Frostgrave: The Wildwoods 9781472858160, 1472858166

This supplement brings a new dimension to games of Frostgrave, allowing players to lead expeditions into the wilderness

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Table of contents :
Cover
Title
Copyright
Contents
Introduction
Chapter One: Rules of the Wild
Wilderness Scenarios
Away From Home
Dominant Terrain Types
Forest Terrain
Mountain Terrain
Bog Terrain
Ice Terrain
Urban Terrain
Terrain Effect Bonus Table
Water Hazards
Small Boats
Supplies
Supply Points
Cargo Transports
Inclement Weather
Chapter Two: New Soldiers
Guide
Trapper
Trophy Hunter
Chapter Three: The Tower of Storms
Starting The Tower of Storms
Scenario One: The Sinking Mausoleum
Scenario Two: The Temple of Cats
Scenario Three: The Owl Eyrie
Scenario Four: Mammut Migration
Scenario Five: Onto the Lake
Scenario Six: Demon Haunted Isle
Epilogue
Chapter Four: Wildwoods Treasure
Wildwoods Treasure
Wildwoods Magic Weapons and Armour
Wildwoods Magic Items
Chapter Five: Bestiary
Random Encounters
Forest Random Encounters
Bog Random Encounters
Ice Random Encounters
Mountain Random Encounters
New Creatures
Barbarians
Bog Men
Clingers
Firekeepers
Foulhorns
Giant Mosquitoes
Giant Snowy Owls
Ice Leeches
Mammuts
Moose
Mountain Goats
Petrified Men
Phase Cats
Prontolis
Rangifer
Rangifer Chargers
Rangifer Hurlers
Rangifer Shamans
Ravenous
Sabretooths
Wind Demons
Wolverines
Woolly Rhinoceros
New Traits
Recommend Papers

Frostgrave: The Wildwoods
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The Wildwoods

OSPREY GAMES Bloomsbury Publishing Plc Kemp House, Chawley Park, Cumnor Hill, Oxford OX2 9PH, UK 29 Earlsfort Terrace, Dublin 2, Ireland 1385 Broadway, 5th Floor, New York, NY 10018, USA E-mail: [email protected] www.ospreygames.co.uk OSPREY GAMES is a trademark of Osprey Publishing Ltd First published in Great Britain in 2023 This electronic edition published in 2023 by Bloomsbury Publishing Plc © Joseph A. McCullough, 2023 Joseph A, McCullough has asserted his right under the Copyright, Designs and Patents Act, 1988, to be identified as Author of this work. All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage or retrieval system, without prior permission in writing from the publishers. A catalogue record for this book is available from the British Library. ISBN: PB 9781472858153; eBook 9781472858146; ePDF 9781472858160; XML 9781472858139 Originated by PDQ Digital Media Solutions, Bungay, UK Osprey Games supports the Woodland Trust, the UK’s leading woodland conservation charity. To find out more about our authors and books visit www.ospreypublishing.com. Here you will find extracts, author interviews, details of forthcoming events and the option to sign up for our newsletter. AUTHOR Joseph A. McCullough’s first brush with writing for games was as co-author of The Grey Mountains supplement for the Middle-Earth Role-Playing Game, and he has remained passionate about Fantasy gaming since, going on to become an award-winning game designer. He is the creator of the “Frostgrave Family” of skirmish wargames (the Fantasy titles Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, and the Sci-Fi evolution, Stargrave) and of the Oathmark Fantasy battle game and The Silver Bayonet, a game of Napoleonic Gothic Horror. The latest information on his game design and other writing can be found at: josephamccullough.com. ILLUSTRATOR RU-MOR was born in Tarragona, Spain, and studied Fine Arts at the University of Seville, specializing and working on artwork restoration. She began her professional career in 2000, sculpting historical, fantasy, and science-fiction miniatures. These days she combines her work as a sculptor with her work as a freelance illustrator, and has provided illustrations for various Spanish RPGs, books, and card games. a

ACKNOWLEDGMENTS Artwork: aRU-MOR Official Frostgrave figure design: Giorgio Bassani, Mark Copplestone, Mike Owen, Mark Sims, Bob Naismith, Matthew Bickley Figure painting: Kevin Dallimore Photography: Kevin Dallimore

Contents Introduction 5 Chapter One

Rules of the Wild

8

Wilderness Scenarios

8

Away From Home Dominant Terrain Types Forest Terrain Mountain Terrain Bog Terrain Ice Terrain

9 9 10 12 13 16

Urban Terrain Terrain Effect Bonus Table Water Hazards

17 18 21

Small Boats 23 Supplies 25 Supply Points 25 Cargo Transports Inclement Weather Chapter Two

New Soldiers

26 34

36

Guide 36 Trapper 37 Trophy Hunter 38 Chapter Three

The Tower of Storms

40

Starting The Tower of Storms 41 Scenario One: The Sinking Mausoleum 43 Scenario Two: The Temple of Cats 45 Scenario Three: The Owl Eyrie 47 Scenario Four: Mammut Migration 49 Scenario Five: Onto the Lake 52 Scenario Six: Demon Haunted Isle 54 Epilogue 56

Chapter Four

Wildwoods Treasure

57

Wildwoods Treasure 57 Wildwoods Magic Weapons and Armour 59 Wildwoods Magic Items 63 Chapter Five

Bestiary 70 Random Encounters Forest Random Encounters Bog Random Encounters Ice Random Encounters

70 70 71 72

Mountain Random Encounters 74 New Creatures 75 Barbarians 75 Bog Men 75 Clingers 76 Firekeepers 76 Foulhorns 78 Giant Mosquitoes 78 Giant Snowy Owls 79 Ice Leeches 79 Mammuts 81 Moose 81 Mountain Goats 82 Petrified Men 83 Phase Cats 84 Prontolis 84 Rangifer 86 Rangifer Chargers 86 Rangifer Hurlers 86 Rangifer Shamans 87 Ravenous 88 Sabretooths 89 Wind Demons 89 Wolverines 90 Woolly Rhinoceros New Traits

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90 91

Introduction Welcome to The Wildwoods, the latest volume in the ever-expanding Frostgrave library. This book takes the wizards where they’ve rarely gone before – into the wilderness beyond the Frozen City! It’s no longer just about fighting monsters and collecting treasure; now the wizards must contend with the dangers of the wilds, making sure they have enough supplies to keep their warbands pushing on through blinding snowstorms, across partially frozen rivers, and over treacherous mountain slopes. I have always been a huge fan of adventure stories that included an element of journey and exploration. From the ancient stories of Jason and the Argonauts and Sinbad the Sailor to the more modern tales of Treasure Island and the quest of the Fellowship across Middle-earth, I love the danger that comes from being cast adrift in the wilderness. In these stories, many of the things we take for granted, such as food and shelter, become critical to survival. There are no shops or hotels in the wilds! These stories mix the threat of sudden death from monster attacks or deadly terrain with the fear of a slow, lingering demise due to lack of food or exposure to the elements. It is kind of surprising that it has taken me so long to write about adventures outside of the Frozen City. In fact, the first person to take a Frostgrave story outside the ruins of Felstad was Matthew Ward, in his excellent dark fantasy novel, Frostgrave: Oathgold. I didn’t really touch upon the subject until the supplement, Blood Legacy, which talks about the Fire Giants who rule small kingdoms to the north of the Frozen City and includes one short campaign set in the wilderness. That campaign gave me a taste of the possibilities and started my imagination down a new path that has led here, to The Wildwoods! In this book you’ll find a large chapter called ‘Rules of the Wild’, which covers several different aspects of adventuring in the wilderness. When you journey outside the city, it is important to know the dominant terrain type of the area you are crossing, as each presents specific dangers. It’s also important to keep track of your supplies to make sure you have enough food and spell components to get there and back again. You might even want to bring some form of transport, such as a sled or wagon to help carry those supplies. Then there is the ever-present threat of the weather, itself a deadly proposition in these frozen climes. Now, it would hardly be a Frostgrave book without some new scenarios to help you test out these rules. This book includes a six-scenario campaign that takes the wizards to the northeast of the Frozen City, through all kinds of varied terrain, for a final showdown in the ruins of a tower, on an island, in the middle of partially frozen lake! Along the way, the wizards will encounter a host of dangerous creatures. Some of these will be familiar to long-time players, such as the rangifer and the foulhorn, but many will be new, including

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the walrus-like prontolis, the demonic ravenous, and the mighty, if generally peaceful, mammuts. Thankfully, the book also provides a bit of help for the wizards in the form of new soldiers geared to wilderness travel. What wizard venturing into the wilds wouldn’t hire a guide to help lead the way? Or a trapper to help secure food? Along with that, there is also a host of new treasures to be found (or purchased), including many that are especially useful away from the boomtowns that pass for civilization in this part of the world. I’ll leave the rest for you to explore. I hope you enjoy reading this book as much as I have writing it. There are lots of pieces here that you can include in your game, but remember, it’s all optional. If there is something you like, use it in your campaign. If there is something you don’t, leave it out. All these rules are just tools to try and help you have fun and bring more variety and enjoyment to your games. Many thanks for picking up this book and continuing to support me and the world of Frostgrave. Without your support, I wouldn’t have nearly as much time to work on this fantasy world. Also, without the enthusiasm for the game shown by players all over the globe, I’m sure my own enthusiasm would also wane. It’s been an incredible ride, and I’m glad that you are with me.



Joseph A. McCullough Kent, England, 2022

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CHAPTER ONE

Rules of the Wild The cataclysm that destroyed Felstad brought a millennium-long ice-age that wiped out most of the life in the region. However, this magical storm lingered over the city much longer than it did anywhere else, and the surrounding lands began to thaw at different times. So, while the whole area is still in a nearly continuous winter, life has returned to much of the neighbouring regions. Great forests have sprung up to the west, and, as the trees returned, so did the tribes of barbarians, rangifer, and others who once inhabited those lands. Rivers that were once frozen solid are now breaking apart and flowing again, and fish and other creatures swim in their waters. In many places, the thaw has resulted in great boggy fields, filled with sinkholes and icy pools While the lands around Frostgrave are still incredibly treacherous, they are at least more accessible than they’ve been since the great days of empire. Much as the thaw has uncovered the broken towers and palaces of ancient Felstad, so too has it revealed many other ruins that once serviced the great city. As the competition for the treasures of the city has grown, and the fights between wizards more deadly than ever before, many treasure hunters – new and old – have turned their eyes to the lands beyond the city.

WILDERNESS SCENARIOS This chapter presents rules and suggestions for playing games of Frostgrave in the wild lands around the city. It begins with a look at the dominant terrain types of the area, and some specific natural dangers that can be used in scenarios. Also included in this supplement are the rules for ‘supplies’. Unlike the wizards who adventure in the ruins of the Frozen City and can rely on the local boomtowns to supply their basic needs, treasure hunters who venture into the lands beyond must be self-sufficient. They will likely want to hire a guide and arrange for baggage transport. Wizards exploring the wilds without such forethought will quickly find their warband starving, freezing, or most likely, deserting!

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AWAY FROM HOME When wizards embark on a wilderness campaign, they must leave their base and any resources in it behind. (Don’t worry, they’ll leave plenty of magical traps and protections so it will still be there when they get back.) Unfortunately, this means that wizards do not have access to any special rules provided by their bases during these campaigns. They do, however, still have access to their vault and library as no wizard would leave home without them. They are assumed to be carried by the warband members or in a warband’s cargo transport, but don’t actually factor into games.

DOMINANT TERRAIN TYPES When playing a scenario set in the wilderness, the first task is to determine the dominant type of terrain found in that area. There are five types of dominant terrain common to the lands around Frostgrave as seen on the table below. Players should roll on this table before any wilderness game to guide them in how to set up the table. Each terrain type is further explained below. Dominant Terrain Table Die Roll

Dominant Terrain Type

1–4

Forest

5–8

Mountain

9–12

Bog

13–16

Ice

17–20

Urban

While this roll determines the dominant type of terrain for the table, it should not be taken as exclusive. Even if the players roll an urban setting, they should still feel free to put some trees, bogs, and ice crystals on the table. In the same way, a forest or bog might have a few ruins or large broken rocks mixed in.

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LOTS OF TERRAIN! Regardless of what type of terrain is used, remember the main rule of all Frostgrave tabletops – there should be lots of terrain! All the wilds near Frostgrave are dense and difficult to traverse. Even the boggy fields tend to be filled with hills, rocks, scraggly vegetation, and ruins. So, even if you roll a forest as the dominant terrain type, and your collection of trees is limited, go ahead and fill up the table with whatever you’ve got! Maze-like tabletops and lots of line-of-sight blockers make for more enjoyable games!

Forest Terrain Most of the land immediately to the north and west of Frostgrave is dominated by vast forests of hearty evergreen trees that have learned to thrive in the cold conditions. While there are numerous different varieties, most of these trees are tall, thin-trunked, with numerous thin branches running nearly to the ground. In this way, they block line of sight, but generally aren’t climbable. When creating a forest on the tabletop, there are two common ways of basing trees. The first is to base trees individually. This allows for the greatest versatility from your terrain and is simpler to store, but they are easy to knock over during play, and it takes a lot of individual trees to cover a table. The other, and probably more common, way of depicting trees is to group them onto bases of three or four trees. This provides greater stability and a bigger ‘footprint’ on the table, meaning fewer trees are necessary to create a forest. I keep both types in my collection for maximum versatility. Regardless of whether trees are based individually or mounted together, the rules work in a very similar fashion. Line of sight still works in the normal way, except that it cannot be drawn over a base that has trees mounted upon it, regardless of how many trees are mounted on the base or whether true line of sight could be drawn between the trees on the base. Figures are not allowed to climb trees unless the terrain piece contains a specific place to put miniatures such as a platform, treehouse, or large branch with a place intended to put a miniature. Figures may not move through an individually based tree but may move through multi-based trees. In this case, the whole base is treated as rough ground. A figure is only allowed to end its movement completely within a tree base if there is space to put the figure. In such a case, line of sight may not be drawn to or from this figure except by other figures in, or in contact with, the tree base. A figure that is in, or adjacent to, multi-based trees can claim light cover for being amongst the trees. In this case, it is best to put the figure’s base just slightly on the base of the trees to make this clear. Line of sight can be drawn to and from the figure normally.

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FOREST F IRES

Wizards need to be a bit more careful when throwing fireballs around in the woods! Whenever a wizard casts any explosive spell (see text box, page 19), the caster must decide if their attack is ‘flammable’. After all, an elemental bolt could be a bolt of fire, water, lightning, air, or whatever. If the attack is not flammable, there is nothing to worry about and play proceeds as normal. If the attack is flammable, and that attack targets a figure in contact with a tree base or any part of the area of damage effect touches a tree base, use the following rules. Whenever a tree, or base of trees, is hit by a flammable explosive attack, roll a die. On a 15+, the trees have caught alight. Place some fire or smoke markers on the base to represent this. Any figure that is on, or in contact with, the base is allowed to make an immediate move via the shortest distance possible so that it is no longer in contact with the base. This may not move a figure into combat or trigger forced combat. If figures are already in combat, both players must agree to move the figures and then move them together. Otherwise, they remain where they are. Note that if any figure in the combat is on or adjacent to the tree-base, all figures in the combat count as such. For the rest of the game, any figure that activates while in contact with the base or moves into contact with the tree base during its activation, immediately suffers 3 points of elemental magic damage. At the end of any turn in which there are burning trees on the table, it is necessary to see if the fire spreads. Roll a die for every base of trees within 6” of a base of burning trees. On a 15+ this base has also caught alight. If there are ever 4 or more bases of burning trees on the table, then every living figure (not undead or constructs) must make a Will Roll (TN10) whenever it activates or suffer damage equal to the amount by which they failed due to smoke inhalation. Additionally, all shooting attacks are at -2 due to smoke. The man had flash frozen, mid-scream, with hundreds of wasps all over his body. I wonder if, for him, the great freeze was a mercy.

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Mountain Terrain To the north and the east of Frostgrave, the land is dominated by low, broken mountains. Some of these are covered in forests and others are bare rock and ice. These mountains are riddled with caves, both natural and man-made, many of which have become dens for the creatures that inhabit the area. In recent years, numerous barbarian tribes have moved into the region, some of which have even started venturing down into the ruins. Further north, the mountains rise higher and steeper, with fewer signs of humanity of any type, though fragments of the ancient kingdoms of the giants can sometimes be found. The easiest way to depict mountainous terrain on the tabletop is simply to cover the table in rocks and rocky hills. This can then be supplemented with smaller bits of terrain from any of the other types, such as trees, bogs, ruins, ice, and maybe even an abandoned barbarian village or a collapsed cave. If players want and agree, they can use a lot of trees to depict a forested mountain (though in this case, mountain remains the dominant terrain type). There are several special rules presented here that can be used to depict the dangers of the mountains.

PRECIPICE

After the warbands have deployed, randomly select one table edge that wasn’t used as a deployment edge. This edge represents a precipice where the land falls away steeply. No figure may intentionally exit the table via this edge. Contrary to the normal rules of the game, it is possible for figures to be moved off this edge involuntarily via a spell, being pushed back in combat, or another special effect. If any effect would force a figure off the precipice, move the figure into contact with the table edge, and then make a Move Roll (TN14). Some figures receive bonuses to this roll as detailed on the Terrain Effect Bonus Table (see page 18). Figures that can fly or levitate pass this roll automatically. If the roll is passed, the figure remains adjacent to the edge. If the roll is failed, the figure tumbles over the precipice. Unless the figure is somehow immune to damage from falling (such as having a ring of slow fall), then it is immediately reduced to 0 Health. Either way, it is out of the game. If a figure is carrying a treasure token when it goes over the precipice, and this causes the figure to be reduced to 0 Health, the treasure token is lost.

HIDDEN CAVE ENTRANCE

If a random encounter is rolled when picking up a treasure token in mountainous terrain, the player should immediately roll the die again. On a 1–10 the creature is placed at a random point along the table edge as usual. On an 11+, the creature emerges from a hidden cave entrance. Place the creature d20” in a random direction from the centre of the table. Roll again if this would move it off the table. The creature will activate as normal in the Creature Phase.

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AVALANCHE

If any spellcaster casts an explosive spell (see text box, page 19) there is a chance it will trigger an avalanche. Roll a die. On a 1–17, nothing happens. On an 18+ the explosion has triggered an avalanche. First, randomly determine which table edge the avalanche is coming from (this cannot be a precipice edge). Then, every figure should make an immediate Move Roll (TN16). Some figures gain bonuses to this roll as see on the Terrain Effect Bonus Table (see page 18). Figures that pass the roll are fine. Figures that fail their roll suffer damage equal to the amount by which they failed and are moved a number of inches equal to the amount by which they failed directly away from the avalanche edge. If this move would take them over the precipice, they still get their roll following the rules for a precipice. If a figure that fails its Move Roll is carrying a treasure token, then the token is dropped and moved 3” in a random direction from the point where the figure ends up after being moved by the avalanche.

Bog Terrain Most of the land to the south and southeast of Felstad was open, agrarian fields, with numerous small hamlets and the occasional wizard tower or palace. Although these fields are still generally covered in snow and ice, they have seen a greater melt than any other area. With little place for all that water to go, much of the land has become a great, boggy morass, covered with pools of freezing cold meltwater. In some areas this is little more than puddles, in others it has created vast, shallow lakes. What makes this area especially treacherous is that many of these boggy pools are covered with snow or thin ice, meaning they aren’t immediately obvious. When setting up a table with bog as the dominant terrain type, the player should start by placing a handful of ‘pools’ on the table. These should be represented two-dimensionally, either by purpose-built bogs or just bits of paper or felt. These represent the larger, more obvious bodies of water. After the pools, the table should be filled with large patches of scrub, such as shrubs, stands of tall, dense grass or reeds, or thick brambles. It’s also a good idea to include a few scattered trees, rocks, a ruin or two, and potentially a stream, road, or path. Remember, even here, the table should be crowded, and line of sight limited. Pools should be treated as shallow water unless otherwise agreed upon or specified. Shrubs and other low vegetation should be treated exactly like normal terrain in Frostgrave. They block true line of sight and provide light cover when appropriate. They can be climbed over like any other terrain, but a figure can only stand in them if the figure can actually stand upright on them. Players may use the rules for forest fires (see page 11) for trees and scrub in these scenarios if they wish.

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HIDDEN POOLS

At the end of each turn, each player is allowed (but not required) to nominate one warband member that is on the table. This cannot be a figure that is in a pool, on a piece of terrain, or standing on a road or path. This figure must immediately make a Move Roll (TN8) or fall into a hidden pool. Some figures receive a bonus to this roll as seen on the Terrain Effect Bonus Table below. If the figure passes the roll, then nothing happens. If the roll is failed (remember a roll of ‘1’ always fails), the figure falls into a hidden pool. Immediately place a small pool (about 2” diameter) under the figure. Unlike other pools, these count as deep water, although due to their small size, all figures receive +3 to all Swimming Rolls while in them. Any figures that were in combat with this figure should now immediately roll for falling in, following the same rules. If they succeed, move them the minimum distance required so they are no longer in the pool. Otherwise, they fall in as well.

AMPHIBIOUS CREATURES

Whenever a random encounter generates creatures with the Amphibious trait, and there are bogs on the table, all the players should roll a die. The player that rolls highest has a choice. They may either place the creature at a random point along the table edge, or they may place the figure in, or adjacent to, any pool, so long as the creature is at least 1” away from any other figures. If multiple creatures with the trait have been rolled, players should roll off for each one separately.

HYPOTHERMIA – OPTIONAL RULE Adventurers in and around Frostgrave are used to freezing cold temperatures, and thanks to warm dress, vigorous exercise, and a bit of magic, hypothermia can usually be prevented. The exception is when a person is plunged into freezing cold water. In this case, the temperature drop is sudden and severe, the clothes are soaked, and a person is likely fighting for their life. To represent this danger, players might want to use the following optional rules: •



Unless otherwise noted, all the water in and around Frostgrave is near freezing. If a figure enters deep water, follow the normal rules for swimming (See Frostgrave, page 51), but if a figure fails its Swimming Roll, it is automatically wounded (See Frostgrave, page 60) in addition to any damage taken. This wounded state remains for the rest of the game unless the figure is healed back to full Health and has some means of changing their clothes (or some magic item that dries them out). Figures such as undead and constructs that are Never Wounded are functionally immune to the rules for hypothermia. Figures that have Amphibious or Aquatic traits are also functionally immune as they automatically pass all Swimming Rolls.

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Ice Terrain No matter which direction you travel from Frostgrave, eventually you will run into an area so covered in ice that it becomes the dominant terrain type. When setting up these tables, use terrain from all the other terrain types mixed together. Then, add in a healthy dose of ice crystals, ice boulders, fields of rough, ice-covered ground, and even giant mounds of ice that are more like hills (or maybe they are buildings that have been completely frozen over). Ice fields are extremely treacherous, especially when moving at speed. Not only is the ice slippery in places, but it also cracks and shifts under foot. To represent this, the following rule should be used for any game with ice as the dominant terrain type.

SLIPPERY

Whenever a figure wants to attempt a second (or third) move action during the same activation, it must immediately make a Move Roll (TN12). If the roll is passed, the figure should complete the move as normal. If the roll is failed, the figure tumbles to the ground before making the move, takes 1 point of damage, then slides 2” in a random direction. If the figure is carrying a treasure token, it drops it at the point it attempted the move (so 2” away). Some figures get bonuses to this roll as seen on the Terrain Effect Bonus Table (see page 18) Players may also use the rules for avalanches, forest fires, and hidden pools in these games if they wish, but this should be agreed upon by all the players before the start of the game (and using all of them might be a lot to keep track of!). The snow troll paid us little heed as he gnawed on his bone and continued to lazily float down the river on that big block of ice.

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Urban Terrain Traditionally, games of Frostgrave are played within the confines of the ruined city, and thus ‘urban terrain’ is the default set-up. However, when playing a campaign set in the wilderness, urban terrain means something slightly different. In this case, the urban terrain is referring to a limited set of buildings – either a small village, an isolated farmstead, an old inn, a ruined wizard’s tower, or a factory of some kind. While the ruins of these buildings should dominate the table, bits of natural terrain should be liberally mixed in. Thus, a table could contain four or five buildings, or bits of buildings, plus several large groups of trees, big chunks of ice, and maybe a bog or two. Players can decide if they want to use any of the special rules associated with those other terrain types in the scenario – or they could roll a second time on the Dominant Terrain Table (see page 9) and agree to use all the special rules for whatever terrain type is rolled (though the dominant terrain type remains urban). There is nothing to stop you from playing a game around the ruins of a massive inn that sits on the edge of a precipice or amongst the ruins of an old factory now covered in thick woods.

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TERRAIN EFFECT BONUS TABLE Some figures are better at moving around safely in the wilderness than others. Most of the dominant terrain types include special rules which potentially force figures to make a Stat Roll to avoid danger. In these cases, consult the chart below to see if the figure gains any bonus to this roll. For guides (see page 26), they gain a higher bonus (+6) if the game is set in the dominant terrain type that matches their skill set. This is true even if the figure is rolling for a special rule found in another terrain type. For example, during a game with forest as the dominant terrain type, a guide with Forest Specialist would add +6 to all rolls for terrain effects, even if rolling to avoid slipping on ice or falling into a hidden pool that are generally found in other terrain types. In the same way, guides with other specialities would receive +4 while in the forest, no matter the specific reason for the roll. Terrain Effect Bonus Table Figure Type

Bonus to Move Roll

Guide: Matching Terrain Type Specialization

+6

Guide: Any other Terrain Type Specialization

+4

Wizard

+4

Apprentice

+4

Animal: Any Type

+4

Trapper

+4

Trophy Hunter

+4

Rangifer

+4

Captain

+3

Tracker

+3

Ranger

+3

Barbarian

+3

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SPELLS IN THE WILDERNESS The following spells work slightly different in the wilderness than they do in the ruins of the Frozen City: • •

• •

Awareness – Any spellcaster with an active Awareness spell also receives +2 on all terrain effect rolls. Crumble – This spell can be used against any non-living terrain. So, it can’t be used against trees or other plants, but can be used against rocks and ice. In this case, it essentially destroys a 2” x 2” x 2” section of terrain. Push – This spell will move a figure through any plants or trees. It is only stopped by solid earth, ice, or walls. Wizard Eye – The eye may be placed on trees, but it must be clear exactly which way the eye is facing. It may not be placed on smaller plants. If the wizard eye is on a tree and that base catches fire, the Wizard Eye is immediately cancelled.

Out of Game Spells Many Out of Game spells require specific supplies to use. This is covered in the section on supplies (see page 25). Explosive Spells The following spells are deemed ‘explosive’ and have the potential to trigger forest fires or avalanches when cast: Destructive Sphere, Elemental Ball, Elemental Bolt, Explosive Rune (when it detonates, not when cast), Grenade, and Scatter Shot.

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WATER HAZARDS Within the Frozen City, large bodies of water are not a big deal, as they are all frozen solid, but outside the city, some water has thawed and presents unique challenges.

LAKES

These are bodies of deep water, generally larger than 3” in diameter. Any player wishing to enter or move through a lake should consult the rules for swimming and hypothermia (see page 15). Some lakes may contain ice floes (see page 22).

F ROZEN LAKE

This is a lake that is completely frozen, at least on top. Figures should follow the slippery rules (page 16) while moving on a lake, with the addition that if the figure rolls a natural ‘1’ for its Move Roll, the ice has broken beneath it and it plunges into the freezing water underneath. The figure is now in deep water so must pass a Swimming Roll to move next activation and should consult the rules for hypothermia.

RIVERS AND STREAMS

Rivers and streams are long lines of water that run between two table edges or between a lake and a table edge. Streams are shallow water and count as rough ground. Figures do not need to worry about hypothermia from moving through them. Rivers are bigger, generally wider, and have a current that can affect figures and small boats. Rivers count as deep water, and any figure wishing to enter or move through a river should consult the rules for swimming and hypothermia (see page 15). Some rivers may contain ice floes (see page 22). After a river is placed, a player should roll for the current. Randomly select one end of the river, which is the direction the river is flowing. Then roll a die, divide by 4, and round down (to a minimum of 1), giving a result between 1 and 5. This is the strength of the current. At the end of each turn, any figure or small boat in or on the river should be moved that many inches down the river’s flow. While streams can be placed on any table without too much worry, players should think carefully about using rivers and how they are placed on the table. Rivers tend to cut games in half, as the difficulty in crossing them often means that players won’t attempt it. So, when using a river, it is often best if it runs from the centre of one player’s starting edge to the centre of the other with treasure tokens placed on both sides, so that players will have to decide how many members of their warband to commit to each side of the river. Also, it is a good idea to have several bridges running across the river.

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GEYSER

A geyser is a hot spring in which the water occasionally reaches the boiling point, and the built-up pressure sends a giant spout of water into the air. For the most part, geysers are unpredictable and can ‘blow’ at any time. Geysers should be represented on the table by small pits or craters. Geysers count as rough ground but otherwise figures can move onto or over them without penalty. However, should any player roll a 19 or 20 for their Initiative Roll, a randomly selected geyser on the table blows. Any figure that is within 2” of a geyser immediately suffers a +4 shooting attack due to boiling water and steam. Figures should not include the benefits of any armour or shields worn when working out damage against this attack, as these provide no protection. If any part of a figure is standing on a geyser when it blows, it not only suffers the attack mentioned above, but it is also thrown 1–10” in a random direction (roll a die, divide by 2, round up). You should definitely put treasure tokens near geysers, because that’s just fun.

ICE FLOES Anytime you include a lake or river on your table, you can also include ice floes. These are large, flat pieces of ice floating on top of the water. Figures may move onto or across ice floes but should use the slippery rules (see page 16), with the addition that should the figure roll a natural ‘1’ on its Move Roll, the entire ice floe tips and all figures on it are dropped into the water at the nearest point. Ice floes on a river will move with the current in the same way as a figure or small boat.

22

Small Boats Considering that all the rivers within Frostgrave are frozen solid, boats don’t come up a lot in city adventures. However, outside of the city, there are a few rivers that are flowing again, at least for part of their length. In fact, even the great Meregile River is starting to break up and flow again 30 miles or so south of the city. There are also numerous lakes in the region, some of which have at least partially melted. While these bodies of water are dangerously cold (and some harbour dangerous creatures), they are sometimes the most efficient way of traversing the wilderness and the only way to reach a few remote places. In these cases, warbands will often resort to small boats. Small boats are only used when specifically called upon for a scenario. In this case, the scenario will state how many small boats a crew has at its disposal. Players can also use these rules for creating their own scenarios, of course. Unless otherwise stated, small boats carry a maximum of 6 figures.

MOVING SMALL BOATS

A small boat is moved whenever the first figure inside that small boat is activated each turn. Thus, if a wizard is in a small boat, it may move in the Wizard Phase. If there is no wizard, but there is an apprentice, the boat moves in the Apprentice Phase, and so forth. A boat can only move in one phase. If it does not move at this time, it may not move later in the turn, even if additional figures in the boat are activated. The boat may move either before or after the activated figure (or figures) takes its action. So, it is legal to move the small boat, then have a wizard take its actions, or to take the actions with a wizard and then move the small boat. Small boats move 2” + 1” for every figure in the boat, up to a maximum of 6”. They may make any number of turns during this movement. Small boats may never move onto, or over, terrain or other small boats and must stop if they contact with either. Remember that small boats are subject to the flow of the river and will move the fixed distance designated by that river each turn. Boats in contact with land are not subject to this movement as they are assumed to be tied up or pulled up on shore.

I’m not saying that fireballs are funny; I just think it’s ironic, burning to death out here…

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F IGHTING IN SMALL BOATS

Any figure in a small boat suffers a -1 to all Fight and Shoot Rolls. If a figure in a small boat loses a fight and is pushed back, it must make an immediate Move Roll (TN14). If the figure fails, it falls over the side of the boat and should be placed in the water next to the boat. If it succeeds, it remains in the boat and will only move as far as possible without falling out of the boat. Small boats are never considered to be in combat. They may move apart, even if that means separating figures that are themselves in combat. Figures that are either Aquatic or Amphibious and are in contact with a small boat, may attack any figure in the small boat that is within 2” and not behind another figure. Regardless of the outcome of the fight, these figures are not regarded as in combat. Small boats may never be the target of an attack and cannot be sunk unless specific rules are given in a scenario. Figures inside a small boat always count as having light cover against any shooting attack.

BOARDING SMALL BOATS

Any figure may move onto a small boat if the boat is within 1” of the land they are standing upon. A figure in the water, that is adjacent to a small boat, may spend an action to attempt to board the boat. In this instance, make a Move Roll (TN14). If successful, place the figure in the boat, otherwise it remains in the water. If the figure has allies in the boat that are within 1” and not in combat, the figure receives a +4 to its Move Roll. If a boat is at maximum capacity (usually 6 figures), no other figures may enter this boat, with one exception. If all the figures in the boat are part of the same warband, or allied warbands, then it is permitted for 1 (and only 1) creature or member of a rival warband to enter the boat. No additional figures may enter the boat until the number of passengers either drops below the maximum capacity or if all the passengers are once again allies, in which case another enemy figure may enter the boat. Any passenger may freely move onto any land within 1” or drop into the water and swim.

SMALL BOATS AND CARGO TRANSPORT

Cargo transports may be loaded into small boats. In this case, count the cargo transport as 4 figures for the purposes of the maximum capacity of the boat, but zero for determining the boat’s movement. Cargo transports may not move while on a boat but can never be knocked off the boat either.

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SUPPLIES One of the key differences between adventuring in the ruins of the Frozen City and in the lands beyond is that wizards and their warbands outside the city need to bring or acquire all their own supplies. They can’t rely on the convenient (if overpriced) shops found in the boomtowns just outside the city walls. For short excursions, warbands can carry what they need in their packs, but for the longer and potentially more profitable expeditions, the wizard will need a wagon, sledge, pack animals, or some other form of cargo transport to carry the necessary supplies.

Supply Points To make keeping track of your warband’s supplies as simple as possible, all supplies are abstracted into ‘supply points’. For the most part this consists of food, but also represents medical supplies, extra parts for fixing up constructs, magical ingredients for spells, and general adventuring gear such as rope and tools. Players should keep a running tally of their supply points on the Wizard Sheet. A wizard can buy supply points at the start or end of any campaign, or at any point during the campaign when they reach a major settlement. 1 supply point (sp) costs 1gc. Wizards may also sell supply points anytime they are allowed to buy them at the rate of 1gc per 2sp. It is also possible to obtain supply points when securing treasure or through foraging (see Guides, page 36).

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After every scenario played in a wilderness campaign, each member of the warband most consume 2 supply points to maintain peak efficiency. If a figure only consumes 1 supply point after a game, it will start the next game ‘hungry’, suffering -2 Health and -1 Will. If it consumes no supply points, then it starts the next game ‘very hungry’ suffering -5 Health and -2 Will. This lost Health and Will cannot be healed during a game and can only be restored by consuming supply points. Note that while supply points generally represent food needed by living creatures, they can also represent parts to fix damaged constructs or magical ingredients needed to keep undead functioning. Whenever a wizard or apprentice rolls to cast any Out of Game spell, 1 supply point is consumed for each spell attempted. A warband is allowed to carry 50 supply points in sacks and backpacks. These are assumed to be spread throughout the warband and it is not necessary to keep track of who is carrying what. Warbands can greatly increase their carrying capacity by investing in some form of cargo transport.

Cargo Transports Anytime a wizard is allowed to buy supplies, they can also purchase a cargo transport. A basic transport costs 100gc and has a carrying capacity of 100sp. Of course, wealthier wizards like to customize or upgrade their transports in different ways and essentially turn them into a kind of ‘mobile base’. Upgrades may be purchased whenever supplies are available, see the Cargo Transport Upgrade Table. Cargo transports essentially become part of a wizard’s warband and should be represented on the table (though in most cases they are as much a liability as an asset during a game). A cargo transport should be large, say at least 8 square inches (so 2” x 4” or thereabouts), but the exact look doesn’t matter. Players should see this as an opportunity to create a cool model or diorama to go with their warband. Perhaps their transport is a covered wagon pulled by a hairy rhinoceros, a fancy sled pushed around by zombies, a group of pack constructs, or a small herd of semi-intelligent pack yaks. Maybe they are even using a sky gondola that they swiped from the Maze of Malcor! The key is to just have fun with it. No warband may ever have more than 1 cargo transport.

STARTING A WILDERNESS CAMPAIGN If players want to start a new campaign set in the wilderness, it is suggested that their starting gold be increased by 200gc. Players are required to use this money to buy a cargo transport and at least 50sp.

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MOVING CARGO TRANSPORTS

If a warband has as cargo transport, and the scenario is set in the wilderness (and outdoors), the cargo transport should be placed on the table following the same rules for deploying members of the warband. Cargo transports do not activate and cannot move under their own power. Instead, if a member of the warband that is adjacent to the transport takes a move action, it can choose to move the transport. In this case, both the transport and the figure can move 1”. This uses up the entire movement action. A transport can be moved twice each turn in this fashion, either by the same figure taking 2 movement actions or two different figures each taking 1 action. This move is not hindered by rough terrain, but transports cannot move over any terrain higher than 0.5”. Transports cannot move into or through deep water. If they somehow end up in deep water, remove them from the table and deduct 50sp from the warband. If a cargo transport moves adjacent to a table edge, it may exit the table the same as any other figure. The figure that is moving the transport can, but is not required to, exit the table.

LOADING TREASURE TOKENS

A warband member that is adjacent to a friendly cargo transport, and that has no enemy figures within 1”, may spend an action to load a treasure token it is carrying onto a cargo transport. The token should be placed on or adjacent to the transport. There is no limit to the number of treasure tokens that can be loaded onto a transport. If the transport moves off the table while carrying treasure tokens, the tokens are secured. By using the transport, it allows a player to secure treasure tokens without removing a warband member from the table.

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ATTACKING AND LOOTING A TRANSPORT

An enemy figure that is standing adjacent to a transport may spend an action to make a melee attack against it. Treat the transport has having Fight +0 and Armour 12. If the transport wins, it does no damage but pushes its opponent back 1”. If the attacker wins, it may do one of the following:

· ·

·

·

Take 1 treasure token carried on the transport. The attacker is now carrying the token. Loot 5sp from the transport. Deduct 5sp from the player that controls the transport and add them to the player controlling the attacking figure. Each figure may only loot a transport once each game. Destroy supply points equal to the damage the figure would have caused with the attack. (So, if the attacker had a total Fight score of 21, it could destroy 9sp after deducting the transport’s Armour 12). If a transport has no supply points, or the act of looting or damaging the transport would take it to 0 or below, the attacker may choose to destroy the transport.

Regardless of which option the figure takes, it should then be moved 1” directly away from the transport after the attack. Transports never count as in combat and may move away from enemy figures adjacent to them. Transports may never force combat or attack figures, and never provide supporting figure bonuses. A figure that is in combat with another figure may never attack a transport. Uncontrolled creatures will move and attack transports the same as they would any warband member so long as the transport has supply points. If it does not, uncontrolled creatures will ignore it. If an uncontrolled creature wins a round of combat against a transport, it will always destroy supplies. Only ‘large’ creatures can destroy a transport. Others can reduce it to 0 supply points and then will ignore it. Transports can be targeted by shooting attacks, and count as large targets. However, bow, crossbow, and javelin attacks cannot harm transports. The exception is if these items have Elemental Hammer cast upon them, in which case they can destroy up to 5sp. Bone Dark and Poison Dart have no effect on transports. Other damage dealing spells can be cast against transports and will destroy supply points equal to the damage caused (and/or destroy the transport). If a warband has no figures on the table except their transport, it is immeidately removed from the table, and the warband loses 50sp.

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SPELLS AND TRANSPORTS

Apart from the damaging-dealing spells mentioned above, most spells have no effect on transports. The few exceptions are noted here. Transports have no Will stat, and automatically fail any Will Rolls they are required to make. · · · · · · · · ·

Blink: Move the transport 1” in a random direction. Crumble: The transport immediately loses 5sp or is destroyed if it has less than that. Explosive Rune: Transports will trigger Explosive Runes. Fast Act: Only works on a transport if it is self-propelled. Leap: Cannot be cast on a transport. Petrify: The transport may not move at all for the rest of the turn. Push: This spell follows the normal rules but may move the transport a maximum of 3”. Slow: The transport can move a maximum of 1” each turn. Telekinesis: May move a transport 1” provided the whole inch is in line of sight of the caster.

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TRANSPORTS AND SCENARIO EFFECTS

Transports are generally immune to most random table effects that target warband members. Only roll for effects against transports if the scenario rules specifically call for it. Cargo Transport Upgrades Upgrade

Effect

Additional Cargo Capacity

The transport can carry 150sp instead of the normal 100sp.

Purchase Price 100gc

Faster

The transport can move 1.5” each time a figure moves it, instead of the normal 1”.

100gc

Self-propelled

This transport is not moved in the normal way. Instead, it activates the same as a soldier and when it does, it may move up to 2”.

800gc

Climber

This transport can climb. It still moves in the normal fashion but is capable of moving up and over obstacles.

300gc

Built-in Defence

The transport has some defence mechanism which allows it to fight back. If this transport ever wins a round of combat it will deal damage as normal (normal transports never deal damage).

200gc

Elemental Armour

This transport is warded against elemental magic attacks. Treat the transport as having Armour 18 against elemental attacks.

200gc

Travel Cauldron

Confers +1 to Casting Rolls for Brew Potion, for the wizard only.

150gc

Enchanters Travel Tools

Confers +1 to Casting Rolls for Animate Construct and Embed Enchantment for the wizard only.

250gc

Travel Writing Desk

Confers +1 Casting Rolls for Write Scroll for the wizard only.

100gc

Giant Cook Pot

Warband gains +2 supply points after each game.

40gc

Summoning Salts

Allows the wizard to attempt to summon a demon before a game, effectively adding an Out of Game (B) option to the Summon Demon and Control Demon spells. If both spells are successful, a demon joins the warband as a temporary member per the rules for Summon Demon. The demon does not count towards the warband’s maximum size. The wizard may not cast Control Demon or Summon Demon while this demon is in play. If the wizard rolls a natural ‘1’ for either spell, then the salts are used up and this upgrade should be crossed off.

125gc

Personal Crystal Ball

Confers +1 to Casting Rolls for Reveal Secret for the wizard only.

150gc

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Small Arcane Candle

Confers +1 to Casting Rolls for Control Demon spells cast Out of Game by the wizard only.

75gc

Small Summoning Candle

Confers +1 to Casting Rolls for Summon Demon cast Out of Game by the wizard only.

75gc

Reading Glass

Confers +1 to Casting Rolls for Absorb Knowledge.

125gc

Personal Totem

Confers +1 to Casting Rolls of Animal Companion by the wizard only.

125gc

Silver Mirror

Confers +1 to Casting Rolls of Illusionary Soldier cast Out of Game by the wizard only.

125gc

Travel Shrine

Confers +1 to Casting Rolls of Miraculous Cure.

300gc

Bag of Bones

If a wizard casts Raise Zombie Out of Game, that zombie has +2 Health.

200gc

Extra Ammunition

This transport holds a supply of arrows, crossbow bolts, and/or javelins. Any figure that is within 1” of this transport when making a shooting attack with a bow, crossbow, or javelin does +1 damage.

250gc

Amphibious

The transport may move on and through water normally and can be used as a small boat with a maximum capacity of 4 figures.

250gc

Looking up, I saw a hole in a tree with a human arm sticking out of it. The arm was twitching and thrashing about… thing is, the trunk of the tree wasn’t large enough to hold the rest of the body…

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INCLEMENT WEATHER When adventuring inside the Frozen City, most wizards wait for a clear day when the sun is shining and the temperature is at least slightly above freezing. When it snows, or the winds howl, or the fog rolls in as thick as an obfuscation potion, most adventurers stay tucked up safely in their bases. Unfortunately, when adventuring in the wilderness, this is rarely an option. When you are trekking across the frozen expanse, you must generally just push on, regardless of the weather. The Inclement Weather Table below is for players who would like to bring the danger and uncertainty of weather conditions to their games of Frostgrave. It can be used for games set anywhere, but works best for those set in the wilderness, where shelter is generally hard to come by. Just be aware that when playing specific Frostgrave scenarios, there are often a lot of special rules already in play and adding weather might be too much for some players to keep track of and remember. As with everything, the table is another tool you can use for bringing drama to your games, but only should be employed if it makes the games more enjoyable. When using inclement weather in your games, roll a die right before warbands are deployed onto the table. The table indicates if there is any inclement weather and any special rules that are in play because of it. These rules remain in play until such time as two or more players roll the same number for an Initiative Roll. If this occurs, make a new roll on the Inclement Weather Table to see what new weather is in play. So, while it is theoretically possible for the weather conditions to change every turn (probably the lingering results of the magical storm that destroyed the city) this is unlikely.

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Inclement Weather Table Die Roll 1–11

Weather Sunny and Clear. No special rules are in effect.

12

Mist. Maximum line of sight is 16”.

13

Breezy. All shooting attacks suffer a -1 penalty.

14

Light Snow. Maximum line of sight is 16”, and all terrain effects rolls are at -1.

15

Swirling Snow. Maximum line of sight is 16”, all shooting attacks suffer a -1 penalty, and all terrain effects rolls are at -1.

16

Freezing Rain. Maximum line of sight is 16”, all shooting attacks suffer a -1 penalty, and all terrain effects rolls are at -2.

17

Heavy Snow. Maximum line of sight is 12”, all shooting attacks suffer a -1 penalty, and all terrain effects rolls are at -2.

18

Howling Winds. All shooting attacks suffer a -2 penalty, and all terrain effects rolls are at -2.

19

Bitterly Cold. Before any figure activates, it must make a Will Roll (TN10). If it fails, it receives a maximum of 1 action during this activation.

20

Blizzard. Maximum line of sight is 8”, all shooting attacks suffer a -3 penalty, all terrain effects rolls are at -3, and whenever a figure activates it must make a Will (TN10), with failure reducing the figure to a maximum of 1 action during this activation.

FROSTGRAVE: BLOOD LEGAC Y If you would like even more information about the wilds beyond Frostgrave, you should also check out Frostgrave: Blood Legacy. This includes background on the Fire Giants, the people who ruled the region before the building of Felstad. While the Fire Giants still exist in a few petty kingdoms, their ancient ruins can also be found in the wilds. The book also includes a three-scenario campaign set in the wilds north of the Frozen City.

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C H A P T E R T WO

New Soldiers The following soldiers can be added to any warbands following the normal rules.

Guide When exploring the lands beyond the Frozen City, many wizards employ a professional guide as their expert in the wilderness. These survivalists take many forms and might be a barbarian outcast, a professional hunter, a veteran of several expeditions, or occasionally even a native creature, such as a rangifer. While any guide is useful to have in any terrain, every guide has a speciality. Whenever a player recruits a guide into their warband, they should choose between Mountains, Bogs, Ice, or Forests as their ‘Terrain Expertise’. Guides never consume supply points, as it is assumed that they can obtain what they need by foraging. If the warband participates in a scenario whose dominant terrain matches their guide’s terrain exptertise, then the guide gains the Nimble trait, the warband gains +2 to all their Initiative Rolls during the game (for the purposes of determining who wins initiative, it does not apply to any special effects generated by Initiative Rolls), and the warband gains +2sp after the game, assuming the guide survives. Guides can be recruited at two different levels. Guides are standard soldiers that cost 75gc to recruit. Expert Guides are specialist soldiers that cost 125gc to recruit. A warband can contain any number of guides, but they can only receive the benefits of one during or after each game. Guide Move

Fight

Shoot

Armour

Will

Health

Cost

Notes

6

+1

+0

11

+1

12

75gc

Staff, Dagger, Light Armour, Terrain Expert (X)

Shoot

Armour

Will

Health

Cost

Notes

125gc

Staff, Bow, Quiver, Dagger, Light Armour, Terrain Expert (X)

Expert Guide Move 6

Fight +1

+2

11

+1

36

12

Trapper A few rare individuals make their livelihood by travelling deep into the wilderness and spending weeks setting traps for small animals. This not only provides food, but more importantly, the right animal skins are worth significant amounts of money when sold in bulk. While such people are naturally loners, they can sometimes be hired by wizards looking for a little extra help surviving the harsh wilderness. Trappers can support themselves in the wilderness and only need to consume supply points if they have been reduced to 0 Health in a fight (meaning they can’t hunt). Trappers are experts at setting snares and other small traps. Generally, these are harmless to larger animals and humans, but a trapper who expects to be facing larger opponents can prepare nastier surprises. Trappers are standard soldiers and cost 50gc to hire. No warband may contain more than one trapper.

Trapper Move 6

Fight +2

Shoot +0

Armour 11

Will +1

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Health 12

Cost

Notes

50gc

2 Daggers, Light Armour, Wilderness Survival, Set Traps

Trophy Hunter While most hunters are primarily after meat and fur, trophy hunters search for bigger prizes. These hunters target creatures with specific items that can be sold for big money in faraway lands – the horns of a foulhorn, the antlers of a rangifer, the head of a werewolf, and so on. Some people find such hunters distasteful, and see them as abusing the natural world, but trophy hunters rarely take notice of such complaints. So long as they’ve got buyers, they’ll keep doing what they do. Trophy hunters can support themselves in the wilderness and only consume supply points if they have been reduced to 0 Health in a fight (meaning they can’t hunt). Because of their experience hunting ‘prize animals’ they gain +1 Shoot when shooting at prize animals and +1 Fight when fighting them. Prize animals include anything with the Horns, Antlers, or Bounty traits. Additionally, if a trophy hunter personally kills such an animal during a game, the warband gains an additional +5 experience points. This still counts against the maximum of 300 experience points a wizard can claim, and only one such bonus can be claimed each game. Trophy hunters are specialist soldiers and cost 125gc. A warband may not contain a trophy hunter if it has any figures with the Horns, Antlers, or Bounty trait. Trophy Hunter Move

6

Fight

+2

Shoot

+2

Armour

11

Will

+0

Health

12

Cost

Notes

125gc

Hand weapon, Bow, Quiver, Dagger, Light Armour, Wilderness Survival, Prize Taker

It all happened so fast. Something shot up out of the hole, grabbed the mammut, and dragged it trumpeting down into the dark. Seeing that, we decided to take the long way around.

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GUIDES AND WILDERNESS CAMPAIGNS Unless players are playing a long campaign set in the wilderness, they may be reluctant to add a guide to their warband, as they are less useful in traditional games. There are a couple of ways of handling this. First, if players have an on-going campaign, but want to stick a small wilderness excursion into it, it might be worth allowing each warband to add a guide as an extra soldier that doesn’t count against the normal limits. This allows a player to keep their normal warband intact and just add the guide when needed. It will mean games take slightly longer due to the presence of a couple more figures, but this shouldn’t be an issue in two-player games. Alternatively, warbands could be allowed to ‘sub out’ a figure from their warband. Basically, the guide temporarily takes the place of one of the warband’s normal members, who is left behind to guard the base. Players can then swap the figure back in when they return to games set within Frostgrave. In both of these cases, players are still limited by a maximum of 4 specialist soldiers in the warband that is placed on the table (they can have a specialist guarding their base). A final option is to treat a tracker soldier as an expert guide during any wilderness scenario. The tracker and expert guide are very similar figures. Essentially the tracker has 1 additional movement while the expert guide has the terrain expert trait. Obviously, the tracker is just moving a bit slower in the wilderness so they can employ their skills. Basically, it’s cool to have a guide in your warband for wilderness adventures. It’s useful and it fits the story well. So, feel free to modify the rules a bit to get one into your warband – just make sure everyone is playing by the same rules!

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CHAPTER THREE

The Tower of Storms

Far to the northeast of Felstad, on a large island in the middle of a lake, stood the Tower of Storms. This great, magical bastion had one purpose: to predict and modify the weather as it rushed out of the north toward the great city. For years it fulfilled this purpose, mitigating any damaging weather that might strike, but on the night when it was most needed, it failed. On the night of the cataclysm, the tower stood silent, and like the rest of the region it was buried in a tomb of snow and ice. But if Frostgrave has emerged from its tomb, then likely, so too has the tower. If that is indeed the case, who knows what magical knowledge and artifacts it may contain! ‘The Tower of Storms’ is a six-scenario campaign that takes the wizards far from the confines of the Frozen City, through forests, bogs, and icefields, over mountains, and down rivers. It is a perilous journey, but with great risk comes great reward. All of the scenarios here use the ‘Rules of the Wild’ found in chapter 1 (see page 8).. Each scenario states the dominant terrain type in use for that game.

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STARTING THE TOWER OF STORMS If playing ‘The Tower of Storms’ as part of an on-going campaign, then wizards should just buy whatever transport and supplies they want beforehand from the money they possess. If starting this campaign with new wizards, I suggest that the wizards’ starting gold be increased by 200gc, but that they are required to use that additional money to purchase a transport and at least 50sp.

PLAYING WITH MORE THAN TWO PLAYERS The scenarios in this campaign have been written for two players but can be modified to accommodate more. There are two main issues to consider when adding players. First is to make sure that the dangers and rewards of the scenario are balanced – basically, does each player start the same distance from an equal number of threats and from treasure tokens. This doesn’t need to be exact, but no player should feel like they are starting in a ‘bad’ position. The other is that the number of treasure tokens should be increased. Each game should feature a central treasure token, plus at least 2 additional treasures per player. If you work out those two issues, everything else should be minor.

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Scenario One THE SINKING MAUSOLEUM Having gathered your warband and packed up your supplies, you set off on the paths that run east of Frostgrave. These trails are well-trodden, and you make good time as you pass through several small woods before emerging into a vast landscape of boggy fields. Although the ground is generally flat, your view is still limited by the numerous hills, broken ruins, and wooded groves that dot the landscape. Sticking to the raised paths, you make good time on your first two days. By dusk of the third day, you have left most of the ruins behind, but spot a strange structure up ahead. It looks like an ancient mausoleum, still mostly intact, but leaning at a strange angle, as though one side has sunk several feet into the ground. As you get closer, you hear soft scraping noises, like stone being dragged over stone. However, you also see that the mausoleum contains some rather valuable ornamentation…

Set-Up Requirements: Mausoleum, Petrified Men, Rangifer Place a square or rectangular building in the centre of the table to represent the mausoleum. The sides of the mausoleum should be around 6” long. Each side of the mausoleum has a door in the middle of the wall. The rest of the table should be crowded with boggy pools, patches of shrub and tall grass, stands of trees, and minor ruins. Place the central treasure in front of one of the mausoleum doors that is not facing a player entry table edge. Place 2 other treasure tokens touching each of the corners of the mausoleum on the opposite side from the central treasure. Each player should then place 1 additional treasure token that is at least halfway across the table from their starting table edge and no closer than 6” to any other treasure token. Place 4 petrified men (see page 83) on the table, one in front of each of the four doors of the mausoleum. Warbands should deploy as normal in this scenario.

Special Rules Dominant Terrain Type: Bog On any turn after the first, if any player rolls a 16 or higher for their Initiative Roll, place a new petrified man on the table, adjacent to a randomly selected door of the mausoleum. If any player rolls a 20 on their Initiative Roll, still place the petrified man, but additionally, the mausoleum sinks further into the soft ground. Every figure within 3” of the mausoleum must make a Move

43

Roll (TN14) or take damage equal to the amount by which the failed, due to shifting rocks, falling masonry, and the like. At the end of the second turn, a group of rangifer shows up to attack the undead inhabitants of the mausoleum. Place two rangifer hurlers (see page 86) in the centre of two opposite table edges. Place two rangifer chargers (see page 86) in the centre of the other two table edges. These rangifer are primarily interested in destroying undead and necromancers. If they have an undead figure, or a figure possessing any necromancer spells, in line of sight, they will ignore all other figures when determining their actions.This includes other other uncontrolled creatures which the rangifer will attack. If they are in multiple combat, they will always attack one of these figures if possible. If no such figures are in line of sight, the rangifer follow the normal action priority for uncontrolled creatures. As this scenario is set in boggy terrain, remember to use the rules for hidden pools (page 15).

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following modifications:

· · · · ·

+5 experience points for each member of your warband that falls into a hidden pool (maximum +30). +10 experience points for each petrified man killed by your warband (maximum +40). +10 experience points if your apprentice is ever within 1” of the mausoleum. +15 experience points if your wizard is ever within 1” of the mausoleum. -10 experience points for each rangifer killed by your warband.

Don’t even think about eating rangifer meat, lad. It changes you. Burns away part of your soul, I’ve heard tell.

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Scenario Two THE TEMPLE OF CATS Having passed through the bogs, the terrain becomes increasingly wooded, until you are pushing through a dense forest. There is no path here, only endless close-packed trees. After pushing on for several more days, you spot the top of a tall building poking through the trees ahead. As you get closer, you recognize it as a temple, though to what ancient god, you have no idea. Despite deep cracks and other obvious damage, the building is still mostly intact, which means it is probably worth checking to see if any loot might be found!

Set-up Requirements: Step-pyramid, Sabretooth, Snow Leopards, Phase Cats Place a step-pyramid in the centre of the table. The exact measurements of the pyramid are not important, but a good example would be a pyramid with three tiers: an 8” x 8” bottom tier, a 6” x 6” middle tier, and a 4” x 4” top tier. Each tier should be about 3” tall. The rest of the table should primarily be crowded with trees, though large rocks, other small ruins, shrubs, and boggy pools can also be used. Place the central treasure in the centre of the top tier of the pyramid. Place 2 additional treasure tokens on opposite corners of the bottom tier of the pyramid. Each player should then place 1 additional treasure token on the table, at least halfway across the table from their starting table edge and no closer than 6” to the pyramid. Place 1 phase cat next to each treasure token on the pyramid. Place 1 snow leopard (see Frostgrave, page 182) on each side of the pyramid, 6” away from its base, on a line running to the centre of the two table edges not used as player entry areas. Warbands should deploy following the standard rules.

45

Special Rules Dominant Terrain Type: Forest Players should use the rules for forest fires found on page 11. At the end of the second turn, place a sabretooth (see page 89) on the table. The sabretooth appears 6” in a random direction from the base of the pyramid. Each turn, when the players roll for initiative, each player should compare their unmodified roll to the Temple of Cats Encounter Table. Temple of Cats Encounter Table Initiative Roll

Encounter

Place Encounter Figure

1–15

None

N/A

16–17

Phase Cat

Place at a random point on the first tier of the pyramid.

18–19

Snow Leopard

Place 1–10” away in a random direction from the base of the pyramid.

Sabretooth

Place 1–10” away in a random direction from the base of the pyramid.

20

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following additions: · · · · ·

+5 experience points for each soldier in the warband that stands on the pyramid. +10 experience points if the apprentice stands on the pyramid. +20 experience points if the wizard stands on the pyramid. +20 experience points if any member of the warband stands on top of the pyramid (in addition to the above). +15 experience points for each sabretooth defeated (maximum +30).

46

Scenario T hree

THE OWL EYRIE As your march through the slush and snow continues, the trees thin out and the ground slopes upwards. Soon you are trudging along narrow mountain paths, winding ever upward to bare rock and ice. As you near the pass to the other side, you spot something glinting a little further up the mountain. It’s gold, tangled within a pile of large branches. Curious, and always on the lookout for treasures, you decide to investigate.

Set-Up Requirements: Sticks, Giant Snowy Owls, Clingers In the centre of the table create a large nest, approximately 12” in diameter. The easiest way to do this is to make a circle of sticks, and then throw a few random sticks into the middle of it. If you’ve got them, it’s fun to add a few large egg models in the centre of the nest. The rest of the table should be crowded with rocks, low shrubs, random branches, and piles of refuse. Place the central treasure token in the centre of the nest. Place 2 additional treasure tokens, adjacent to the inside of the nest on opposite sides. Ideally, these should be placed on a line running between the warband’s starting table edges. Each warband may then place 1 additional treasure token, provided it is at least halfway across the table from their starting edge and no closer than 6” to any other treasure token. Place 4 clingers (see page 76) on the table, so that they form a square around the nest, each clinger about 3” from the nest. Warbands should deploy as normal.

47

Special Rules Dominant Terrain Type: Mountains Players should use the precipice and hidden cave entrance rules found on page 12. (It is not suggested to use the avalanche rules as the owls would not have built their eyrie in such a treacherous spot). All three of the treasure tokens inside the nest are tangled in the branches. None of these tokens can be picked up, or moved, until they are pulled free. To pull a treasure token free, a figure must be standing adjacent to it, with no enemy figures within 1”. The figure must then spend an action and make a Fight Roll (TN14). If the roll fails, nothing happens, and the action is lost. If the roll is successful, the token has been pulled free and the figure may pick it up as a free action or leave it where it is. Players should keep track of the turns as they play. After the first turn, if either player’s Initiative Roll is less than the turn number, then a giant snowy owl (see page 79) shows up – place the owl at a random point on the edge of the nest. Additionally, when seeing if an owl shows up, subtract 1 from each player’s Initiative Roll for every figure currently inside the nest. No more than 1 giant snowy owl will show up each turn and no more than 2 will show up in total during the game (unless rolled randomly for picking up treasure). If there are figures inside the nest, snowy owls will ignore any figures outside of the nest for the purposes of determining their actions. If there are no figures inside the nest, the owls follow the usual rules for uncontrolled creatures.

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following additions: · · · ·

+10 experience points for each treasure token the warband pulls free. +10 experience points if the apprentice ever stands in the nest. +10 experience points if the wizard ever stands in the nest. +20 experience points of each giant snowy owl defeated.

48

Scenario Four MAMMUT MIGRATION Your road eventually leads down out of the mountains into the frozen tundra beyond. The days become wearying battles against the elements as mud, ice, and broken ground hinder your journey. Compared to the places you’ve passed through, this region seems lonely, almost empty. Then, early one morning, you crest a low rise and see an incredible sight: A small pack of mammuts trudging past the ruins of some ancient palace. Normally you’d just carefully pick your way around, but even from a distance, you can see magical marks upon the broken walls and pillars. If these ruins haven’t yet been looted, who knows what knowledge they might contain!

Set-Up Requirements: Ruins, Mammuts, Geysers Place a small group of ruins in the centre of the table, about 8” x 8”. The rest of the table should be filled with other bits of ruin, rocks, tall grass and shrubs, and small groves or isolated trees. In a rough square around the central ruins, place four mammuts (see page 81), each about 3” from one of the corners of the ruins. Place four geysers in a cross around the ruins, so that each one is about 3” away from the centre of each side of the ruins. Place the central treasure token in the centre of the ruins. Place one treasure token on either side of the central token, 6” away on a line running between the two table edges not used as a player starting edge. Each player may then place one additional treasure token adjacent to a geyser of their choice. Warbands deploy as normal for this scenario.

49

Special Rules Dominant Terrain: Ice Since the dominant terrain type is ice, players should use the slippery rules found on page 16. This scenario also features geysers, the rules for which are found on page 22. The mammuts follow their normal rules, being unaggressive creatures. However, if a geyser ever goes off during the game, then all the mammuts are startled and lose their unaggressive trait. The ruins are heavily enchanted, and that magic is continuously powered by the geysers. All Casting Rolls made while standing within 2” of the ruins (or while inside the ruins) are made at +3.

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following additions:

· · ·

+10 experience points if the apprentice casts a spell with the bonus from the ruins. +20 experience points if the wizard casts a spell with the bonus from the ruins. +20 experience points if your wizard or apprentice is on the table when a geyser erupts.

50

Scenario Five ONTO THE LAKE You’ve gone as far as your feet can carry you. The land ahead is a great morass, without roads or path. Thankfully, there is a river that flows down into the vast lake that holds the island of the tower of storms. For several days you make camp, while your band cuts down trees to make rafts. It’s hard work, constantly interrupted by wild creatures, but eventually, you are ready to set off!

Set-Up Requirements: Islands, Prontolis This scenario should be played on a larger than normal table; 3’ wide by 4’ long is ideal. If you only have a smaller play space available, you will need to adjust the size of some of the land masses. There are only four land masses on this table; everything else is deep water. The first land mass is triangular, about 12” along each side. One side of the triangle should be placed against the centre of one of the short table edges. The other three land masses are all islands about 12” in diameter. These don’t need to be perfect circles and the exact size and shape isn’t that important. Two of these should be placed on the line running between the centre points of the two long table edges. They should be about 6” apart. The third island should sit about 6” further away from the triangle side but centred on the line running between the two short table edges. Each of these land masses should be covered with rocks, trees, and bits of ruin. Place one prontolis at the tip of the triangular land mass furthest away from the table edge. Place another prontolis at a random point of the edge of each island. Place one treasure token on the tip of the triangle adjacent to the prontolis. Place one treasure token in the centre of each of the two islands in the centre of the table. Place the central treasure token in the centre of the island furthest from the triangle, and an additional treasure token on that island adjacent to the prontolis. Instead of using starting table edges, warbands have starting table corners (these being the table corners on the same side of the table as the triangular land mass). Players may place their warband in up to five small boats or rafts for this scenario, at no cost. Each boat should be adjacent to the table edge, within 6” of their starting table corner. (Depending on the size of the boats used, players may have to fudge this a bit.)

52

Special Rules Dominant Terrain Type: None This scenario uses all the rules for small boats and hypothermia. The rivers lead into the lake, meaning there is a very slight current, that pushes boats 1” away from the starting table edge each turn. Otherwise, there are no special rules in effect for this scenario.

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following additions: · ·

+10 experience points for each prontolis killed. +10 experience points for each different land mass that at least 1 of your warband members stands upon during the scenario.

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Scenario Six

DEMON HAUNTED ISLE Pushing your small fleet out into the lake, you slowly navigate your way through mist and around large chunks of ice. Then, the mist parts, and the ruin of a great tower rises from a rocky island – you have found the Tower of Storms! Of course, your constant battles on the road and on the edge of the lake prove that you are not the only party interested in the possible treasures it holds! As you set foot on the island, a heavy snow starts to fall.

Set-Up Requirements: Multiple Table Sections, Wind Demon, Ravenous This scenario is played on a slightly unusual table. The main table should be at least 3’ x 3’. Most of this table is dominated by a large island, leaving about 6” of water all around it. There should also be two smaller 12” x 12” tables set off to one side, representing levels 2 and 3 of the tower. In the centre of the island, place the outline of a 12” x 12” tower. Inside this outline is level 1 of the tower. This should have two doors, on opposite sides, both pointing away from the player entry edges. Inside the tower, there should be staircases or ladders in opposite corners, leading up level 2, and small bits of ruin scattered about. Place a treasure token in the centre of level 1. The rest of the island should be covered in small ruins, large rocks, and various foliage. Place two treasure tokens outside of the tower, 6” from the base of it and on opposite sides (the exact placement is not important). Level 2 should be set up in an similar fashion to level 1. Level 3 should also be set-up in an similar fashion, except place the central treasure token in the centre and then place a wind demon adjacent to it. Players should set up their warbands in up to 5 small boats (at no cost), already in contact with the island on their side of the table.

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Special Rules Dominant Terrain Type: Urban Each level of the tower is assumed to be 3” high. There are no windows in the tower and the only way in is through the doors on the bottom or through the top which is open to level 3. That said, there are numerous cracks in the wall. Anyone standing adjacent to a wall can draw line of sight through the wall, and people outside of the tower can draw line of sight to them. Going up a ladder or staircase counts as normal movement. The Tower of Storms has gone haywire and is causing strange weather on the island. Whenever players roll for initiative, take the highest roll and compare it to the Inclement Weather Table (see page 35). This result is then the weather in play for the turn. Note that wind, rain, and snow effects do not apply to line of sight and shooting attacks made completely inside levels 1 and 2 of the tower. At the end of Turn 2, place two ravenous (see page 88) on the table. Place the first d20” away from the tower in a random direction. Place the second the same distance on the exact opposite side of the tower. Figures may only exit the table in a small boat – they cannot swim as it is too far to shore. A figure that has the Amphibious, Levitate, or Flying traits can exit the table without using a boat.

Treasure and Experience Remember that your warband must consume supply points after the scenario (though this can be done after rolling for treasure). Roll for treasure tokens as normal after this scenario. Experience is earned as normal for this scenario with the following additions:

· · ·

+5 experience points for each different level of the tower that the apprentice stands on. +5 experience points for each different level of the tower that the wizard stand on. +10 experience points for each ravenous or wind demon killed by the warband.

55

EPILOGUE Scenario Six concludes the Tower of Storms campaign, but it doesn’t have to be the end. The scenario does leave the warbands in the middle of a lake several weeks march away from Frostgrave. If players want to continue the campaign, they can make up their own scenarios using the ‘Rules of the Wild’ for what the wizards find on the way home. This campaign has barely scratched the surface of all the dangers, treasures, and adventures that can be found outside of the Frozen City!

The snow leopard bit off his hand and then suddenly disappeared. I guess that ring of teleportation did save his life in the end…

56

CHAPTER FOUR

Wildwoods Treasure

There is plenty of treasure to be found in the wilds around Frostgrave, but it is of a slightly different nature to that found in the city. Grimoires, scrolls, potions, and the like are a bit less common, while weapons and practical items are found more often. After a Wildwoods game, players should exchange their treasure tokens for rolls on the Wildwoods Treasure Table, instead of the Treasure Table found in the main rulebook. This may direct the player to a sub-table either in the main rulebook or here. Many of the results also include additional supplies, written as a number followed by sp (‘Xsp’). See page 25 for rules for supplies.

WILDWOODS TREASURE Wildwoods Treasure Table Die Roll

Treasure

1

30gc, 20sp

2

60gc, d20sp

3

100gc, 2 Potions

4

100gc, 2 Scrolls

5

20gc, d20 x 2sp, Magic Weapon/Armour

6

20sp, Magic Weapon/Armour

7

60gc, Magic Weapon/Armour

8

10sp, Wildwoods Magic Weapon/Armour

9

60gc, Wildwoods Magic Weapon/Armour

10

100gc, Wildwoods Magic Weapon/Armour

11

10sp, Magic Item

12

60gc, Magic Item

13

40gc, 20sp, Magic Item

14

30gc, Wildwoods Magic Item

15

50gc, Wildwoods Magic Item

16

75gc, Wildwoods Magic Item

17

40gc, Grimoire

18

60gc, Grimoire

19

80gc, Grimoire

20

120gc, Grimoire

57

Wildwoods Magic Weapons and Armour Wildwoods Magic Weapon/Armour Table Die Roll

Treasure

Purchase Price

Sale Price

1

Toughened Light Armour

450gc

250gc

2

Toughened Heavy Armour

450gc

250gc

3

Toughened Robes

500gc

250gc

4

Sealskin Armour

300gc

100gc

5

Light Armour with Elemental Absorption (see Frostgrave, page 97)

600gc

300gc

6

Mystically-honed Light Armour

350gc

150gc

7

Mystically-honed Heavy Armour

350gc

150gc

8

Ice Axe

325gc

150gc

9

Warming Blade

325gc

150gc

10

Gleaming Trident

350gc

150gc

11

Elemental Whip

400gc

175gc

12

Parrying Dagger

300gc

100gc

13

Beastslayer Blade

350gc

175gc

14

Heartseeker Bow

400gc

200gc

15

Horn Quiver

350gc

125gc

16

Polished Shield

400gc

200gc

17

Snake Staff

400gc

175gc

18

Ring of Stoneskin

550gc

200gc

19

Spiced Arrows

300gc

100gc

20

True Sight Arrow

250gc

100gc

59

BEASTSLAYER BLADE

When this magic weapon is found or purchased, the player may choose if it is a hand weapon or two-handed weapon, but once the decision is made, it is fixed and cannot be changed. The wielder of this weapon gains +1 Fight and +2 damage whenever it is in combat with an animal. Whenever an animal is in multiple combat with this figure, it will always attack this figure over any others. If a figure carrying this weapon is on the table and its warband picks up a treasure token, add +1 to any rolls to check for random encounters that are made.

ELEMENTAL WHIP

This magic hand weapon can be used to make shooting attacks with a maximum range of 2”. When used to make a shooting attack, this weapon can do a maximum of 5 points of damage, which counts as elemental magic damage. This weapon has no maximum damage when used in melee.

GLEAMING TRIDENT

This magical weapon can be used as either a hand weapon or two-handed weapon. It does +2 damage against animals and grants the figure carrying it the Amphibious trait (see Frostgrave, page 193).

HEARTSEEKER BOW

When this weapon is found or purchased, the player may decide if it is a bow or a crossbow, but once the decision is made it is fixed. This magical weapon does +1 damage whenever it makes a shooting attack against an animal.

HORN QUIVER

This non-magical quiver, fashioned out of the horn of a woolly rhinoceros, can be used with either a bow or crossbow. It has been cleverly designed to hold a small repository of sticky poison in the bottom, that remains fresh. If a figure carrying this quiver does not take a move action during their activation but makes a shooting attack with either a bow or crossbow, that attack counts as poisoned. Alternatively, a figure carrying the quiver may spend 1 action (which can be a move action) to coat their next piece of ammunition in poison, meaning their next shooting attack will automatically be poisonous.

ICE AXE

This is a magic hand weapon that does +1 damage. In addition, a figure carrying this weapon receives +3 on all terrain effects rolls.

They are a pretty non-descript black bird, really, but their cry sounds exactly like ‘run, run, run’, which can be kind of unnerving…

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MYSTICALLY-HONED LIGHT ARMOUR

A figure wearing this armour gains +4 to all Will Rolls to resist or overcome spells.

MYSTICALLY-HONED HEAVY ARMOUR

A figure wearing this armour gains +4 to all Will Rolls to resist or overcome spells.

PARRYING DAGGER

If a figure carrying this magic dagger is not also carrying a two-handed weapon, staff, or shield, this figure always subtracts 1 from the amount of damage taken in melee combat.

POLISHED SHIELD

This magic shields gives the wearer +2 Fight whenever it rolls against incoming shooting attacks. Additionally, if a figure carrying this shield is in combat with a creature with the Latch On ability, that ability is negated.

RING OF STONESKIN

This ring may not be worn by a figure wearing heavy armour. A figure wearing this ring gains +1 Armour and the Rock-hard Skin trait (see page 93).

SEALSKIN MAGIC ARMOUR

This is a suit of Light Armour which also grants the wearer the Amphibious trait (see Frostgrave, page193)

SNAKE STAFF

This magic staff has +1 Fight and all attacks with it are poisoned.

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SPICED ARROWS

These arrows have a little bag of finely powdered herbs attached that explodes on contact. A figure equipped with these arrows can always choose to fire a normal arrow or a spiced arrow. A spiced arrow does -2 damage. If a spiced arrow hits the target, regardless of if it does damage, the target is covered in spice. Any uncontrolled animal within 12” and line of sight will target this figure in preference to all others – moving toward and attacking where possible. If multiple figures are spiced, the uncontrolled animal will move toward the closest.

TRUE SIGHT ARROW

This magic arrow gives +1 Shoot and +2 damage. In addition, it can be fired at an invisible figure, even if the shooter cannot ‘see’ invisible figures (though the target must still otherwise be in line of sight). This arrow can be recovered by the shooter after the game and used again in future games.

TOUGHENED MAGICAL HEAVY ARMOUR

In addition to the normal rules for Heavy Armour, a figure wearing this armour starts each game at +1 Health, which can take it above its normal starting Health. This extra health is always the first point lost to damage. During a game, a figure may only be healed up to its actual Health stat, this extra point cannot be recovered during a game.

TOUGHENED MAGICAL LIGHT ARMOUR

In addition to the normal rules for Light Armour, a figure wearing this armour starts each game at +1 Health, which can take it above its normal starting Health. This extra health is always the first point lost to damage. During a game, a figure may only be healed up to its actual Health stat, this extra point cannot be recovered during a game.

62

TOUGHENED MAGICAL ROBES

These robes may only be worn by spellcasters or figures that don’t normally wear any armour. A figure wearing this armour starts each game at +1 Health, which can take it above its normal starting Health. This extra health is always the first point lost to damage. During a game, a figure may only be healed up to its actual Health stat, this extra point cannot be recovered during a game.

WARMING BLADE

When this magic weapon is found or purchased, the player may choose if it is a hand weapon, two-handed weapon, or staff. Once the decision has been made, it is fixed. This magic weapon does +1 damage and makes the figure immune to the effects of hypothermia. Additionally, if this figure is called upon to make any Will Rolls due to freezing weather, it passes them automatically.

Wildwoods Magic Items Wildwoods Magic Item Table Die Roll Treasure

Purchase Price

Sale Price

1

Bag of Snacks

100gc

80gc

2

Animal Mind Leash

300gc

100gc

3

Magical Rope Ladder

400gc

125gc

4

Construct Cook

300gc

150gc

5

Quiver of the Wind Goddess

300gc

125gc

6

Heartshield Amulet

400gc

200gc

7

Elemental Bear Trap

300gc

150gc

8

Golden Wings

300gc

150gc

9

Utility Boots

250gc

100gc

10

Potion Bandolier

300gc

150gc

11

Golden Mead

200gc

100gc

12

Teleportation Collar

400gc

200gc

13

Stinkweed Extract (4)

400gc

100gc

14

Beartooth Talisman

600gc

200gc

15

Glitter Dust

300gc

100gc

16

Animal Whistle

400gc

150gc

17

Demonic Talisman

600gc

200gc

18

Locket of Broken Promises

500gc

250gc

19

Book of Charts

400gc

200gc

20

Talisman of Undead

600gc

200gc

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ANIMAL MIND LEASH

If a figure carrying this item wins a round of combat versus an uncontrolled animal, regardless of whether any damage is done, then it may clip the leash on the animal. This animal counts as a temporary member of the warband for the rest of the scenario. The leash does not work on animals that have Fight +5 or higher, or Will +5 or higher. A player may only use this item once per game.

ANIMAL WHISTLE

This small gold whistle produces a note that is too high for people to hear but is seriously painful to animals. A figure may spend an action to blow this whistle. When blown, all animals within 12” must make a Will Roll (TN16). If the animal fails, it immediately moves 6” directly away from the whistle blower. If the animal is in combat, all of the figures it is in combat with must agree to let the animal move, otherwise it remains in combat. If an animal rolls a natural ‘20’ for its Will Roll, it moves 6” directly toward the whistle blower and is immune to the effects of the whistle for the rest of the game. A figure may only blow this whistle once per turn.

BAG OF SNACKS

This bag contains a small snack. If this snack is eaten, another will appear in the bag a few hours later. It’s enough food to keep a person alive, if not ‘wellfed’. A figure carrying this bag counts as having consumed 1sp after every game.

BEARTOOTH TALISMAN

This item may only be used by a spellcaster. If a spellcaster is carrying this item, they gain +2 to all castings of Control Animal. In addition, the spellcaster is allowed to control 2 animals at the same time, instead of the normal limit of 1.

BOOK OF CHARTS

This is a book of maps of the region surrounding Frostgrave, or at least what it used to look like in the ancient days. While much of the land has shifted and changed, it still sometimes provides clues on where you are or where you are going. A wizard who has a Book of Charts gains +4 to the roll to decide who gets first pick for table edge deployment.

CONSTRUCT COOK

This is a modification that can be worked into any construct, that gives it a food storage area, cooking utensils, the ability to generate a cooking flame, and a limited number of tasty recipes it can follow. If a construct with this modification is in the warband, it may transport an additional +10sp, and gains +2sp after every scenario. If using the construct modification rules from Fireheart, this modification follows the normal rules but causes no modification penalty.

65

DEMONIC TALISMAN

This item may only be used by a spellcaster. If a spellcaster is carrying this item, they gain +2 to all castings of Control Demon. In addition, the spellcaster is allowed to control 2 demons at the same time, instead of the normal limit of 1.

ELEMENTAL BEAR TRAP

A figure carrying this item may spend an action (which can replace a move action) to place it. Place a 1” diameter token adjacent to the figure, then move the figure away just slightly. Any figure that moves into contact with this token immediately suffers a +6 elemental magic attack. Figures that can fly, or levitate, do not trigger the trap as they simply float over it. Once the trap has been triggered, remove it from the table. Whether or not the trap is triggered, it returns to the figure that placed it at the end of the game.

GLITTER DUST

This is a bag of strange glittering dust which forms a small cloud when deployed. A figure may use the glitter dust as a free action. This creates a 1” cloud of dust centred on the figure. Figures may not draw line of sight through the cloud. While a figure is in the cloud, it receives +10 to all Fight Rolls made against shooting attacks. The cloud dissipates at the start of the next activation of the figure that used it. This is a single use item.

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GOLDEN MEAD

This is a large bottle of magical mead, made by the Fire Giants for use during long travels. This is a single use item. It can be stored in the wizard’s vault/ transport and does not have to be carried by a figure. A warband may consume the mead before the game. If they do, every member of the warband gains +1 Will for the next scenario. In addition, after the scenario every figure in the warband counts as having consumed 1 supply point. This is a single use item.

GOLDEN WINGS

This golden cloak-clasp is decorated with a pair of intricately carved eagle wings. Once per game, when a figure is activated, it may activate the wings as a free action. For the rest of the turn, this figure counts as having the Flying trait.

HEARTSHIELD AMULET

This large magical amulet is designed to protect the wearer’s vital organs. If a figure wearing this amulet suffers a critical hit, roll a die. On a 1–10, nothing happens. On an 11+ the damage from the critical hit is reduced to 0 and the amulet is destroyed.

LOCKET OF BROKEN PROMISES

Once per game, a figure wearing this jewellery may choose to automatically pass a Will Roll they are called upon to make. If used, the player should roll a die. On a 1–5, the locket is destroyed after use. Otherwise, it can be used again in future games.

MAGICAL ROPE LADDER

While a figure is carrying this item, they are treated as having the Expert Climber trait (see Frostgrave, page 195). However, a figure may also place the ladder against a horizontal surface it is in contact with as a free action. In this case, place something to represent the ladder against the surface. Any figure may freely climb up and down the ladder with no movement penalty. The figure that placed the ladder may remove it by spending an action, provided that the figure is adjacent to the ladder and no other figures are currently on it. If the ladder is still on the table at the end of the game, it returns to the figure that placed it.

It’s at a time like this, when we are stuck in a cage, expecting to be the next meal for a family of giants, that I grow nostalgic for the more ‘instant death’ kind of traps we generally encountered in Frostgrave…

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POTION BANDOLIER

A figure wearing this bandolier can carry 2 additional potions without those potions taking up item slots. Essentially, this allows a figure to carry 2 potions in 1 item slot.

QUIVER OF THE WIND GODDESS

A figure carrying this magic quiver gains the normal benefits of a quiver, plus their shooting attacks never suffer any penalties due to wind (including that generated by the Call Storm spell). Additionally, once per game, they may declare 1 shooting attack as magical, but this decision must be made before the shooting attack is rolled.

STINKWEED EXTRACT

When found, this potion comes with 4 doses, and a figure may carry up to 4 doses in 1 item slot. A figure carrying this potion may spend an action to use it in the normal fashion or may spend an action to apply it to a friendly figure within 1”, provided that neither figure is in combat. When a figure has this potion applied, uncontrolled animals will not take them into account when determining their actions (so an uncontrolled animal will move towards another figure even if it is further away or will make a random move if no other figures are in line of sight), nor will they ever force combat with them. If they do end up in combat with them, the animal suffers -1 Fight, and will back up if it wins the fight. Each dose of this potion can be bought for 100gc or sold for 25gc.

TALISMAN OF UNDEAD

This item may only be used by a spellcaster. If a spellcaster is carrying this item, they gain +2 to all castings of Control Undead. In addition, the spellcaster is allowed to control two undead at the same time, instead of the normal limit of one.

TELEPORTATION COLLAR

This item may be worn by an animal companion, despite the usual prohibition against animals carrying items. The item cannot be worn if the animal is somehow already carrying or wearing another item. Once per game, the wizard, and the wizard only, may spend an action (which can replace a move action) to teleport to an open space adjacent to the animal. If the wizard is carrying a treasure token, the token is transported with the wizard.

UTILITY BOOTS

Despite appearing as normal leather boots, this enchanted footwear always deploys exactly the kind of addition needed for the type of terrain it is standing upon. On snow, it deploys snowshoes; on ice, crampons emerge; and so on. A figure wearing these boots never suffers movement penalties for rough ground and gains +4 on all terrain effects rolls.

68

CHAPTER F IVE

Bestiary

Scenarios set in the wilderness have separate random encounter tables based on the dominant terrain type for the table. So, there are tables for forest, bogs, mountains, and ice. Urban tables should use the Encounter Tables in the main rulebook. Make sure you are rolling on the correct one for your dominant terrain type.

RANDOM ENCOUNTERS

Forest Random Encounters Forest Random Encounter Table First d20 roll

1–12

Second Level 1 Encounter d20 roll

13–18

19–20

Level 2 Encounter

Level 3 Encounter

1

Boar

Armoured Skeleton

Foulhorn

2

Wolf

Clingers (4)

Rangifer (3)

3

Clingers (2)

Barbarians (2)

Giant Snowy Owl

4

Wolverine

Boar

Barbarians (4)

5

Firekeeper

Moose

Sabretooth

6

Moose

Rangifer & Rangifer Hurler

White Gorilla

7

Skeleton

Snow Leopard

Frost Giant

8

Zombie

White Gorilla

Rangifer (2), Rangifer Chargers (2) & Rangifer Shaman

9

Boar

Snow Troll

Snow Trolls (2)

10

Wolverine

Rangifer & Rangifer Charger

Wind Demon

11

Barbarian

Prontolis

Frost Giant

12

Ghoul

Minor Demon

Vampire

13

Moose

Wind Demon

Barbarians (4)

14

Imp

Ice Spiders (2)

Wind Demon

15

Petrified Man

Snow Troll

Wraith

16

Rangifer

Large Construct

White Gorillas (2)

17

Small Construct

Woolly Rhinoceros

Mammut

18

Snow Leopard

Bear

Giant Worm

19

Bear

Foulhorn

Ravenous

20

Woolly Rhinoceros

Werewolf

Rangifer (2), Rangifer Hurlers (2), Rangifer Chargers (2), Rangifer Shaman

70

Bog Random Encounters Bog Random Encounter Table First d20 roll

1–12

13–18

19–20

Second d20 roll

Level 1 Encounter

Level 2 Encounter

Level 3 Encounter

1

Giant Mosquito

Ice Leeches (2)

Prontolis

2

Ice Leech

Rangifer Charger

Woolly Rhinoceros (2)

3

Bog Man

Barbarians (2)

Bear

4

Boar

Giant Mosquitos (4)

Prontolis

5

Giant Rat

Ice Toad

Werewolf

6

Imp

Moose

Moose

7

Skeleton

Bear

Ice Toads (4)

8

Zombie

Snow Leopard

Wind Demon

9

Ice Leeches (2)

Prontolis

Snow Trolls (2)

10

Wolf

Snow Leopard

Woolly Rhinoceros

11

Bog Man

Giant Snowy Owl

Sabretooth

12

Giant Mosquitos (2)

Medium Construct

Giant Snowy Owl

13

Ghoul

Petrified Men (2)

Wraith

14

Rangifer Hurler

Moose

Wind Demon

15

Ice Toad

Woolly Rhinoceros

White Gorilla

16

Firekeeper

Boar (2)

Ravenous

17

Barbarian

Ice Toads (2)

Frost Giant

18

Petrified Man

Prontolis (2)

Major Demon

19

Moose

Snow Troll

Mammut

20

Prontolis

Prontolis

Giant Worm

71

Ice Random Encounter Ice Random Encounter Table First d20 roll

1–12

13–18

19–20

Second d20 roll

Level 1 Encounter

Level 2 Encounter

Level 3 Encounter

1

Barbarian

Prontolis

Barbarians (4)

2

Ice Spider

Barbarians (2)

Giant Snowy Owl

3

Petrified Man

Snow Leopard

Vampire

4

Clingers (2)

Woolly Rhinoceros (2)

Major Demon

5

Ice Toad

White Gorilla

Snow Trolls (2)

6

Firekeeper

Rangifer Hurlers (2)

Sabretooth

7

Rangifer

Firekeepers (2)

Major Demon & Imps (2)

8

Wolf

Moose

White Gorillas (2)

9

Small Construct

Ice Spiders (2)

Rangifer Hurlers (2) & Rangifer Chargers (2)

10

Imp

Petrified Men (2)

Giant Snowy Owls (2)

11

Minor Demon

Snow Troll

Ravenous

12

Skeleton

Prontolis (2)

Mammut

13

Moose

Large Construct

Bears (2)

14

Zombie

Werewolf

White Gorillas (2)

15

Rangifer Hurler

Giant Snowy Owl

Ravenous

16

Medium Construct

Bear

Mammut

17

Rangifer Hurler

Wind Demon

Wraith

18

Animated Skull

Frost Giant

Wind Demon

19

Ghoul

Giant Snowy Owl

Frost Giant

20

Woolly Rhinoceros

Snow Trolls (2)

Giant Worm

72

Mountain Random Encounters Mountain Random Encounter Table First d20 roll

1–12

13–18

19–20

Second d20 roll

Level 1 Encounter

Level 2 Encounter

Level 3 Encounter

1

Mountain Goat

Rangifer Hurlers (2)

Snow Trolls (2)

2

Clingers (2)

White Gorilla

Wind Demon

3

Rangifer

Barbarians (2)

Vampire

4

Barbarian

Clingers (4)

Major Demon

5

Petrified Man

Petrified Men (2)

Rangifer Hurlers (2) & Rangifer Chargers (2)

6

Firekeeper

Firekeepers (3)

Wind Demon

7

Mountain Goats (2)

Giant Snowy Owl

Barbarians (6)

8

Wolf

Large Construct

Wraith

9

Ice Spider

Rangier Hurlers (2) & Rangifer Charger

Ravenous

10

Barbarian

Minor Demon

Giant Snowy Owl

11

Ice Toad

Woolly Rhinoceros (2)

Minor Demons (3)

12

Medium Construct

Snow Troll

Giant Worm

13

Clingers (3)

Barbarians (3)

Snow Trolls (2)

14

Firekeepers (3)

Foulhorn

Mammut

15

Rangifer Hurler

Clingers (5)

Ravenous

16

Imp

Wind Demon

Frost Giant

17

Snow Leopard

Giant Snowy Owl

Giant Snowy Owl

18

Woolly Rhinoceros

Bears (2)

Frost Giants (2)

19

Bear

Firekeepers (5)

Mammut

Mammut

Rangifer (2), Rangifer Hurlers (2), Rangifer Chargers (2), Rangifer Shaman

20

Foulhorn

74

NEW CREATURES

Barbarians Long before the rediscovery of ancient Felstad, groups of tribal people moved back into the area. These hearty folk lead lives of constant struggle against the elements, against hunger, and against the numerous deadly creatures that share the land. Most barbarian tribes are unfriendly towards outsiders and are likely to attack on sight. Although barbarian tribes produce most of the same types of soldiers regularly seen around Frostgrave, feel free to use this generic stat line when they are encountered randomly. Barbarian Move

6

Fight

+3

Shoot

+0

Armour

10

Will

+3

Health

12

Notes Two-handed Weapon, or Hand Weapon and Shield (in which case increase Armour to 11)

Bog Men A rare form of undead only found in soft bogs, bog men are essentially bags of flesh, filled with peat, dirt, and marsh gas. They have no skeleton, and flap and flop in an unsettling manner as they walk. For a while, the discovery of how to create a bog man was all the rage in necromantic circles. The main theory behind it being, if you could remove the skeleton from a creature, then animate both the skeleton and the skin separately, you would double your output. In the end, no one figured it out, and, as they are not the most fearsome of undead, the attempt was eventually abandoned. The most threatening aspect of bog men is that some of them release a noxious cloud of marsh gas when killed. Bog Man Move

Fight

Shoot

Armour

Will

Health

5

+0

+0

10

+0

6

75

Notes Undead, Potential Marsh Gas Cloud

Clingers The mountains near Frostgrave are home to troops of large, hairy baboons called clingers. These vicious, omnivorous monkeys are famous for clinging to cliffsides or tree branches and pelting their prey with rocks to soften them up before they charge. Once in combat, they use pack tactics to surround and confuse their enemy, wearing them down with quick slashes and bites. That said, these creatures have no stomach for a deadly fight, and will tend to run if they start to take casualties. A clinger’s shooting attack has a maximum range of 12”. Clinger Move

Fight

6

Shoot

+2

Armour

+1

Will

10

Health

+2

10

Notes Animal, Expert Climber, Shooting Attack, Pack Hunter, Flee from Death

Firekeepers This group of mysterious troglodytic humanoids live in many of the caves, dungeons, and catacombs in the wilderness around Frostgrave. There are numerous theories as to their origin, the most popular being that they are descendants of the original inhabitants of Felstad who somehow survived below ground during the cataclysm and have devolved over the generations. In truth, no one really knows. What is known is that these creatures are obsessed with fire, revering it as almost a god. They work hard to keep fires burning in their lairs, going into a frenzy should their fires be extinguished. Firekeepers are decidedly unfriendly to outsiders, and often attack without provocation. In combat they usually fight with crude hand weapons and torches. While not particularly fearsome fighters, firekeepers do seem to have a strong resistance to some forms of magic, especially elemental magic. Firekeeper Move 6

Fight +1

Shoot +0

Armour 10

Will +6

76

Health 10

Notes Elemental Resistance (5), Magic Attack

Foulhorns Despite looking like something that crawled up out of the breeding pits, foulhorns are naturally occurring – if somewhat rare – creatures that live mainly in the mountains to the north of Frostgrave. Generally, these creatures are solitary hunters, who will spend hours, and occasionally even days, hunting their prey. They are fast, tough, and vicious, and with their four arms – including two that end in heavy, sword-like, appendages – they are extremely dangerous in close combat. These creatures possess a rudimentary intelligence and are capable of simple communication, which has allowed them on occasion to ally with barbarian tribes. For most of the rest of the world, these creatures are generally better off avoided. Foulhorn Move

Fight

Shoot

Armour

Will

Health

7

+4

+0

12

+5

12

Notes Horns, Keen Senses

Giant Mosquitoes When magic runs rampant – as it does when a magical city is destroyed, frozen, and then thaws – then eventually some of that magic works its way into the blood of the creatures that inhabit the areas nearby. Of course, if it gets into the blood, it will eventually get into blood-sucking insects as well. At least that is the theory to explain the giant mosquitos that inhabit the freezing bogs to the south of the city. While these creatures are weak and easily dispatched, they are also silent and sneaky, and often strike before their victims are aware. Apart from being a painful annoyance, these mosquitos often carry terrible diseases Giant Mosquito Move

6

Fight

+0

Shoot

+0

Armour

8

Will

+0

78

Health

1

Notes Animal, Flying, Surprise Attack, Damage Maximum (3), Carry Disease, Pack Hunter

Giant Snowy Owls These gigantic birds mainly live in the high mountains. With a wingspan greater than two men lying down, they are a sight to behold and have occasionally been mistaken for dragons. Unlike most owls, the giant snowy owl usually hunts in the daylight. Generally, these birds hunt medium-sized mammals – such as goats, deer, and humans – though they will also eat carrion when available. These birds like to kill their prey by penning them to the ground and pecking them to death with their razor-sharp beaks. Giant snowy owls mainly live, and hunt, individually. Giant Snowy Owl Move

Fight

Shoot

Armour

Will

Health

6

+3

+0

10

+1

16

Notes Animal, Flying, Large, Strong, Elevated View, Feeder

Ice Leeches This species of leech can grow as large as a man’s leg. They spend most of their lives in a state of hibernation, resting on the bottom of muddy pools of freezing water. However, if the waters are disturbed, the leeches will wake up and seek out prey. Thankfully, these creatures are extremely slow, so if they can be seen, they can generally be avoided. The worst thing about leeches is that once they have taken a bite out of their prey and started to suck its blood, they are extremely difficult to remove. Ice Leech Move

Fight

Shoot

Armour

Will

Health

3

+2

+0

8

+0

6

79

Notes Animal, Amphibious, Latch On

Mammuts One of the largest common creatures of the northern wilderness, mammuts are famous for their long, prehensile noses as well as their gigantic, curved tusks. Thankfully, mammuts are gentle by nature and only become aggressive if startled or wounded. An angered mammut is a sight to behold and can easily crush almost any other creature with its heavy front feet or toss them aside with its tusks. While the barbarian tribes do sometimes hunt these creatures for meat, skins, and tusks, they are extremely selective about when to attack, as casualties from mammut hunting are common. Mammut Move 6

Fight +5

Shoot +0

Armour

Will

12

+2

Health 24

Notes Animal, Tusks, Bounty (20gc), Large, Unaggressive Unless Startled

Moose Despite their legendary bad temper, these large, strong animals are usually not aggressive. That said, if they are frightened, or wounded, they will go on the offensive and woe to anyone that gets in their way. Thankfully, unlike most deer species, moose are generally solitary creatures, not that it will matter to the person getting smashed by their antlers or stomped under their hooves. Moose Move 6

Fight +3

Shoot +0

Armour

Will

12

+4

81

Health 14

Notes Animal, Strong, Horns (technically antlers), Unaggressive Unless Startled.

Mountain Goats Common to the mountains near Frostgrave, these strong, shaggy goats are quite violent by nature, especially when people wander into their territory. Extremely nimble, they can climb rock faces that are difficult for people. These goats possess a fearsome set of horns that make them extremely dangerous when charging. Mountain Goat Move

Fight

Shoot

Armour

Will

Health

6

+2

+0

10

+2

8

82

Notes Animal, Exert Climber, Horns

Petrified Men Long ago, even before the rise of Felstad, some of the tribes that dwelt in the lands practiced a very unusual form of internment. These peoples would leave their dead resting in deep caves, directly under dripping water. Over the following centuries, or possibly millennia, the waters of the cave slowly dripped onto the corpses leaving tiny deposits of salts and other minerals. Overtime, the flesh slowly hardened into stone. Then, when the ‘transformation’ was complete, tribal magicians reanimated the corpses as ‘petrified’ men, by practising some form of forgotten necromancy. As Felstad grew and expanded, many petrified men were uncovered in hidden caves. Even with all their great learning and magics, the wizard of Felstad could never repeat this process. Eventually, some religious sect took charge of these leaderless undead and locked them in purpose-built mausoleums scattered about the countryside. While these mausoleums, and the undead inside them, were all frozen during the cataclysm, time is of no consequence to these creatures. With the coming of the thaw, many of their mausoleum prisons have cracked, loosing them into the countryside. Although petrified men are generally slow and a little clumsy, their skin is rock-hard, which makes them extremely difficult to kill. In addition, any figure that fights against a petrified man has a chance of breaking their weapon. Any figure that rolls a natural ‘1’ while fighting a petrified man has their weapon broken (unless it is a magic weapon). This weapon is replaced for free after the game. Petrified Man Move

Fight

Shoot

Armour

Will

Health

4

+2

+0

16

+0

16

83

Notes Undead, Strong, Rock-hard Skin

Phase Cats These over-sized house cats were thought to be unique to the Collegium of Artistry (The Maze of Malcor) where, over countless generations of breeding, they became magically attuned and capable of limited teleportation. As it turns out, the Collegium sent several of these cats to local religious orders to help with pest problems. Having been brought in to exterminate pests, these cats have become territorial, and are likely to attack any intruders, especially ones that seem to be stealing. Phase Cat Move

Fight

Shoot

Armour

Will

Health

6

+0

+0

8

+2

8

Notes Animal, Expert Climber, Limited Teleportation

Prontolis A meaner, more aggressive, freshwater relative of the walrus, prontolis live near bodies of partially frozen water. While the prontolis spend most of their time on land, they are much faster, and thus more dangerous, in the water. Prontolis use their large, powerful tusks to break through the ice on top of frozen rivers and lakes to search for food in the water. These creatures are carnivores and will happily sample anything that comes their way, including adventurers. Prontolis Move 6

Fight +4

Shoot +0

Armour 10

Will +3

84

Health 18

Notes Animal, Amphibious, Awkward on Land, Horns (actually tusks), Strong, Large

Rangifer Rangifer look like a cross between a human and a reindeer, possessing the general body shape of a human, but with deer-like legs and head. An intelligent species, they make and use tools, construct simple dwellings, and possess a complex spoken language. Whether they are natural creatures or some creation of the ancient breeding pits of Felstad is unknown but, regardless, they now represent one of the largest populations of living creatures in and around the Frozen City, mainly congregating in the forest and low mountains to the north and west of the city. For reasons unknown, the rangifer have an inherent hatred of the undead and will often attack such creatures on sight. They have even shown the ability to defeat more powerful undead that generally require magic to vanquish. Sometimes called a herdsmen when in a mixed group of rangifer. Rangifer Move

Fight

Shoot

Armour

Will

Health

7

+2

+0

12

+3

12

Notes Hate Undead, Antlers, Hand Weapon

Rangifer Chargers Many of the largest rangifer learn to fight exclusively with their antlers, sharpening them to razor points, and focusing on dispatching their foes in a single rush. These figures do not suffer the usual -1 penalty for fighting with their antlers. Rangifer Charger Move

Fight

Shoot

Armour

Will

Health

7

+3

+0

12

+4

12

Notes Hate Undead, Antlers (no Fight penalty)

Rangifer Hurlers The best hunters within a rangifer tribe are known as hurlers and are responsible for casting the first spears at any prey, either bringing it down, or softening it up for others to finish off. These creatures carry javelins which they can use to make shooting attacks up to a range of 12” with no damage modifier. Rangifer Hurler Move

Fight

Shoot

Armour

Will

Health

7

+3

+2

12

+3

12

86

Notes Hate Undead, Antlers (no Fight penalty), Hand Weapon, Javelins

Rangifer Shamans Most rangifer tribes are led by ‘shamans’ who serve as a combination of chieftain, religious leader, keeper of history, and doctor. While many such shamans practice magic, it seems to be a sort of animism, and is learned either through the teaching of an expert or through deep meditation. Most rangifer willingly sacrifice their lives to project their shaman. Scenarios which include a rangifer shaman will note how to handle their spellcasting abilities, if any. If a shaman shows up randomly, add the Poison, Magic Attack, Strong and True Sight traits to represent their mystical abilities. Rangifer Shaman Move

7

Fight

+2

Shoot

+0

Armour

Will

12

+3

87

Health

12

Notes Hate Undead, Antlers, Spellcaster, Staff, (if randomly encountered – Poison, Magic Attack, Strong, True Sight)

MORE RANGIFER? If you would like to know more about rangifer, check out Spellcaster: The Frostgrave Magazine, Issue 3 available from DriveThruRPG.com in both PDF and print-on-demand. This issue contains more information on rangifer society and gives rules for creating a small rangifer warband fit for solo play. This includes a special rangifer spell list and several different types of rangifer soldiers. There is also a twoscenario solo campaign to get you started. Another solo rangifer scenario appears in Issue 4.

Ravenous Also known as ‘hunger demons’, the ravenous have no physical form themselves and exist by possessing other sentient creatures and using them to satisfy their appetites. Since in their natural form they are both invisible and insubstantial, they are extremely difficult to kill and most people won’t even know they are under attack by one. Whenever a ravenous activates, it will move directly toward the closest warband member in line of sight, using both actions if necessary. If it contacts this figure, the figure must make an immediate Will Roll (TN14). The target suffers -2 if it is suffering from hunger or -5 if it is suffering from extreme hunger, in addition to the normal penalties for those states. If the Will Roll is passed, nothing happens and the ravenous should be pushed back 1”. If the Will Roll is failed, the ravenous possess the figure. Remove the ravenous from the table, and the figure it attacked now counts as an uncontrolled creature. It gains the Demon and Feeder traits. Anytime the figure is wounded, it may make another Will Roll following the same rules as above. If successful, it has forced the demon out, and the ravenous flees (remove it from the table); otherwise, nothing happens. If the possessed figure is hit by a Banish Spell, then it should make a Will Roll as normal. If it fails, the ravenous is banished, and the figure returns to its original loyalty. A figure that is already possessed cannot be possessed by a ravenous (and vice-versa); the ravenous will ignore such figures. Ravenous Move

7

Fight

+0

Shoot

+0

Armour

10

Will

+0

88

Health

5

Notes Demon, Invisible, Ethereal, Immune to Normal Weapons, Mind Lock, True Sight, Take Possession

Sabretooths Famed for an extremely long pair of top front teeth that curl down over their bottom lips, these gigantic cats roam the wilds around Frostgrave. Sabretooths usually hunt alone, waiting patiently to leap upon their prey. During this leap, they attempt to bury their front teeth in their victim, and then use their razorsharp claws to finish them off. As sabretooths are faster, better climbers, and better swimmers, than most people, the only option if attacked is generally to stand and fight. Of course, they are also better fighters. Sabretooth Move

Fight

Shoot

Armour

Will

Health

7

+4

+0

10

+4

18

Notes Animal, Expert Climber, Horns (actually teeth), Strong, Large

Wind Demons These strange, extra-planar creatures are usually invisible and insubstantial, which means they can have little impact on the physical world. However, when there is a lot of physical matter in the air, such as rain or snow, these demons can temporarily seize this matter to give themselves a temporary form. This form can be anything, but usually mimics an animal or person. If these creatures have a motivation beyond killing, it has never been discovered. Wind Demon Move

Fight

Shoot

Armour

Will

Health

6

+3

+0

10

+3

12

89

Notes Demon, Flying, Immune to Normal Weapons, Energy Drain, True Sight

Wolverines Although prized for their fur, few hunters hope to encounter a wolverine. No bigger than a medium-sized dog, they are extremely strong and vicious. Their powerful jaws can tear a man’s arm off. For the most part, wolverines are carrion feeders, but will actively attack prey if they are hungry (which they often are). Wolverines often target the young and/or the wounded. A spellcaster that successfully casts Animal Companion may select a wolverine. Wolverines can also be housed in a kennel instead of a wolf or warhound. Wolverine Move

Fight

Shoot

Armour

Will

Health

6

+2

+0

10

+5

8

Notes Animal, Strong, Bounty (10gc)

Woolly Rhinoceros Despite their intimidating size and huge horn, these creatures are generally peaceful if left alone. That said, they are also easily startled and when surprised, they tend to charge the nearest potential threat, spearing them on their horns and then trampling them into the ground. These woolly rhinoceros usually live in small family groups, and it is not wise to get between a mother rhino and her offspring. Some of the barbarian tribes have managed to domesticate these rhinoceros and use them as pack animals. Some might even be persuaded to sell such beasts of burden to wizards for use as cargo transports. Woolly Rhinoceros Move

Fight

Shoot

Armour

Will

Health

6

+4

+0

14

+1

14

90

Notes Animal, Large, Horns, Strong, Unaggressive Unless Startled

NEW TRAITS

Awkward on Land Although this figure is Amphibious, its body is more adapted to movement in the water. This figure always moves at half speed while on land.

Antlers This creature has a dangerous set of antlers that can be used instead of weapons. If a figure has no weapon but its antlers, it suffers -1 Fight, but no other penalties for being unarmed.

Carry Disease Any living figure (so not undead or constructs) damaged by this creature must make a Will Roll (TN10). If they fail, they will start the next game at -2 Health.

Damage Maximum (X) This figure may never inflict more than ‘X’ damage during any round of combat. If the die roll would normally result in more damage than this, reduce the damage to ‘X’.

91

Elevated View This figure has a view from above and can thus draw line of sight to any figure on the table unless that figure is directly beneath cover.

Feeder This figure likes to either consume its prey as soon as it has killed it or carry it off to consume it later. If this figure reduces another figure to 0 Health, it is immediately removed from the table. The figure that was reduced to 0 Health suffers -1 to its survival roll after the game.

Flee From Death If this figure is part of a ‘pack’, as seen in the Pack Hunter rules (see Frostgrave, page 197) and 1 member of that pack is reduced to 0 Health, this figure will flee and should be immediately removed from the table.

Hate Undead This figure receives +1 Fight and all its attacks count as magic attacks when in combat with undead. In addition, this figure will always choose to attack an undead creature over other targets when in multiple combat.

Keen Senses When determining the movement of this creature, count all figures within 6” as within line of sight.

92

Latch On Figures in combat with this creature may only push back either themselves or their opponent if they do damage. Simply winning the combat is not enough.

Limited Teleportation When this figure activates, if there is any warband member within 10” carrying a treasure token, immediately teleport this figure into combat with the closest warband member carrying a treasure token. The warband member does not have to be in line of sight. This figure will use its first action to attack, and its second to move back into combat if it loses the fight. Otherwise, this figure follows the standard rules for uncontrolled creatures.

Nimble This figure never suffers movement penalties due to rough ground.

Potential Marsh Gas Cloud If this figure is reduced to 0 Heath, immediately roll one die. On a 15+, a cloud of gas is released. Every figure within 3” of the deceased figure must make a Will Roll (TN12), suffering damage equal to the amount by which they failed the roll. Undead, constructs, and creatures Immune to Poison are immune to this damage so do not make the Will Roll.

Prize Taker This figure gains +1 Shoot if shooting at, or +1 Fight if in combat with, any figure that possess the Horns, Antlers, or Bounty trait. In addition, if this figure manages to kill such a creature during the game, the wizard receives a bonus +5 experience points. This bonus still counts against the maximum experience point limit for the game. Only one experience point bonus can be gained for this trait each game, even if multiple figure possess it, or if the same figure kills multiple qualifying creatures.

Rock-hard Skin If a figure fighting against this figure rolls a natural ‘1’ in combat, its weapon breaks against its opponent’s skin (unless it is a magical weapon). The weapon is destroyed but replaced for free after the game.

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Set Traps This figure may spend an action, which can replace a movement action, to set a trap. Place a 1” diameter token adjacent to this figure. This token remains on the table for the remainder of the game or until triggered. Any figure that moves into contact with this token triggers the trap. The player that set the trap can decide to either make a +1 attack against the triggering figure or have the figure make a Move Roll (20). If it fails, its activation ends immediately, and the next time it activates it gains 0 actions. A figure may place a maximum of 3 trap tokens in each game. A figure with Set Traps never triggers a trap, even those placed by other figures.

Shooting Attack This creature has a natural shooting attack that it can use without the need of any equipment. This attack is made using their Shoot stat with a damage modifier of +0. The maximum range is 12” unless otherwise stated.

Surprise Attack If this figure moves and attacks as part of the same action, it gains +4 to that attack.

Terrain Expert (X) This figure is a specialist in one type of terrain: mountains, forest, bog, or ice. This figure never consumes supply points. In addition, in games set in their speciality terrain, the figure gains the Nimble trait. If the figure is part of a warband, that warband gains +2 to all Initiative Rolls made during scenarios set in dominant terrain that matches the terrain expert’s speciality. Additionally, the warbands gains +4sp after the game, assuming the terrain expert survives.

You can’t bury them; the ground is too hard. You can’t burn them, or you’ll attract every monster in a mile. You can’t leave them, or they’ll get chewed apart… hopefully your wizard can disintegrate them, or teleport them into the ground, or transform them into a flower or something…

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Unag gressive Unless Startled This figure does not follow the normal rules for uncontrolled creatures. Instead, it will use both of its actions to make random moves. If this takes it within 1” of another figure, or another figure ever moves within 1” of it, it will force combat (and then attack if it has an action remaining). If this creature is ever wounded, or anyone on the table casts an explosive spell (see page 19) then this trait is lost, and the creature follows the normal rules for uncontrolled creatures for the remainder of the game.

Wilderness Survival If this figure reaches the end of a scenario without being reduced to 0 Health, it does not consume supply points after the scenario as it can support itself. If it has been reduced to 0 Health, it consumes supply points as normal.

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