat
stone, should be placed in the centre of the table. Four stone pillars, totems,
or standing stones, should be placed 6" in from each table corner so that they
form a square centred on the plinth. One pool of deep water, approximately 3"
in diameter should be placed 4" away from the plinth in a random direction.
The rest of the table should be sparsely covered in bushes and rocks.
The central treasure should be placed atop the plinth. The other treasures
should be placed following the normal rules for treasure placement. Players
should set-up all of the members of their crews within 2" of their starting
table edge.

Special Rules
Any figure in contact with the central treasure token may spend an
action to try and pick it up. This figure must make a Will Roll (TN16).
If the figure succeeds, the treasure token is picked up as normal. If they
fail this roll, they fail to pick up the treasure and their action is wasted.
Additionally, immediately roll for a random pillar. Draw a straight line
between this pillar and the figure that just failed the Will Roll. Make a +2
Poison shooting attack against the figure that is closest to this pillar and
within 1" of the line. If there is no other figure within 1" of this line, the
attack will be made against the figure that just failed the Will Roll.
At the end of each turn, roll for a random pillar. This pillar will make a
+2 Poison shooting attack against the closest crew member within line of
sight of the pillar.
The first time in the scenario that anyone is called upon to make a roll
on the random encounter table, instead place one snapping turtle on the
table. If there are figures in the deep water pool, immediately place the
turtle in combat with the figure with the highest Fight value that is in the
pool (roll off in the case of ties). Otherwise, place the turtle in combat with
the crewmember who is closest to the pool.

Treasure and Experience


Treasure is rolled for as normal after this scenario. In addition, the figure
that captured the central treasure recovers one of the diamonds. This
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The Diamonds of Elias Skull

can either be sold for 40gc or saved to use with the other diamonds
as explained in the New Treasure section later. Experience is earned as
normal for this scenario with the following addition:

• +10 experience points to the Heritor whose crew first picks up the
central treasure token.

The Diamonds of Elias Skull Bestiary


Shockray
Similar in size and appearance to their more common cousin, the manta
ray, shockrays give off a powerful electrical shock whenever they feel
threatened. Whenever a shockray activates, every figure within 3" must
make a Fight Roll (TN14) or suffer 1 point of damage. In addition, any
damage done by a shockray in combat goes straight through armour. Any
time a crew member is damage by a shockray, treat the crew member as
though they were Armour 10 (unless their armour was less than 10 to
begin with).

Shockray
M F S A W H Notes
6 +1 +0 10 +4 10 Aquatic, Shock

New Treasures
The Diamonds of Elias Skull
Individually, the diamonds of Elias Skull are just normal gemstones –
valuable, but of no inherent use. If all three are brought together, however,
they can be used as a mystical, navigational aid that can lead one to the
Ghost Archipelago, even when it is not manifest to the world at large. In
game terms, a Heritor that possess all three diamonds can store them on
his ship. These diamonds help to sail between the mainland and the Ghost
Archipelago with greater efficiency. All trips to the mainland cost 40gc less
than they normally would.
11
The Maze of Malcor
Outtakes

T he Maze of Malcor is the longest of all the Frostgrave supplements, but


it could have been longer. During its construction, I wrote several
parts that I later cut for various reasons. I ended up dropping the original
Scenario 2: The Belfry for the simple reason that I very much wanted
to split the campaign into two even halves, but I had written too many
scenarios for the first half. I ended up placing the scenario in Wargames
Illustrated instead.
I also wrote a set of ‘Weird Event Cards’ for the campaign. These were
designed to bring a little more chaos, a little more weirdness, and a lot more
narrative to the scenarios. They were also designed to help players who had
fallen behind in the campaign. In the end, I thought they were just a bit
too much for most players. The Maze of Malcor campaign is already an epic,
crazy adventure, and it just didn’t need ‘more’ going on. Still, I think there is
fun to be had with these cards, so I’m glad to share them.
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The Maze of Malcor Outtakes

Finally, I added two base upgrades, but then pulled them from the
book. I honestly can’t remember exactly why I did this. I suspect, it is
because there were only two of them, they are both of marginal utility,
and neither had anything specific to do with the rest of the book. Still,
I don’t see any reason why an enterprising wizard couldn’t add either of
them to their base!
In truth, it is rare that I have ‘outtakes’ from Frostgrave supplements.
Generally, if something isn’t included, it is because I didn’t deem it worth
sharing. I hope you enjoy these exceptions!

Scenario: The Belfry


High up in the tallest tower in the collegium, great silver bells hung from
giant rafters and rang out the hours, warning students to get to class and
the porters to their posts. It is said, that on a clear day, the bells of the
collegium could be heard in every corner of Felstad. Those bells have been
silent for nearly a thousand years, until today…

Set-Up
The entire table represents the belfry at the top of the highest tower in the
collegium. It should be littered with rubbish, including broken furniture,
constructs, half-finished art projects, and even a fallen bell or two. Place
four trap doors on the table, each one 4" in from a different corner of the
table. Instead of selecting starting table edges, warbands should select a
starting trap door and place all of the figures of their warband within 4" of
the trap door. Treasure tokens should be placed in the normal fashion.

Special Rules
The trap doors represent the only way in or out of the belfry (other than
falling). A figure may exit the table simply by moving onto any of the trap
doors. The table edges represent the walls of the belfry, with huge open
windows. In this scenario, it is possible to be forced off the table edge. In
a situation in which a figure would be forced off the table edge, it may
make a Move Roll with a Target Number of 14. If it succeeds, it remains
on the table at the edge. If it fails, it tumbles out of the window, and is
immediately reduced to 0 Health.
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Spellcaster: The Frostgrave Magazine Issue 7

If any player rolls a 15 or above on their Initiative Roll, one of the great
bells starts ringing. The noise is deafening. Every figure that is activated
during this turn, except undead and constructs, must first make a Will Roll
with a Target Number of 12. If they fail, they receive only 1 action during
that activation. If they succeed, they receive their full allotment of actions.
If any player rolls a 1–5 on their Initiative Roll, then a bone bat glides
down from the rafters above. Place the bone bat in the centre of the table,
roll for a random direction, then roll one die and move the bone bat that
number of inches in the random direction. This is where the bone bat
lands. From that point onward, the bone bat follows all the normal rules
for an uncontrolled creature.

Treasure and Experience


Treasure is rolled for as normal after this scenario. Experience is gained as
normal with the following additions:

• +5 experience points for each bone bat killed by a wizard or his


warband.
• +10 experience points if the wizard is on the table on any turn in
which the bells ring.
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The Maze of Malcor Outtakes

Weird Event Cards


Weird Event Cards are a new mechanism designed to bring a little more
balance, and a little more weirdness to The Maze of Malcor campaign. They
are only used in a campaign or scenario that features more than two players.
At the end of each game, all the players should vote on which player had
the worst game. Players are free to judge this in any manner they choose.
The player who receives the most votes is allowed to draw one random
Weird Event Card. In the case of a tie, no card is drawn. Each card is
unique. It should be kept by the player that drew it for use in a future
scenario in The Maze of Malcor campaign.
A player that has a card may play it in any future The Maze of Malcor
scenario. No player may play more than one card per scenario, and a card
may never be played until after the first turn. Unless a card says specifically
when it can be played, it may be played during the activation of any figure
controlled by the player playing the card.

Card 1
A ghost appears on the table in the form of the dead relative of one of the
soldiers, potentially driving that soldier temporarily insane. Place a wraith
in the centre of the table and choose one soldier that can draw line of sight
to it. That soldier must immediately make a Will Roll (TN20). If it fails,
treat this soldier as an uncontrolled creature. If the wraith is killed, the
insanity ends, and the soldier once again becomes a member of its original
warband. When determining the actions for the wraith, if it is not in
combat, it will always make one random movement and end its activation.
If it is in combat, and wins, it will push back its enemy and make a
random movement. The wraith will never force combat.

Card 2
There is a huge tremor as the entire Collegium shakes violently, threatening
to tumble down the cliff side. Every figure on the table must make an
immediate Move Roll (TN14) or be reduced to a maximum of one action in
their next activation (lay the figure on its side to represent this.) Additionally,
select one member of your own warband and two other soldiers or creatures
on the table. Each of these figures suffers a +2 attack from falling stones.
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Spellcaster: The Frostgrave Magazine Issue 7

Card 3
Play this card whenever a specific treasure is picked up for the first time in the
game. The treasure is actually an echomite (see Bestiary, page 18). Place an
echomite in combat with the figure who picked up the treasure token. Place a
new treasure token on the table, 4" in a random direction from the echomite.

Card 4
One of the soldiers has dropped his torch and started a fire in the broken
bits of furniture and dry parchment that are scattered about the place. It is
spreading rapidly, setting off small explosions as it consumes little bits of
magical refuse. Place 3 fire tokens (2" diameter circles) on the table. No token
can be placed closer than 6" to a figure or any other token. At the end of each
turn, each fire token moves 5" in a random direction, ignoring all terrain.
Tokens will stop if they hit the table edge. Any time a figure moves into
contact with a token, activates while in contact with a token, or has a token
move into or over them, that figure immediately suffers 4 points of damage.

Card 5
A giant portcullis slams down in one of the doorways, blocking any exit.
The portcullis has been enchanted with old and powerful magics and is
immune to all magic and physical force. Choose one doorway. No figures
may exit through this doorway.

Card 6
A damp, pink gas suddenly starts boiling up through the stones of the floor
at various points on the table. Each player should nominate three figures.
After all figures have been nominated, each of these figures must make a
Will Roll with a Target Number of 18. If the figure fails, it loses its next
activation. If the figure fails by 5, it loses its next activation, and takes 4
points of damage. If the figure fails by 10, it loses its next activation, takes
four points of damage, and receives -2 to all die rolls for the rest of the
game. If either the wizard or apprentice must make a Will Roll because of
the gas, the wizard gains +5 experience points. Constructs and undead are
immune to the gas and may not be selected.

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The Maze of Malcor Outtakes

Card 7
All of the treasures on the table suddenly blaze with heat. Any figure holding
treasure may immediately drop it as a free action. Alternatively, they may
take 2 points of damage and make a Will Roll with a Target Number of 14.
If they pass this Will Roll, then they hang onto the treasure, but take another
2 points of damage. If they fail the Will Roll then they drop the treasure,
but take no additional damage. No one may pick up any treasure for the
rest of the turn. Constructs and undead may choose to pass the Will Roll
automatically, but still take the damage for doing so.

Card 8
All lights in the chamber, including torches and magic staffs are suddenly
extinguished. For the rest of the turn, the maximum line of sight is
reduced to 4" and all figures make Fight and Shoot Rolls at -2. Any Glow
spells currently active are cancelled.

Card 9
Suddenly a swarm of vicious, glowing insects flies into the chamber. Nominate
a figure. That figure is attacked by the swarm and takes a +0 Attack. If the
figure is killed, the swarm disappears. If the figure survives, when it next
activates, it can move the swarm up to 10" in any direction. If this moves the
swarm into contact with another figure, the process is repeated. If the swarm
is not in contact with a figure, it follows the rules for uncontrolled creatures
(treat it as having Move 6), until it comes into contact with another figure,
wherein it follows the rules above. The swarm is immune to spells and never
takes damage in combat or from shooting attacks. It remains on the table until
it either kills a figure or moves off due to random movement.

Card 10
A null wave washes across the table. All spells in play are immediately
cancelled. All spellcasters must make a Will Roll with a Target Number of
14 or suffer 2 points of damage.

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Spellcaster: The Frostgrave Magazine Issue 7

The Maze of Malcor Outtake Bestiary


Echomite
These small, shape-shifting demons once became a major nuisance in
Felstad. If these creatures have at ‘true form’, it is unknown. Instead, they
spend most of their time disguised as inanimate objects such as lamps,
chairs, books and chests. When a living creature touches them, or at least
moves very close, the echomite quickly grows a giant mouth filled with
vicious teeth and attempts to devour them.
If an echomite ever kills another figure, it will slink off to slowly digest
its victim and should be removed from the table. Echomites are never
rolled randomly and only appear as part of scenarios or weird event cards.

Echomite
M F S A W H Notes
2 +4 +0 10 +6 8 Demon, Disguise, Remove if kills
another figure.

18
The Maze of Malcor Outtakes

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
stretched between their arms and torsos which grant 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

New Base Resources


The Maze of Malcor Outtakes New Base Resource Table
Resource Effect Purchase Price
Breeding Cages +1 to all Animal Manipulation Spells. 300gc
Alchemical Workshop Once after each game, if the wizard has 2 potions, 400gc
he may attempt to mix them. Both potions are
consumed in this process. The wizard should roll
2 dice. If both dice roll odd numbers, the mixture
is useless. If both numbers are even, then the
wizard should take the lower of the two numbers
and compare it to the Greater Potion Table found
in the Frostgrave Folio (page 45). The wizard has
created a potion of that type which can be added
to his vault. If the results of both die rolls are the
same, but less than ‘20’, then the two potions have
an explosive reaction. The Alchemical workshop is
destroyed, and the wizard starts the next game at
-2 Health. If one die rolls even and the other odd,
the potions refuse to mix and there is no result.
Both potions are recovered.

19
The Floating Hulk
A Solo Frostgrave: Ghost Archipelago Scenario

Y ou spied the ship at dawn, floating listlessly just to the southern side
of the Archipelago. Even from a distance you could tell it was in
desperate shape. Its foremast had snapped about six feet above the deck,
and now lay dangling in the water, likely pulling the ship around in circles.
Meanwhile, the mainsail had torn away from its ropes and now flapped
free in the breeze. Several large birds flew around the hulk.
Sailing closer, it soon became evident how beautiful and expensive a ship
it must once have been. Its clean lines, intricately carved mast head, and
bits of brass that once gleamed in the sun, all pointing to its quality. Now,
broken and battered, it would likely not be long before the sea claimed it.
With its erratic movements, and a few large rocks nearby, it would be
too dangerous to bring your own ship alongside, but such a fine ship
might still contain much of value. Making a quick decision, you ordered
your crew to lower the boats.
20
The Floating Hulk

Set-Up
Ideally, this scenario should be played on a table 2.5' by 2.5', or there
about. In the centre of the table, place a large ship model, at least 12" long.
If you don’t have a ship model, just cut out a piece of cardboard in the
rough shape of a ship’s deck. The foremast of the ship should run down
into the water, forming a bridge to the deck. Additionally, place two large
rocks jutting up out of the water at least 10" away from the ship.
Three treasure tokens should be placed for this scenario. These are all
normal treasure tokens and none of them count as the central treasure
token. Place one treasure token right at the front of the ship. Place one
treasure token at the back of the ship. And, finally, place one treasure token
at the top of the mainmast, which should stand around 8" above the table.
The rest of the table is covered in deep water.
Place one shark in the water within 4" of the ship (see Ghost Archipelago,
page 139). Place one talonjack on the top of the mainmast (see page 23).
Place your crew in up to three small boats adjacent to one table edge of
your choice.

Special Rules
Climbing from a small boat into the ship is both tricky and dangerous.
Any figure that wishes to do so must spend an action and make a Move
Roll (TN12). Standard Crewmen receive +3 on this roll. If the figure
succeeds, place it on the ship at the nearest unoccupied point. If it fails,
place it in the water at the nearest unoccupied point. If a figure attempts to
move up the broken foremast, they must also make a Move Roll (TN10)
or fall into the water at the closest point. Remember that a roll of 1 is
always a failure for Stat Rolls.
At the end of every turn, if there are less than 4 talonjacks on the table,
place a new talonjack on top of the mainmast.
If any figure falls into the water, any sharks on the table are assumed to
have line of sight to them. At the end of the turn, if any wounded figure
(creature or crewman) is in the water, roll a die. On a 10+ another shark
appears at a random point along the table edge. There will never be more
than three sharks on the table at one time. Sharks cannot draw line of sight
through the ship, but they can move under without penalty.
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Spellcaster: The Frostgrave Magazine Issue 7

At the end of each turn, roll a die to see if the ship drifts. On a 1–5 it
stays where it is. On a 6–10 it drifts 2" in a random direction. 11–15 it
drifts 4" in a random direction. 16–20 it drifts 6" in a random direction.
Regardless of how much the ship drifts, if the roll is a 5, 10, 15, or 20 the
ship also rotates 90-degrees clockwise.
Any small boats that are in the way when the ship moves will be pushed
along with it. If a small boat is pushed because of the ship’s rotation,
every figure in that boat must make an immediate Move Roll (TN10)
or fall into the water. If a small boat is pushed into a rock because of the
movement of the ship, the small boat is destroyed and all of the figures in
it are immediately placed in the water. If the ship itself ever hits one of the
rocks, every figure on the ship (except talonjacks) must make a Move Roll
(TN12) or fall into the water at the closest point.

22
The Floating Hulk

Treasure and Experience


Treasure is rolled for as normal after this scenario. Experience is gained as
normal with the following additions.

• +5 for each talonjack killed by the Heritor or his crew (to a


maximum of +30).
• +10 for each shark killed by the Heritor or his crew (to a maximum
of +30).

The Floating Hulk Bestiary


Talonjack
Officially known as ‘taloned-jackdaws’, these huge, black birds, have
wingspans of up to six feet and are capable of carrying full-sized humans for
short distances. In fact, their favourite tactic is to grab creatures and drop
them into water, where they will be killed by sharks and other predators. The
talonjacks can then feast on the scraps floating atop the water.
Whenever a talonjack wins a round of combat, they will grab hold of
their opponent and drop them into the water. Immediately move the
losing figure into the closest unoccupied bit of water. Immediately move
the jackdaw back to the closest point on the ship. A figure will take no
damage from this fall.

Talonjack
M F S A W H Notes
7 +2 +0 8 +4 8 Animal, Carry and Drop.

23
The Great Wyrm Campaign
By Brent Sinclair

For a moment, the sun goes black as a great winged form passes in front of it, and
you have to rub your eyes to be certain. Tales are always told in the Frozen City of
dragons and their hordes, but few can claim to have truly seen either. As your eyes
focus on this ancient beast, you see it circle towards the ground on the other side of
the city. While you know it is likely a fool’s errand, the lure of a dragon’s treasure
horde is too great to resist. Steeling your nerves, you gather your warband together
and plot your course to hunt the Great Wyrm.

24
The Great Wyrm Campaign

Campaign Format
This campaign is designed for 6 players, playing 3 scenarios. The first two
scenarios are designed for two players each. The third scenario brings all six
players together for a final, mega-game! It is advised to have a game master
to run the campaign, or at least an extra player to play the dragon in the
final scenario.
Due to the extremely dangerous nature of the Great Wyrm, this
campaign is suggested for wizards level 10 and above. If you are playing
this campaign with fewer than 6 players, you may find that it is better to
play with even higher-level wizards, especially for the last scenario.

Special Campaign Rules


• Due to the nature of this campaign, there will be no opportunities
to hire additional soldiers during the campaign. However, any figure
that rolls a ‘Dead’ result may be kept in the warband but suffers a
permanent -3 Health (treat this as special Permanent Injury).
• You can claim treasure as rolled after each scenario, but there will be
no opportunity to sell or purchase treasure.
• Wizards can learn new spells from Grimoires as per the standard
campaign rules.
• You will not return to your home base between scenarios, so any
special bonuses that require you to be in your home base will not be
applied. Otherwise, Out of Game spells can be cast before each game
as usual.

Scenario 1: The Hidden Path


It’s clear that you aren’t the only wizard that saw the Great Wyrm fly across
the sky. Rival warbands are racing through the Frozen City to reach the
area where they believe the great beast disappeared. This must be location
of the dragon’s lair.

Set-Up
The playing surface will be a designated 3' x 3' square. Set-up the table
following the standard rules. The players will set up on the same side
of table on adjacent (not opposite) corners. Each player should roll
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Spellcaster: The Frostgrave Magazine Issue 7

a d20, and the player with the highest score picks a corner as their
starting location. The second player picks one of the adjacent corners
as the staring corner for their warband. Note, this means that the
starting corners will share a table edge. This edge will be known as the
Deployment Edge.
Place 3 treasure tokens on the table, in a line running down the centre
of the table, perpendicular to the Deployment Edge. The first should
be placed 15" from the Deployment Edge, the second 22" from the
Deployment Edge, and the third 30" from the deployment edge. The one
at 22" should be the central treasure. Each player may place one additional
treasure token anywhere on the table so long as it is at least 15" from the
Deployment Edge and no closer than 8" to any other treasure token.
The player that picked their corner first should deploy their entire
warband within 6" of their chosen corner. The opposing player will do the
same in their corner.

26
The Great Wyrm Campaign

Special Rules
The table edge opposite of the players’ Origins of
Deployment Edge is the only table The Great Wyrm
edge that players can exit in this This campaign was
scenario. This edge is known as the originally run by Brent
Exit Edge. This scenario uses the as one of his legendary
standard rules for Random Encounters, Adepticon days. The
version presented here
except, whenever an encounter is
has been modified so
rolled, each player should roll a die. that it can be used in an
The player who rolls highest, may place ongoing campaign. It has
the creature(s) anywhere they choose also been updated for
on the Exit Edge of the table, but no Second Edition.
closer than 3" from any other model.

Treasure and Experience


Players should roll for treasure as normal after the scenario. Players gain
experience as normal with the following additions:

• +30 experience points if the wizard exits the table.


• +20 experience points if the apprentice exits the table.

Scenario 2: The Secret Entrance


Having wound your way through the ruins of the Frozen city, you find
yourself approaching a clearing in the rubble, one potentially large
enough for a dragon to land. However, there is no obvious entrance to
a great beast’s lair. There must be a secret way to unlock the entrance…
but how?

Set-Up
This scenario is played on a 3'x 3' table. The table should be crowded with
ruins except for a 9" diameter clearing in the centre. Players should deploy
on opposite sides of the table.
Treasure tokens should be placed following the normal rules.
After the treasure tokens are placed, each player should roll a d20; the
player with the highest score picks an edge as their starting table edge. The
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Spellcaster: The Frostgrave Magazine Issue 7

player that picked their table edge first should deploy their entire warband
within 6" of the edge. The opposing player should do the same on the
opposite edge.

Special Rules
If a wizard or apprentice picks up one of the treasure tokens, they may
check to see if this treasure also contains a clue to the secret entrance. In
order to reveal the clue, the wizard must use an action to cast a Reveal
incantation. This incantation is cast like a spell with a Casting Number of
12. Spellcasters may empower this roll in the same ways as empowering
a spell. Casting the Reveal incantation can replace the mandatory move
action and will not count as casting a spell for the wizard or apprentice’s
turn. As soon as one clue has been obtained, no other clues can be found
by either player.
Roll for random encounters as normal in this scenario, except, when an
encounter occurs place the creature(s) as close to the centre of the table as
possible, so long as it is at least 3" from any other figures.

Treasure and Experience


Players should roll for treasure as normal after the scenario. Players gain
experience as normal with the following addition:

• +50 experience points for revealing a clue.

Scenario 3: The Great Wyrm


You certainly aren’t alone in your pursuit of the Great Wyrm and the
beast’s legendary treasure hoard. Several wizards seem to have found the
secret to entering the great beast’s lair, while other wizards were able to
follow closely on their heels! Unfortunately for all involved, finding the
entrance to the lair was probably the easy part…

Set-up
This scenario is played on a 4' x 4' table. Place a giant dragon in the centre
of the table, with two large piles of treasure on either side approximately
6" from the centre. Mark out 6 deployment zones on opposite sides of
28
The Great Wyrm Campaign

the table running parallel to the line made by the dragon and the treasure
piles. Each deployment zone should be 6" wide and 6" deep and should
be equally spaced down each table edge. The rest of the table should be
crowded with terrain as per a standard game.
Players should then each pick a separate deployment zone and deploy
their warband completely within it. The order of selection is dependent on
the outcome of the first two scenarios with the following criteria:

1. Revealed a clue in “The Secret Entrance” scenario.


2. Had more models exit the table than their opponent in “The Hidden
Path” scenario.
3. Highest total level and experience points earned in the first two scenarios.
4. The most gold earned in the first two scenarios.

Special Rules
Individual treasure tokens are not placed for this scenario. However, any
model can try and steal a treasure from the dragon’s hoard. If a model is

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Spellcaster: The Frostgrave Magazine Issue 7

adjacent to the treasure pile, it may spend an action (which can replace
the move action) to claim a treasure token. This follows the normal rules
for treasure tokens. Unfortunately, stealing treasure from the Great Wyrm
comes at a cost!
The Great Wyrm is never considered locked in combat. If the Great
Wyrm is within 12" of a model that claims a treasure token, the dragon
makes an immediate retaliatory attack.
To determine the nature of the retaliatory attack, roll a d20. On the
result of a 1–13, the dragon will make a tail lashing attack – resolve this as
a +6 shooting attack. On a roll of 14–20 the dragon will unleash its fire-
breathing attack. The target model, and any other model within 2" of the
target model, suffer a +5 elemental magic shooting attack.
If the Great Wyrm is killed, each warband may claim one additional
treasure from the dragon’s hoard, but no more. The game ends when the
last model leaves the table.

30
The Great Wyrm Campaign

Treasure and Experience


Players should roll for treasure as normal after the scenario. Players only
earn experience for the following:

• +10 experience points for each spell successfully cast.


• +30 experience points for each treasure token secured.
• +40 experience points for participating in the game.
• +50 experience points for wounding the Great Wyrm (can only be
achieved once per warband).
• +100 experience points for causing the last wound on the Great
Wyrm (this can be cumulative with the 50 experience points for
causing a wound).

If no player is available to play the Great Wyrm, then use the


following priority list to determine its actions each turn.

1. If there is a warband member in line of sight, the dragon will


use its breath weapon against the nearest warband member in
line of sight that is carrying treasure. If no figure is carrying
treasure, it will use its breath weapon against the closest
warband member. This includes figures adjacent to the dragon.
The dragon is immune to its own breath weapon. Remember,
this replaces the dragon’s Move Action.

2. If a wizard has cast a spell on the dragon with an ongoing affect,


the dragon will cast Spelleater to remove the most recent spell.

3. If there is an invisible figure anywhere on the table, the dragon


will cast True Sight, if it has not already done so.

4. It will cast Steal Health against the nearest warband member.

5. If there is a demon in line of sight, it will cast Banish.

6. If the dragon still has a Move Action, it will move towards the
closest warband member in line of sight. If there is no warband
member in line of sight, it will make a random move. In either
case, the dragon will never move more than 6” away from at
least one of its treasures piles.

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Spellcaster: The Frostgrave Magazine Issue 7

The Great Wyrm


The Great Wrym is considered an “Old Dragon” as described in Spellcaster
Issue 2. Ideally, a game master or additional player will be available to
play the Great Wyrm. If not, refer to the text box to determine the Great
Wyrm’s actions each turn.

The Great Wyrm


M F S A W H Notes
7 +8 +0 15 +10 30 Large, Flying, Strong, Magic Attacks, Immune to Poison,
Elemental Resistance (3), Breathe Fire, Horrific, Immune to
Critical Hits, Immune to Mind Control, Too Large to Contain,
Protect the Hoard
Spells: Banish (8), Combat Awareness (10), True Sight (8), Spelleater (8), Steal Health (10),
Telekinesis (8)

Flying: Ignores terrain for movement.


Strong: All melee attacks do +2 damage.
Magic Attacks: All attacks from the Great Wyrm count as magic attacks.
Elemental Resistance (3): Adds 3 points to his armor when resolving
damage from elemental attacks.
Horrific: A model which chooses to attack or cast a spell against the
Great Wrym must make a Will Roll (TN 10). If they fail this roll,
their activation ends immediately.
Breathe Fire: May replace a movement action to breathe fire. Pick
a target point within 18" of the Great Wyrm’s line of sight, all
figures within 2" of the target point suffers a +5 elemental magic
shooting attack.
Too Large to Contain: The Great Wyrm is never considered locked in
combat for the purposes of making a retaliatory attack or casting
a spell.
Protect the Hoard: The Great Wyrm will retaliate with a lashing tail attack
or breathing fire if someone tries to steal from his hoard (as described
in the special rules of the scenario).

32
The Great Wyrm Campaign

33
Spellcaster: The Frostgrave Magazine Issue 7

Barbarian Hack: The Archer


The Archer is a new character that you can play in Barbarian Hack,
the mini-game presented in Spellcaster Issue 5. Although the Archer
sounds more powerful than the Barbarian at first glance, in actuality it is
significantly harder to win with the Archer.
To use the Archer, set up the board in exactly the same way as you do
in the regular game, except replace the Barbarian with the Archer in the
centre of the board. All the game rules remain the same, except every
turn the Archer will use the dice to make one move and one shot.
Each turn, the player rolls both dice. The player must pick one die
as the Archer’s move. This die follows the normal rules, so that an odd
number denotes a diagonal move of that many squares, while an even
number denotes a straight move of that many squares. The Archer kills
any creatures it moves over or onto.
The other die is the Archer’s shot. This follows the same odd/even rule
as for movement. The difference is that the Archer doesn’t actually move.
Instead, draw an imaginary line from the archer. All creatures that are
under the line are killed as though the Archer had moved over them. If
the line doesn’t travel over any creatures, the shot has missed.
The player can decide in which order the Archer moves and shoots. For
example. If the player rolls a 5 and a 4 on his first turn, he could decide to
use the 5 to shoot – taking a diagonal shot that kills one of the creatures
in the corner, and then use the 4 to move four squares in a straight line.
Alternatively, the player
could have moved 4
squares first then taken
a shot 5 squares on a
diagonal line, etc.
As a variant, you can also
play that the archer doesn’t
have to move at all and can
instead take two shots. This
makes the archer slightly
better but won’t affect the
outcome of most games.
34
Second Edition Review

Spellcaster:
Second Edition
Review
I recently went through all the
previous issues of Spellcaster magazine
to see what changes might be
necessary in light of the Second
Edition rules changes. As it turned
out, I was surprised how little
effect the new edition had on these
rules. The only article that needs
significant updating is the Casting
Roll Criticals because some of the
spells have changed. I am presenting
a completely updated list later in this issue. Otherwise, I found only
three instances where articles need updating.

Black Powder Firearms (Issue 1, page 4)


The three soldiers presented in this article: Musketeer, Coachman, and
Duellist are all specialist Soldiers.

Legendary Soldiers (Issue 4, page 4)


A warband that contains Legendary Soldiers can have a maximum of 3
specialist soldiers. So, a starting warband may contain either 4 specialist
soldiers or 1 legendary soldier and 3 specialists. This maximum of 3
specialists does not change, even as the number of legendary soldiers
increases. So, a level 30 wizard, entitled to 4 legendary soldiers, could
have a warband consisting of 4 legendary, 3 specialist, and 1 standard
soldier. A level 60 wizard could have 7 legendary and 1 specialist.

Monster Hunting (Issue 5, page 14)


Previously the Chilopendra Horn grants +1 to Monstrous Form. As this
spell no longer exists, change it to +10gc.

35
Casting Roll Criticals
Second Edition

O ne of the most popular articles I have written for Spellcaster, is the


‘Casting Roll Criticals’, that appeared in Issue 4. However, as the
spell list underwent a major overhaul when I created Second Edition, this
article became out of date. Some of the old spells were dropped, some new
ones added, and some modified significantly. So, rather than creating an
errata for the old article, I thought it best to re-present the article, updated
for the new edition. That way, players won’t have to flip through multiple
issues looking for the rules.

Background
Despite the complex rituals and incantations that often accompany magic,
when it comes right down to it, spellcasting is an art, not a science. A wizard
can’t just follow a formula and expect to get the exact same results each time.
Magic is wild and always dangerous. Skilful hands can shape and guide it,
36
Casting Roll Criticals Second Edition

but even the most powerful wizard cannot truly be said to control it. Those
that believe otherwise lead short lives and often die in spectacular ways.
When I first wrote Frostgrave, I tinkered with rules for Casting Roll
Criticals. These criticals, both good and bad, would mirror the critical hit
rule in combat. However, the more I worked on it, the more I realized that
each spell was so individual that I would have to include specific critical
success and critical failure rules for each one. While this would take the
chaos and drama of the game up another notch, it would also greatly
increase the complexity of the rules. In the end, with a little regret, I
dropped the idea. In only one instance did it survive—in the critical failure
for Summon Demon, as anyone who has rolled a 1 while casting the spell
has discovered.
Now that Frostgrave has been out for several years, and players have had
plenty of time to get familiar with the system, I thought it was time to
resurrect this idea. So, for those who think magic should be even wilder,
with bigger explosions, bigger risks, and less predictable results, I give you
Casting Roll Criticals!

Critical Success and Critical Failure


Whenever spellcasters roll a natural 20 on their casting roll, they have rolled
a critical success. Conversely, if spellcasters roll a natural 1 on their casting
roll, they have rolled a critical failure. In either case, the player should look
up the specific spell being cast on the list to see the result of this critical (see
pages 38–57 for the spell list). When a spellcaster rolls a critical failure, they
do not take damage for failing to cast the spell. If a critical failure results in
the spell being cast, treat the Casting Number as 14.
Criticals are never used when a spellcaster is using a scroll, except as
regards to the rules presented under Write Scroll. And, if a spellcaster is
attempting to cast a spell he knows, and rolls a 1, he may not use a scroll,
even if he has one available. A wizard who rolls a critical failure on a
Casting Roll receives +10 experience points.
Many of the critical results involve random distances; in all cases this
cannot move a figure, or select a point, off the table. If this would be the
case, stop measuring at the edge of the table and move the figure there or
use that point as the randomly selected point.
37
Spellcaster: The Frostgrave Magazine Issue 7

Spell List
Absorb Knowledge
Critical Success: The wizard gains 50 experience points (instead of 40) and
gains +2 to his first Casting Roll in his next game.

Critical Failure: The wizard absorbs a huge amount of meaningless


gibberish. He suffers -1 Will in his next game.

Animal Companion
Critical Success: The spellcaster can choose to either gain a White Gorilla as
his animal companion or one of the creatures normally allowed, but with a
permanent +1 Health.

Critical Failure: In the next game, one random opponent may select a bear,
wolf, snow leopard, or ice toad to add to his warband, for that game only.
This animal does not count against the player’s normal warband limit.

Animate Construct
Critical Success: The power feeding into the construct enhances its
abilities. The spellcaster may select one of the following stat increases for
it: +1 Move, +1 Fight, +4 Will, +2 Health. This increase lasts for the next
game only.

Critical Failure: In the next game, one random opponent may take a
construct of the type you were attempting to animate as part of his
warband for that game only. This construct does not count against the
player’s normal warband limit.

Animate Skull
Critical Success: The animated skull has +1 Fight and +1 Armour.

Critical Failure: Place an animated skull 6" away from the spellcaster in a
random direction. This animated skull is an uncontrolled creature.
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Casting Roll Criticals Second Edition

Awareness
Critical Success: For the rest of the game, the spellcaster adds +3 (instead
of the normal +2) to his warband’s initiative rolls and gains +1 Fight
whenever rolling against shooting attacks.

Critical Failure: For the rest of the game, the spellcaster’s warband
suffers -1 to all initiative rolls while the spellcaster is on the table.
Additionally, the spellcaster may not attempt to cast this spell again for
the rest of the game.

Banish
Critical Success: All demons with a Will Stat of +4 or less on the table
must roll a natural 20 on their Will Roll or be removed from the game.
Demons with a Will Stat of +5 or higher should roll as normal but suffer
damage equal to four times the amount by which they fail the roll. The
wizard receives +5 experience points for each demon removed (to a
maximum of +30).

Critical Failure: One random opponent may place an imp anywhere on the
table, provided it is no closer than 4" to any warband member.

Beauty
Critical Success: So powerful is the aura of beauty surrounding the caster
that the effects of the beauty spell also applies to creatures.

Critical Failure: For the rest of the game no other warband members may
activate in the same phase as the spellcaster.

Blinding Light
Critical Success: The caster can choose to make a +5 magic shooting attack
against the target in addition to the normal effects of the spell.

Critical Failure: The caster is blinded, suffering all the effects of the spell,
until his next activation.
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Spellcaster: The Frostgrave Magazine Issue 7

Blink
Critical Success: The caster may roll the random direction first, then choose
to move the figure anywhere from 1–8".

Critical Failure: Move the caster 4" in a random direction.

Bone Dart
Critical Success: Instead of the normal attack for this spell, the caster may
make an immediate +5 magic shooting attack against one target within
line of sight. This does not have to be the originally declared target.

Critical Failure: A piece of the caster’s own bone tears through their skin.
They take 3 points of damage and suffer -1 to all Casting Rolls for the rest
of the game.

40
Casting Roll Criticals Second Edition

Bones of the Earth


Critical Success: Instead of the normal rules for this spell, the caster can
chose to place a skeleton in combat with the target figure. This skeleton
counts as part of the caster’s warband for the rest of the game.

Critical Failure: The caster successfully casts the spell on themself.

Brew Potion
Critical Success: The spellcaster creates two doses of the same potion.

Critical Failure: The mixture explodes. The spellcaster starts the next game
at -3 Health.

Bridge
Critical Success: Do not roll to see if this bridge vanishes. It will only vanish
if the caster chooses to dismiss it during their activation. Additionally, the
caster can cast this spell again while this bridge is still active.

Critical Failure: The spell is cast as normal. However, anytime a figure steps
on the bridge or activates while on the bridge, roll a die. On a 1–10, the
bridge immediately vanishes.

Call Storm
Critical Success: All bow and crossbow attacks are at -2 for the rest of the
game. In addition, the caster may make one +2 elemental magic shooting
attack against any one figure on the table.

Critical Failure: Make an immediate +2 elemental magic shooting attack


against the caster.

Circle of Protection
Critical Success: As part of its activation, the spellcaster may move the
circle of protection up to 6" in any direction, so long as it does not end up
covering a demon or undead figure.

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Spellcaster: The Frostgrave Magazine Issue 7

Critical Failure: All uncontrolled demons or undead on the table that


are not in combat, must make an immediate 6" move directly towards
the caster.

Combat Awareness
Critical Success: The target also receives a +1 damage modifier.

Critical Failure: The target suffers -1 Fight for the rest of the game and may
not be the target of further castings of Combat Awareness.

Control Animal
Critical Success: If the target animal fails its Will Roll, it does not count
against the spellcaster’s limit of controlling one animal at a time.

Critical Failure: The caster may not attempt to cast this spell on this animal
for the rest of the game.

Control Construct
Critical Success: If the target construct fails its Will Roll, it does not count
against the spellcaster’s limit of controlling one construct at a time.

Critical Failure: The caster may not attempt to cast this spell on this
construct for the rest of the game.

Control Demon
Critical Success: If the demon reaches the end of the game without
being Banished or reduced to 0 Health, the caster can choose to extract
information from the demon after game and gain +20 experience points
or have the demon join his warband for the next game as well. In the
latter case, the demon does not count against the usual warband limit,
but the spellcaster cannot attempt to control another demon while it is
on the table.

Critical Failure: The spellcaster may not attempt to cast this spell for the
rest of the game.
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Casting Roll Criticals Second Edition

Control Undead
Critical Success: If the target undead fails its Will Roll, it does not count
against the spellcaster’s limit of controlling one undead at a time.

Critical Failure: The caster may not attempt to cast this spell on this
undead for the rest of the game.

Crumble
Critical Success: If being used to create a door, the caster may create a
door 6" wide by 3" tall, or completely remove any terrain piece smaller
than that. If being used to collapse a section of floor, the figure only
avoids falling if they roll a natural 20 on their Will Roll. In addition to
any falling damage, the also suffer an immediate +3 attack.

Critical Failure: If the caster is standing within 1" of any terrain piece over
1" high, it crumbles down on them. The caster suffers an immediate +1
attack. In addition, the caster suffers -2 on all future Casting Rolls for this
spell for the rest of the game.

Curse
Critical Success: If the target fails their Will roll, they suffer 3 damage in
addition to the normal penalties from the spell.

Critical Failure: The caster successfully casts the spell on itself.

Decay
Critical Success: The spell destroys all the target’s weapons and their shield
if they have one (subtract -1 Armour for the loss of the shield).

Critical Failure: The spell destroys one randomly determined weapon


carried by the caster. If the caster has no weapons that can be
destroyed, then they suffer -2 on all Casting Rolls for this spell for the
rest of the game.

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Spellcaster: The Frostgrave Magazine Issue 7

Destroy Undead
Critical Success: The target of this spell is treated as though its Will Stat
is 2 less. So, an undead creature with Will +4 would count as Will +2
for making their Will Roll and determining the effects of the spell.

Critical Failure: The target undead is immediately restored to its


starting Health.

Destructive Sphere
Critical Success: Every attack generated by the spell does an additional
+2 damage.

Critical Failure: The caster suffers a +5 attack.

Dispel
Critical Success: The spellcaster may cancel the effects of up to two
ongoing spells.

Critical Failure: The caster suffers 1 point of damage and may not cast this
spell for the rest of the game.

Draining Word
Critical Success: This casting does not count against the spellcaster’s limit
of having one Draining Word active, though multiple castings of Draining
Word against the same spell are not cumulative.

Critical Failure: Randomly select one spell known by the caster, the caster
is at -3 to cast this spell for the rest of game (or between this game and the
next for Out of Game spells).

Elemental Ball
Critical Success: All figures that suffer attacks from this spell should also be
moved 4" directly away from the target point. This will move them over
any other figure, or obstruction less than 1" high. Any higher obstruction,

44
Casting Roll Criticals Second Edition

and they will stop. If the target point was on a figure, move this figure in a
random direction.

Critical Failure: Roll a die. The ball travels that many inches in a random
direction. All figures within 1.5" of the new target point suffer a +5
elemental magic shooting attack as normal.

Elemental Bolt
Critical Success: The caster may choose to make an additional +3 shooting
attack against up to 2 figures that are within 1.5" of the target.

Critical Failure: Make a +7 magic shooting attack against the closest


member of the caster’s warband that is within line of sight, not counting
the caster.

Elemental Hammer
Critical Success: The next two times this weapon causes at least 1 point of
damage, it inflicts an additional 5 points of damage.

Critical Failure: The target weapon is destroyed. If it is magic weapon, it is


not destroyed, but it loses all bonuses and special powers until the end of
the game, though it still counts as a magic weapon.

Elemental Shield
Critical Success: The shield absorbs the next 5 points of damage done to the
caster from combat or a shooting attack.

Critical Failure: The caster may not cast this spell for the rest of the game.

Embed Enchantment
Critical Success: You learn something valuable about the technique of
enchanting. Next time this figure casts Embed Enchantment, it receives +3
to the casting roll.

45
Spellcaster: The Frostgrave Magazine Issue 7

Critical Failure: You permanently damage the item you were trying to
enchant and must pay 5gc in repair costs.

Enchant Armour
Critical Success: The spell not only increases the effectiveness of the Armour
but lightens it as well. Increase the Move score of the figure wearing the
armour by +1 (to a Maximum of 7) for the rest of the game. This extra
bonus cannot be embedded.

Critical Failure: The spell damages the target armour. Reduce the figure’s
Armour score by -1 for the rest of the game.

Enchant Weapon
Critical Success: The target weapon receives a +1 damage modifier in addition
to the normal effects of the spell. This extra bonus cannot be embedded.

Critical Failure: The target weapon is damaged by the spell and does -1
damage for the rest of the game.

Explosive Rune
Critical Success: When this rune explodes, all figures that suffer attacks are
also thrown 3" directly away from the rune. In addition, this Explosive Rune
does not count against a spellcaster’s maximum of three runes in play.

Critical Failure: Roll a die. Place an explosive rune that many inches away
from the caster in a random direction.

Familiar
Critical Success: The spellcaster attracts an unusual familiar that also grants
the caster +1 Will along with the +2 Health. This lasts until the spellcaster
is reduced to 0 Health.

Critical Failure: The spellcaster attracts a rather pathetic example of the


species. This familiar provides no Health bonus and cannot be gotten rid
of until the spellcaster is reduced to 0 health.
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Casting Roll Criticals Second Edition

Fast Act
Critical Success: The target figure gains +1 Move as well as the normal
results of the spell.

Critical Failure: The target figure suffers -1 Move for the rest of the game.
In addition, if it is a soldier, it cannot activate in either the wizard or
apprentice phase.

Fleet Feet
Critical Success: In addition to the normal results, the target gains an extra
action next time it activates (to a maximum of 3).

Critical Failure: The target figure suffers -2 Move for the rest of the game.

Fog
Critical Success: The line of fog is 10" long and may include one
90-degree angle.

Critical Failure: A random opponent of the caster may place the fog,
following the normal rules.

Fool’s Gold
Critical Success: The target does not get a Will Roll, and the treasure token
may be moved up to 6".

Critical Failure: The target of the spell is immune to Fool’s Gold for the
rest of the game.

Furious Quill
Critical Success: The quill stabs at its target. Every time the target figure
is activated with Furious Quill still active, it takes 1 point of damage. If
the quill ever reduces a spellcaster to 0 Health, do not roll for survival
after the game, instead the spellcaster automatically receives the Lost Eye
permanent injury.

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Spellcaster: The Frostgrave Magazine Issue 7

Critical Failure: This spell is cast against a randomly determined friendly


figure within line of sight. If there are no friendly figures in line of sight,
the spell is cast on the caster.

Glow
Critical Success: The glow is so bright that the target of the spell has
trouble seeing and suffers -1 Shoot and -1 to any Casting Rolls for the
rest of the game.

Critical Failure: The spell is cast on a randomly determined friendly figure


within line of sight of the caster, including the caster himself.

Grenade
Critical Success: Every figure within 3" of the target point suffers a +3
shooting attack.

Critical Failure: Roll a die. The grenade explodes at a point that many
inches from the caster in a random direction.

Heal
Critical Success: The target of the spell is returned to their starting Health
and is cured of one permanent injury if it had any.

Critical Failure: The target of the spell counts as wounded for the rest of
the game, regardless of any healing of any kind that it may receive.

Illusionary Soldier
Critical Success: The Illusionary Soldier gains a bit of solidity. The caster
gains a soldier of any type, except the soldier only has 1 Health. Otherwise,
it follows all the rules for a normal soldier except that it does not count
against your warband limit. It vanishes at the end of the game.

Critical Failure: One randomly selected opponent counts as having cast


Illusionary Soldier.

48
Casting Roll Criticals Second Edition

Imp
Critical Success: The first time this imp is activated, the caster may decide
its actions. After that, it becomes an uncontrolled creature.

Critical Failure: Roll a die and divide the result by 2, rounding down. Place
an imp that many inches from the caster in a random direction.

Invisibility
Critical Success: The caster may change the target of the spell to any figure
within 12". This figure can pick up treasure tokens and remain invisible.

Critical Failure: Choose a random enemy figure within line of sight. This
figure is rendered invisible. If there are no enemy figures within line of
sight, then the closest enemy figure becomes invisible.

Leap
Critical Success: The target may immediately take one action after the Leap
is completed. It may then take no other actions this turn.

Critical Failure: The target figure leaps 10" in a random direction and takes
3 points of damage because of a hard landing. (The figure takes no other
damage for falling).

Mind Control
Critical Success: The figure joins the caster's warband for the rest of the
game and may not make Will rolls to shake off the effect.

Critical Failure: The caster is shocked by a wave of psychic feedback,


suffers 2 points of damage, and may not cast Mind Control for the rest
of the game.

Mind Lock
Critical Success: The caster may pick a second target of the spell. Both
targets receive the benefits of the spell.

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Spellcaster: The Frostgrave Magazine Issue 7

Critical Failure: The target figure suffers -2 Will and is Immune to Mind
Lock for the rest of the game.

Miraculous Cure
Critical Success: In addition to the normal effects, the target receives +3
Health in its next game.

Critical Failure: The target immediately suffers a permanent injury. Roll on


the Permanent Injury table immediately. If the target of the spell is dead,
then the caster suffers horrific visions of death and starts the next game at
-3 Health.

Mud
Critical Success: The mud is boiling hot. Any figure that moves into the
mud, or activates while in the mud, suffers 1 point of damage.

Critical Failure: The spell is successfully cast with the caster treated as the
target point.

Petrify
Critical Success: The target is petrified for its next two activations, instead of
the next one, although it may attempt another Will Roll before the second.

Critical Failure: The spell is successfully cast on the caster. The caster may
attempt a Will Roll as normal.

Plague of Insects
Critical Success: In addition to the normal effects. The spell also summons
one giant insect. The caster may place this insect anywhere in combat
with the target figure. The giant insect has the same stats as a blood crow
(see Thaw of the Lich Lord, page 54) and follows all the normal rules for
uncontrolled creatures.

Critical Failure: One random opponent may place a giant insect anywhere
within 3" of the caster, including in combat with him.
50
Casting Roll Criticals Second Edition

Planar Tear
Critical Success: The rift is so large that an imp crawls out of it. Place this
imp on the target point for the spell. This imp counts as a member of the
caster’s warband for the rest of the game but does not affect the spellcaster’s
ability to summon or control other imps or demons.

Critical Failure: Determine a random direction then roll a die. A rift is


created that many inches away in the random direction. For the rest of
the game, at the beginning of each turn, a new imp appears at that point.
These imps are uncontrolled creatures.

Plane Walk
Critical Success: The caster, and up to one figure within 3", may
immediately move to any point on the table that is not occupied by
another figure. If moving two figures, the figures must still be within 3"
of one another after they move. All the other effects of the spells apply to
both figures until their next activation.

Critical Failure: The caster is attacked by an extra-planar entity while


attempt to walk and drags this creature back to this reality. Move the caster
1–10" in a random direction and place a minor demon in combat with it.
This minor demon follows all the rules for an uncontrolled creature.

Poison Dart
Critical Success: Make a +5 poisonous magic shooting attack against the
target figure.

Critical Failure: The spellcaster fires the dart into his own foot. He takes no
damaged but is poisoned.

Possess
Critical Success: In addition to the normal results of this spell, roll once
on the Minor Demonic Attribute Table (see Forgotten Pacts, page 14) and
apply this to the target figure as well.

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Spellcaster: The Frostgrave Magazine Issue 7

Critical Failure: The spell is successfully cast, but the demon manages to
take control of the target figure. For the rest of the game, this figure counts
as an uncontrolled creature. In addition, roll once on the Minor Demonic
Attribute Table and apply this to the target figure as well.

Power Word
Critical Success: The effects of this spell only apply to spellcasters of the
casting player’s choosing. In addition, this spellcaster can cast a second
Power Word, if they so choose, but must choose a different spell for it to
affect.

Critical Failure: The figure manages to cast Draining Word instead,


affecting the same spell that Power Word would have. This spell lasts until
the end of the game, unless it is otherwise cancelled.

Push
Critical Success: If the target of the spell was an enemy, the target also
suffers damage equal to half the number of inches they were pushed. If the
target of the spell was a friendly figure, the caster can choose to modify the
length of the push by +/- 3".

Critical Failure: Roll a die. The caster manages to push himself that many
inches directly away from the target of the spell as though he himself were
the target of a Push spell.

Raise Zombie
Critical Success: The caster may add one ghoul to their warband instead of
a zombie.

Critical Failure: If cast Out of Game, the spell fails, and the caster may not
cast this spell during the coming game. If cast in game, the spell creates
an uncontrolled zombie. One random opponent may place this figure
anywhere within 3" of the caster, but at least 1" away.

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Casting Roll Criticals Second Edition

Reveal Secret
Critical Success: The player may make 3 rolls for one treasure token and
choose which one to take.

Critical Failure: The spellcaster sees some vision of horror and suffers -1
Will for the coming game.

Scatter Shot
Critical Success: The spellcaster makes a +1 elemental magic shooting attack
against every enemy figure within 12", additionally, any figure that suffers
damage from this attack is moved 2" directly away from the caster.

Critical Failure: Every member of the caster's warband within 12",


including the caster himself, immediately suffers a +0 elemental magic
shooting attack.

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Spellcaster: The Frostgrave Magazine Issue 7

Shield
Critical Success: In addition to the normal effects of the spell, the target
also receives +2 Fight when rolling against shooting attacks for the rest of
the game.

Critical Failure: The caster may not cast this spell for the rest of the game.

Slow
Critical Success: In addition to the normal effects of the spell, the target also
suffers -2 Move.

Critical Failure: The spell is successfully cast upon the caster.

Spelleater
Critical Success: This spell cancels the effect of up to two spells currently in
play, and the caster takes no damage.

Critical Failure: The spell cancels the effects of all the caster’s own spells
that are currently in play. In addition, the caster takes 2 points of damage.

Stealth Health
Critical Success: In addition to the normal effects of the spell, the caster
gains +1 Fight for the rest of the game, while the target suffers -1 Fight for
the rest of the game.

Critical Failure: The caster loses one point of Health (in addition to
whatever is normally lost for the Casting Roll), while the target regains one
lost point of Health.

Strength
Critical Success: In addition to the normal effects of this spell, the target
also receives +1 damage in hand-to-hand combat for the rest of the game.

Critical Failure: The target suffers -1 Fight for the rest of the game.

54
Casting Roll Criticals Second Edition

Strike Dead
Critical Success: The caster takes no damage for casting this spell. If this
spell takes the target to 0 Health, and the target is a spellcaster or captain,
they must roll for a permanent injury on top of any other results for their
roll on the survival table.

Critical Failure: The spell is successfully cast against the caster (meaning the
caster immediately suffers 1 point of damage for casting the spell, and then
must make a Will Roll against the spell with a Casting Roll of 14).

Suggestion
Critical Success: The spellcaster may move the target up to 8" in any
direction provided it doesn’t lead to damage, or up to 3" in any direction,
but this can lead to damage – such as falling.

Critical Failure: The spell is cast on the nearest member of the caster’s
warband that is carrying a treasure token. A random opponent decides
how to move this figure. If no figures in the caster’s warband are carrying
treasure, the caster suffers -1 Will for the rest of the game instead.

Summon Demon
Critical Success: The spell generates a major demon. Roll once on the Major
Demonic Attributes Table (see Forgotten Pacts, page 18).

Critical Failure: Place a demon on the table in combat with the caster. To
determine the type of demon, roll a die: 1–10 imp, 11–17 minor demon,
18+ major demon.

Telekinesis
Critical Success: The caster may move the treasure up to 10". If it is moved
into contact with a member of the caster’s warband, they may pick up the
treasure as a free action.

Critical Failure: One random opponent may move the treasure token up to
6" in any direction.
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Spellcaster: The Frostgrave Magazine Issue 7

Teleport
Critical Success: After teleporting, the caster may take one more action this
activation. This can be any action the figure is normally able to perform,
including casting a spell.

Critical Failure: Roll a die. Move the caster that many inches in a
random direction.

Time Store
Critical Success: The caster may still take their second action for the turn
as normal.

Critical Failure: The caster receives a maximum of one action in their next
activation.

Time Walk
Critical Success: Casting this spell does not count as one of the figure’s
actions during this activation.

Critical Failure: Remove the caster from the table but mark the spot. At the
end of every turn, roll a die. On a 6+ they return to the table at the exact
spot they left it.

Transpose
Critical Success: The caster may change the targets of this spell. Target
figures receive no Will Roll to resist this spell.

Critical Failure: The caster switches places with a random member of his
own warband.

True Sight
Critical Success: The range for all parts of this spell is increased to 12".

Critical Failure: The caster cannot cast this spell for the remainder of
the game.
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Casting Roll Criticals Second Edition

Wall
Critical Success: The spell generates a wall of fire. In addition to the
normal effects of this spell, any figure that moves into contact with
the wall, or activates while in contact, suffers 2 points of elemental
magic damage.

Critical Failure: Any walls the caster currently has on the table are
immediately removed. The caster may not cast this spell again for the rest
of the game.

Wizard Eye
Critical Success: The wizard eye may be placed on top of a piece of terrain
and gains a 360-degree field of vision.

Critical Failure: The caster may not cast this spell for the rest of the game.

Write Scroll
Critical Success: When this scroll is used, the spell is cast as though a
Critical Success has been rolled.

Critical Failure: The caster starts a fire in their scriptum. Choose one scroll
currently in the wizard’s vault. This scroll is destroyed. If the wizard has no
other scrolls, there is no effect.

Acknowledgements
Chris Cook for editing.

Justin Clark for the photographs accompanying ‘The Diamonds of Elias Skull’.

Brett from Mini War Footage for the photographs accompanying ‘Casting
Roll Criticals’.
57
Mercy Re-Killing The Mirror of Antosis

Secret Secret
The old man ended his story with a sob, and said that he still sees Many Drichean books tell of the Mirror of Antosis, an ancient
his wife sometimes, walking with the other zombies. She can be gateway that allowed great warriors to double their strength.
recognized by the specific necklace she wears. The old man begs you Through a bit of research and deduction, you believe you have
to kill this creature and free his wife’s soul. If you can bring back found this ancient ruin. Now it is time to learn the truth behind
proof, he even offers a large ruby as a reward. the myth.

Place a swamp zombie (see Ghost Archipelago, page 138) at least Place a gateway at least halfway across the table from your
halfway across the table from your starting edge. This swamp starting edge. You must reveal this card as soon as you attempt
zombie follows the standard rules for uncontrolled creatures. If to have a crewmember move through the gateway. Once
the swamp zombie is killed, reveal this card. Leave the body of revealed, the crewmember must make a Will Roll (TN8). If the
the zombie on the table. Any member of this crew adjacent to roll is failed, move the figure 1" directly away from the gateway.
the body can use an action to recover the necklace. This necklace If successful, the figure should finish its move. Its activation then
can be passed from figure to figure, simply by the figures being ends. This figure then splits in two (use two figures, identical if
adjacent. If a figure with the necklace is killed, mark the point. you have them). Each figure counts as the original figure, except
Any other member of the crew can pick it up simply by moving both have half of the Health of the original. These figures may
over the spot. activate and move independently for the rest of the game. Only
If the swamp zombie is killed, by either crew, the crew that one figure may split this way during the game.
drew this card gains +25 experience points. If a figure carrying At the end of the game, the figures merge again. A survival
the necklace moves off the table, or is still on the table at the roll is only necessary if both of these figures were reduced to 0
end of the game, the crew also gains a ruby worth 60gc. Health. The crew receives +30 experience points if they have a
figure split.
Red Herrings
• Runic Stone Red Herrings
• Gateway • Pit
• Arcane Disc
Rise like the Phoenix Sundial
Secret Secret
If the bits of ancient writing on these ruins is true, there should be a The Tribals speak of a ruined Drichean temple devoted to the
stone in the ground, a sacred spot, where one can summon the power worship of the sun. According to their tales, if you can find the
of fire and flight… ancient ‘Sun Disc’, stand upon it, and sing the praises of the sun,
then all your followers will be blessed with great knowledge. It’s only
Place an arcane disc at least halfway across the table from your a day’s hike, so you figure it is worth a look.
starting edge. You may reveal this card at any time. After the card
is revealed, if you have a figure standing on the arcane disc at the Place an arcane disc at least halfway across the table from your
end of a turn, roll a die. If the roll is 8+ they have been possessed starting table edge. If you have a figure standing on the arcane
by the power of a fiery demon. For the rest of the scenario, this disc at the end of any turn, you may reveal this card. When
figure receives +1 Fight, +1 Armour, +2 damage, and gains the the card is revealed, every figure (of any crew) that is within
Flying and Demon attributes. line of sight of the disc immediately takes 2 points of damage.
Only one figure can be possessed by the demon in the game. However, the crew also receives +10 experience points for each
If a member of your crew is possessed, gain +30 experience figure in line of sight to the disc (To a maximum of +60).
points. Gain a further +10 experience points if this figure This can only occur once per game.
reduces a member of the opposing crew to 0 Health, and +10
experience more if the possessed figure exits the table or survives Red Herrings
to the end of the scenario.
• Trap Door
• Runic Stone
Red Herrings
• Trap Door
• Sarcophagus
Down the Pit Gateway of Nedrezzar

Secret Secret
A couple of your crew went off foraging, but only one came back. According to the ancient scrolls you discovered, if you can find the
The other fell into a deep pit and is too hurt to climb out. While you ancient Gateway of Nedrezzar, and say the incantation while the
are tempted to leave the fool down there to teach her a lesson, you moon is in the daylight sky, then a secret treasure will reveal itself.
don’t really have many crew to spare. So, grabbing some rope, you
set off. Place a gateway at least halfway across the table from your
starting edge. You may reveal this card at any time. At any point
Place a pit at least halfway across the table from your starting after the card is revealed, if a member of your crew is standing
edge. You may reveal this card at any time. At the end of any in the gateway, they may speak the incantation. Make a Will
turn after this card is revealed, and you have a crewmember Roll (TN16). Wardens get +6 on his roll. If the roll is successful,
adjacent to the pit that is not in combat, roll a die. On a 11+, place a special treasure token anywhere you want within 6" of
place a new standard crewmember adjacent to the pit. This the gateway. If the roll is failed, place a special treasure token a
figure starts at Health 5 but is otherwise treated as a standard number of inches away from the gateway equal to the amount
member of your crew. If the roll is 10 or less, nothing happens, by which the roll was failed in a random direction. Only one
but you may try again at the end of the next turn provided you special treasure can be placed this way.
still have a figure adjacent to the pit. The crew gets +20 experience for placing the treasure token.
If you manage to get this figure out of the pit, you gain +25 This token is treated as normal except that the crew that secures
experience points. it gets an extra 50gc.

Red Herrings Red Herrings


• Arcane Disc • Swamp Zombie
• Sarcophagus • Sarcophagus
Revenge Served Cold Summon the Worm
Secret Secret
No one kills a member of your crew and gets away with it, even if According to the witch-woman, there is an ancient worm that
the crewmember was a lazy good-for-nothing sailor and his killer a lives in these hills that can point the way to the Crystal Pool, and
mindless zombie. The rest of your crew needs to see, that even if they she gives you the ritual needed to summon it. However, she also
are killed, they will be avenged. warns that worm is always hungry…

Place a swamp zombie (see Ghost Archipelago, page 138) at Place a pit at least halfway across the table from your starting
least halfway across the table from your starting edge. This edge. You may reveal this card whenever you have a figure
swamp zombie is under the control of one random opponent. adjacent to the pit that is not In Combat. After the card is
The swamp zombie still counts as a creature and activates in the revealed, any member of your crew adjacent to the pit may
creature phase, but the opponent gets to choose all its actions. spend an action to attempt the ritual. Make a Will Roll
This opponent suffers -10 experience if the swamp zombie is (TN18). Wardens get +8 on this roll. If the roll is failed,
killed by a member of any crew but yours. This opponent gains nothing happens. If successful, place a giant worm on top
+10 experience points if the swamp zombie is still on the table of the pit. The worm has the same stats as a Sailback (see
when the scenario ends. Ghost Archipelago, page 131), but with ‘burrowing’ instead
You gain +20 experience points if the swamp zombie is killed of ‘Saurian’. The worm will never move into combat with
during the scenario. You gain an additional +10 experience points the figure which summoned it. Otherwise, it will follow
if the swamp zombie is killed by a member of your crew. You gain the normal rules for uncontrolled creatures. If the worm is
a further +10 experience points if the swamp zombie is killed by summoned, the crew gains a free, random map stone at the
your Heritor. end of the game. Any crew that kills the worm gains +30
experience points.
Red Herrings
• Statue Red Herrings
• Trap Door • Swamp Zombie
• Runic Stone
The Golden Skull The Secrets of Life and Death

Secret Secret
Legend states that the ancient Drichean King had a golden skull, The great Drichean philosopher was laid to rest in small tomb,
but when he died, he was sealed inside a sarcophagus before covered in his mystical writings. It is said that the writings on his
anyone could check. Well, it’s been a couple of hundred years now, sarcophagus contained numerous magical secrets dealing with life
and the kingdom has long been destroyed, it’s seem about time and death. If you could find that sarcophagus and copy down those
someone had a look. writings, who knows what mysteries your Warden could unlock.

Place a sarcophagus at least halfway across the table from your Place a sarcophagus at least halfway across the table from your
starting edge. You may reveal this card at any time. After the starting edge. You may reveal this card at any time. After the
card has been revealed, any figure standing adjacent to the card is revealed, any figure that is adjacent to the sarcophagus
sarcophagus may spend an action and attempt a Fight Roll may spend an action and attempt a Will Roll (TN14) to copy
(TN14). If the roll fails, nothing happens. If the roll succeeds, the writing from it. Wardens get +4 to this roll. If the roll is
then the sarcophagus is opened, and the figure is automatically failed, nothing happens. If it succeeds, then note this figure as
given a special treasure token. This special treasure token having the writings. Multiple figures may copy the writings. If
does not cause the figure to suffer any movement or fighting any member of your crew exits the table with the writings, or
penalties, but the figure may not carry any other treasure tokens has the writings when the game ends, then the Warden gains
while carry it. +80 experience points.
If this treasure token is secured, the player may exchange it
for a Golden Skull (see Gods of Fire, page 74). If the players Red Herrings
don’t have this book, then the player may exchange it for one
• Pit
roll on any treasure table from any book.
• Statue

Red Herrings
• Swamp Zombie
• Gateway
Doorway to Neverwhen The Buried Ship
Secret
Secret They say when the great pirate, Ezekial Pew, died his crew buried
The natives say that there is a doorway in the ground, deep in the his entire ship, along with a portion of his loot. The story seems
jungle, that leads to a place outside of time, a place of ghosts and unlikely, but there are a couple of extremely old islanders who claim
visions. To journey there is to momentarily see the world clearer to have seen it happen when they were children. The site isn’t far
than you have ever seen it before and to learn secrets you might from here, so it’s certainly worth a quick detour.
otherwise never learn.
Place a trap door at least halfway across the table from your
Place a trap door halfway across the table from your starting edge. starting edge. You may reveal this card at any time. After this card
You may reveal this card at any time. After this card is revealed, is revealed, any figure standing next to the trapdoor may spend an
any figure standing next to the trapdoor may spend an action and action an attempt a Fight Roll (TN12). If the roll is failed, nothing
attempt a Fight or Will Roll (TN16). If the roll is failed, nothing happens. If successful, the trap door is opened. Any figure in your
happens. If the roll is passed, then the door is opened. Members crew may now enter the trap door by moving onto it. A figure that
of your crew may now exit the table through this trapdoor. Any moves onto the trap door is removed from the table and placed to
treasure they are carrying when they exit this way is secured. one side. At the start of each turn, roll a die for each figure placed
The Heritor gains +10 experience points if you manage to open aside. On a 12+, place them back on the table at any point adjacent
the trap door and an additional +5 experience points for each to the trapdoor. Additionally, this figure is carrying a treasure
member of your crew that exits the table through it – except the token. These treasure tokens follows all the normal rules except no
Warden. The Warden gains +10 experience points if they manage experience points are gained for their recovery. On an 11 or less, the
to exit through the door. figure is still searching in the underground ship. Up to 2 treasure
tokens may be recovered from the trap door.
Red Herrings If a player has no figures on the table, but still has figures in
the trap door, immediately place them adjacent to the trap door,
• Arcane Disc
but do not give them treasure tokens.
• Sarcophagus A crew gains +10 experience points for opening the trap door
and another +10 experience points if a figure emerges with a
treasure token.

Red Herrings
• Statue
• Gateway
Statue of the Troll Stone of Lost Knowledge

Secret Secret
The script on the side of the old ruin included words of power to The old tome spoke of a group of sorcerers who lived up in these
‘bring stone to life’. It seemed to be referring to a statue located hills and who inscribed their magical spells onto stones in the
nearby… ground. Most of the stones around here appear to have been
destroyed, but maybe something is still standing.
Place a statue at least halfway across the table from your starting
edge. You may reveal this card at any time. Once this card is Place a statue at least halfway across the table from your starting
revealed, any member of your crew that is adjacent to the statue edge. You may reveal this card at any time. Once this card is
may spend an action to speak the words of power. Make a Will revealed, if your Warden is adjacent to the stone then they may
Roll (TN16), Wardens get +6 to this roll. If the roll is successful, spend an action and make a Will Roll (TN14). If successful, the
replace the statue with an island troll (see Ghost Archipelago, Warden has gained new magical insight. After the game is over,
page 134). This island troll counts as a member of your crew for and assuming the Warden survives, the Warden may forgo any
the rest of the game but will not activate until the next turn. If experience points earned and instead immediately gain 1 level
the roll fails, nothing happens, but other figures may attempt and 1 new spell of your choice. This may, temporarily, take the
the roll later. Warden over the maximum number of spells allowed for their
After the game, if the island troll survives (roll Survival as per level. However, they may not gain any future new spells unless
crew if necessary), the player may keep the island troll in his they are once again at a legal level.
crew. This island troll takes up a crew slot as normal, counts as
a specialist soldier, and may pick up treasure tokens. After each Red Herrings
game, the Heritor must pay 5gc to feed the island troll extra
• Swamp Zombie
rations or the troll wanders off.
Gain +20 experience points if a crewmember successfully • Sarcophagus
brings the island troll to life.

Red Herrings
• Pit
• Arcane Disc
The Siren in Stone The Rite of Fire

Secret Secret
For sometime you’ve heard the legends and stories about the Siren Only the strongest warriors can survive the Rite of Fire, or so
in Stone, a magical statue that sings on command, and whose song says the tribal shaman. To test themselves, warriors go deep into
can fill people with great hope or great dread. Well, for the first time, the jungle, find the ‘old stone’, and place their hand upon it in
you’ve met someone who can tell you where the statue stands… challenge. Those that survive come back even stronger than before.
It’s a challenge you can’t resist.
Place a statue at least halfway across the table from your starting
edge. You may reveal this card at any time. Once this card is Place a runic stone at least halfway across the table from your
revealed, any of your crew that are standing adjacent to the statue starting table edge. You may reveal this card at any time. After
may spend an action and make a Will Roll (TN16). If the roll this card is revealed, if your Heritor is standing adjacent to
fails, nothing happens. That figure may not attempt it again, but the stone, it may spend an action to place their hand on the
other members of the crew may. If the roll succeeds, then the stone in challenge. Immediately make a +5 attack against the
statue starts to sing. Heritor. If the Heritor survives the attack, they gain +2 Fight
When the statue sings every figure within 12", from any crew, for the rest of the game, in addition they gain +60 experience
must make a Will Roll (TN12). If they succeed, they regain up points. If the attack reduces them to 0 Health, roll for survival
to 3 lost points of Health. If they fail, they receive no actions the after the game as normal, but gain +40 experience points.
next time they activate.
Gain +20 experience points if the statue sings. Both crews gain Red Herrings
+5 experience points for each figure that makes a Will Roll due to
• Trap Door
the singing.
• Arcane Disc

Red Herrings
• Runic Stone
• Gateway
GHOST ARCHIPELAGO GHOST ARCHIPELAGO

ULTERIOR MOTIVES ULTERIOR MOTIVES


CARDS CARDS

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