Nothing Special   »   [go: up one dir, main page]

Spellcaster #6

Download as pdf or txt
Download as pdf or txt
You are on page 1of 72

DOUBLE-SIZED

HIGH-LEVEL
ISSUE!
SPECIAL

Issue
Issue
MONSTER
56
DO U BLE -SI
HERITORS
ZED ISSUE!
HUNTING FOR FUN AND UD ES IN18
I NC LPROFIT THE SCENARIOS!
FROZEN CITY!
ISSUE 6 • APRIL 2020

Editorial 2

Swords Against the Slime Lord 4

Frostgrave Immersion Tour Scenarios 18

Standing in the Eye 34

Warriors of Athena 37

The Witch of Mount Gramos 49

Giant Tortoises in Ghost Archipelago 58

Eye Demons in Frostgrave 64

Acknowledgments 68

Cover Artwork: Dmitry Burmak


Spellcaster Logo and Cover Design: Steven Meyer-Rassow
Interior Layout and Design: Andrew Vallas
Spellcaster: The Frostgrave Magazine – Issue 6 is copyright
Joseph A. McCullough, except for parts identified as written
by other writers, who retain copyright to their writings, and
the photographs which remain the copyright of the person
who took the photo – see acknowledgements. No part of this
magazine may be reproduced or transmitted in any form or by
any electronic or mechanical means, including photocopying,
recording or by any information storage and retrieval system,
without the express written permission of the author and
publisher, except where specifically permitted by law.
Spellcaster: The Frostgrave Magazine Issue 6

Editorial
Many thanks for picking up this new issue of Spellcaster magazine! It’s been
a long-time in coming and has ended up looking completely different than
I originally envisioned it. As it turns out, almost all of the articles in this
issue were first written for other purposes, but most of them only reached a
very limited audience. To understand how this came about, I have to go all
the way back to 2019, and then jump right back to the present.
Last year proved an intense one for work on the Frozen City. I started
that year by working on Perilous Dark, the final supplement for the first
edition of the game. I really enjoyed writing and developing it, as it
presented a lot of new challenges, but it also took a lot more playtesting,
and a lot more rewriting, than the supplements that proceeded it. Once
I finished that, I went straight into work on Frostgrave: Second Edition.
While most of this work consisted of transcribing notes I’d made over many
years of playing and watching games, it proved an exhausting task. I went
through the manuscript more times than I care to remember, tightening
language and making other little tweaks for clarity and gameplay. I think it
was worth the effort, but I hope to never have to do it again!
I finished the main work on Second Edition around mid-October, and
happily turned it over to the editors at Osprey. While I had spent nearly the
whole year working on wargames, I actually felt slightly disconnected from
gaming. So, instead of launching into another major project, I decided to
set-up some games! I talked to my buddy, Brent Sinclair, who has run some
amazing Frostgrave games at Adepticon and GenCon. I talked to the guys
from the Hackney Area Tabletop Enthusiasts club in London. I talked to
Teras Cassidy who runs Geek Nation Tours and who set-up the Frostgrave
Immersion Tour. I worked with each of them to set-up an event that I’d be
able to take part in, an event where I could actually play!
Well, as these things often do, having games scheduled to play fired my
imagination. I wrote a bunch of scenarios for the Frostgrave Tour. I wrote
a Ghost Archipelago campaign for Brent to run at Adepticon, and I wrote
a Frostgrave mini-campaign for a Frostgrave Event in London. Working on
these small projects refreshed me, and once again allowed me to revel in
the creative freedom of Frostgrave.
2
Editorial

Between those three events, I wrote more scenarios than I usually


write for a Frostgrave supplement, but even if you added all three events
together, less than 60 people were actually going to get to see them. I love
giving people the chance to show up to an event to play some completely
new scenarios, but I also like to ensure that all of the fans of the game
eventually have access to all of the material I have written. The plan, then,
was to gather them all together in this issue of Spellcaster.
Of course, like so many plans lately, not all of it has come to pass.
Heartbreakingly, Adepticon was cancelled due to ‘the virus’, and the Ghost
Archipelago campaign was shelved until next year. Since it hasn’t yet been
played, I have pulled it from this issue.
Thankfully, I had a lot of other material waiting to get in the magazine.
I had already planned in this issue to include the two Warriors of Athena
articles I had originally written for Wargames, Soldiers & Strategy magazine.
These articles take the Frostgrave rules and use them for a bit of solo
gaming in the world of Greek Mythology. So if you’ve got some hoplites
and harpies, you’ll hopefully enjoy these five scenarios you can play on
your own.
Finally, I had a few items that I originally published on my blog presenting
rules for ‘Eye Demons’ in Frostgrave and Giant Tortoises in Ghost Archipelago.
However, these pieces seemed a little light on their own, so in each case I
have written a brand-new scenario to go with them.
When the dust finally settled on this issue, I realized I had gathered
together 18 different scenarios: 12 for Frostgrave, 5 for Warriors of Athena,
and 1 for Ghost Archipelago. It’s not quite the twenty I was hoping for, but
it is still more than appear in most official supplements.
I’d like to end as I always do, by thanking everyone for their continued
support. By purchasing this issue, you are helping me to develop this
strange fantasy world, to tinker and add to the ruleset, and to use it
to spin-off into completely new areas! Also, the fun, enthusiasm, and
creativity you show online, and even more when I get to play with you in
person, keeps me going, even through the difficult projects!

Until next time,


Joseph A. McCullough
3
Swords Against the
Slime Lord!
A 4-Scenario Frostgrave Mini-Campaign

T his campaign was originally written for a Frostgrave campaign day


run by the Hackney Area Tabletop Enthusiasts (HATE), a popular
London gaming-group. I first encountered the HATE guys when they were
running demonstration games of Frostgrave at Dragonmeet some three or
four years ago. Since then, I have had the chance to hang out with them
at several shows. They have been big supporters of my games, have done a
lot to introduce them to other people, and, most importantly, have always
played the games in the fun-first spirit in which I wrote them.
When I first started talking to the group about doing a special ‘Frostgrave
Campaign Day’, I got really excited at the opportunity to just kick-back
and play in the event. I said that I didn’t want to get involved in writing
the scenarios. Then we got chatting about possibilities, and slime got
4
Swords Against the Slime Lord!

mentioned, and pretty soon the fun ideas were coming thick and fast. So,
in the end, I couldn’t help myself. I got greedy. I wanted not only the fun
of playing, but also the fun of writing the scenarios.
The campaign day has come and gone, but the legend of the slime lord
lives on. If you think your wizards are ready to face his strange, deadly,
and sticky machinations, read on! I have presented these rules as I wrote
them for the campaign day, in case anyone would like to run it themselves.
Otherwise, players can just play the scenarios as normal.

Check List
[ ] Warband
[ ] 3 Treasure Tokens
[ ] Slimes (2 small / 1 Large)
[ ] Slime Lord
[ ] Spell Effects (if present on the table)
[ ] 1d20, 1d6
[ ] Measuring Device
[ ] Roster Sheet
[ ] Pencil

Warband Construction
Wizard and warband construction follows the normal rules with the
following exceptions:

1. Wizards receive 650gc to start.


2. A maximum of 4 figures in the warband may carry bows or crossbows.
3. All soldiers, in any of the official supplements, may be included in
a warband.
4. No new soldiers can be recruited during the campaign, though dead
ones can be replaced (see below).
5. Wizards who have the Animal Companion or Animate Construct
spell automatically pass one casting of this spell before the start of the
campaign. However, they may only cast the spell again in an attempt
to replace that figure if it is killed.
6. We will be using the Experience Table II found in The Maze of Malcor.
5
Spellcaster: The Frostgrave Magazine Issue 6

Figure Death
During the course of the campaign, players should roll for figure
survival after each game as normal. However, in the case of wizards and
apprentices, treat ‘Dead’ results as ‘Permanent Injury’. In the case of
soldiers who roll either Dead or Badly Wounded, the player has a choice.
They may replace the soldier with an identical figure by simply paying the
figure’s cost. Alternatively, they may keep the figure, and it may participate
in the next game, but it suffers a permanent -3 Health and loses any items
it was carrying. This penalty is cumulative, so a soldier that dies in the first
two scenarios, may participate in the third, but at -6 Health.
If a creature such as an animal companion or construct is killed, the
player may attempt one Out of Game casting of the appropriate spell after
each game in an attempt to replace it. Otherwise, it may return for the
next game at a permanent -3 Health.

Spending Treasure
Treasure may not be spent to hire new soldiers, unless replacing one that
has died as mentioned above. Wizards may not establish a base during this
campaign, and thus may not buy any upgrades. No items may be sold during
the campaign, nor may magic items
be bought. However, a figure may
The Hackney Area Tabletop
Enthusiasts put on a great spend 500gc to receive one roll on
game day for Swords Against either the Magic Item or Magic
the Sime Lords. We had about Weapon and Armour Tables.
twenty players, representing
every different school of magic, Creatures
and covering a wide-variety of
Apart from their warband, each
playstyles. The overall winner
was determined by a combination player will need to bring 2 small
of treasure and experience. In slimes, 1 large slime, and a Slime
the end, I finished 14th out of Lord. Small slimes should be on
18 – but only because time got 25–32mm bases. Large slimes on
called during game 3! If I’d had something bigger. Slime Lords
one more turn to pick up some
– whatever you like. No other
treasure, I’d have moved up two
places to number 12! creatures will be needed during
the campaign.
6
Swords Against the Slime Lord!

Scenario 1: Slime Time


As you move deeper into the Frozen City, the silent ruins begin to take
on an eerie, sinister feel. The ice all around is tinged with a green that
shimmers and almost moves when the light strikes it. Just then, one of
your men cries out. You look over and see that they’ve stepped in a pool
of… something. The substance looks like green tar, and clings tightly to
the man’s boot. You are just about to cast a spell when another lot of the
green goo drops down next to you with a disgusting ‘plop’.

Set-Up
Set up the table as per a standard game. Place one special treasure token in
the centre of the table with one large slime adjacent to it. Players should
then take turns placing two additional treasure tokens. Each treasure token
should be within 6" of the centre of the table, but no closer than 4" to any
other treasure token.
Each player should take two small slimes and place them just off the
table by their warband’s deployment area.

Special Rules
The special treasure token in centre of the table is stuck to the floor by
slime and may not be moved by any means until it has been pulled free. To
pull it free, a figure must be adjacent to the treasure token, have no enemy
7
Spellcaster: The Frostgrave Magazine Issue 6

figures within 1" of either it or the token, and spend an action. The figure
should then make a Fight Roll (TN14). On a success, the token is pulled
free and the figure may pick it up as a free action. Otherwise it may now
be picked up and moved as normal. Spellcasters get +5 to their Fight Roll
as they use magic to aid in freeing the treasure.
Starting with the second turn, whenever a player rolls an even number
for their priority roll, they may place one small slime anywhere they wish
on the table. After it is placed, it should be moved 1–6" in a random
direction. Each player may place a maximum of two slimes in this fashion
during the course of the game.
Slimes follow the normal rules for uncontrolled creatures, except that if
they are ever called upon to make a random move, they will move towards
the closest treasure token whether or not it is within line of sight.

Treasure and Experience


Treasure should be rolled for as normal after the scenario; however, if the
player recovered the special treasure token, they have the additional option
of rerolling their first roll on the treasure table. If they do this, the second
roll must be kept.
Experience is gained as normal for this scenario with the following additions:

• +10 experience points for each slime killed by the wizard or his warband.
• +25 experience points if the wizard or a member of his warband pulls
the special treasure token free.

8
Swords Against the Slime Lord!

Scenario 2: Slime Control


Having battled your way through the disgusting ooze, you now realize you
are cut off from your route home. Towering ruins, packed with snow and
ice, loom on every side, leaving only a few avenues to proceed. The ice still
reflects a nasty, green glow, and the more you look at it, the more you can
feel it playing at the corners of your mind, almost luring you closer…

Set-Up
Set up the table as per a standard game. Place one special treasure token in
the centre of the table with one large slime adjacent to it. Players should
then take turns placing two additional treasure tokens. Each treasure token
should be within 6" of the centre of the table, but no closer than 4" to
any other treasure token. Finally, place one small slime adjacent to each of
these treasure tokens.

Special Rules
At the end of any turn, if there is one slime or less on the table, place a
small slime in the middle of the table. Then roll one die and move it that
many inches in a random direction, ignoring all terrain.
All of the slimes in this scenario have been enchanted by the Slime
Lord in an attempt to take control of the intruders. Any figure that fights
against a slime, and loses, regardless if any actual damage is inflicted,
must immediately make a Will Roll (TN16). If the Will Roll is passed,
there is no additional effect. If the Will Roll is failed, then the slime takes
control of the figure’s mind. Leave the two figures adjacent to one another,
but only treat the warband member as actually on the table (the slime is
just serving as a marker at this point). If this figure is carrying treasure it
immediately drops it. This figure now follows the rules for an uncontrolled
creature. This continues until this figure is damaged in any way. Once this
happens, the player who normally controls the figure should move the
slime 1" away in any direction. The mind control has been broken; the
figure now activates as normal, as does the slime. Wizards and apprentices
are immune to slime mind control.
No treasure token may be moved by any means while there is a slime
adjacent to it.
9
Spellcaster: The Frostgrave Magazine Issue 6

Slimes follow the normal rules for uncontrolled creatures, except that if
they are ever called upon to make a random move, they will move towards
the closest treasure token whether or not it is within line of sight. If they
are already adjacent to a treasure token, they will not move.

Treasure and Experience


Treasure should be rolled for as normal after the scenario; however, if the
player recovered the special treasure token, they have the additional option
of rerolling their first roll on the treasure table. If they do this, the second
roll must be kept.
Experience is gained as normal for this scenario with the following
additions:

• +5 experience points for each slime killed by the wizard or his


warband. (to a maximum of +25)
• +25 experience points if a member of the wizard’s warband is ever
mind-controlled by a slime.
10
Swords Against the Slime Lord!

Scenario 3: Projectile Slime


As you continue to battle your way through the dripping, sticky passages,
you cannot escape the feeling that you are being herded, that some
malevolent intelligence is guiding these gelatinous monstrosities. Finally,
you reach a clearing that seems strangely free of the oozes. You tell your
men to be on their guard, for surely this is some kind of trap…

Set-Up
Set up the table as per a standard game. Place one special treasure token
in the centre of the table. Players should then take turns placing two
additional treasure tokens. Each treasure token should be within 6" of the
centre of the table, but no closer than 4" to any other treasure token.
After the starting table edges have been selected, each player should take
1 large slime and 2 small slimes and place them adjacent to, but just off,
the table edge to the right of their starting table edge. Slimes may be placed
anywhere along this edge, provided that they are at least 6" apart. The
exact placement of these slimes is important, as seen in the special rules.

Special Rules
The special treasure token in centre of the table is stuck to the floor by
slime and may not be moved by any means until it has been pulled free. To
pull it free, a figure must be adjacent to the treasure token, have no enemy
figures within 1" of either it or the token, and spend an action. The figure
should then make a Fight Roll (TN14). On a success, the token is pulled
free and the figure may pick it up as a free action. Spellcasters get +5 to
their Fight Roll as they use magic to aid in freeing the treasure.
At the end of each turn, beginning with the player that won priority,
each player should select one of their slimes that is sitting off of
the table. They should place a marker next to this slime indicating
a direction that would move it onto the table, then roll a d20. The
slime should then be moved that many inches onto the table ignoring
all figures and terrain. If this would land the slime within 1" of any
figure, move it into combat with the closet figure. That figure suffers an
immediate +3 shooting attack. After this, the slime will activate in the
next creature phase as normal.
11
Spellcaster: The Frostgrave Magazine Issue 6

Players should continue to launch slimes for the first three turns, after
which there should be no slimes remaining along the table edges.

Treasure and Experience


Treasure should be rolled for as normal after the scenario; however, if the
player recovered the special treasure token, they have the additional option
of rerolling their first roll on the treasure table. If they do this, the second
roll must be kept.
Experience is gained as normal for this scenario with the following
additions:

• +5 experience points for each slime killed by the wizard or his warband.
• +20 experience points if the wizard or his warband pulls the special
treasure token free.
• +20 experience points if the wizard or his warband ever suffers a
shooting attack from being hit by a slime ‘on the fly’.

12
Swords Against the Slime Lord!

Scenario 4: The Source of the Slime


The deeper you travel into this part of the city, the thicker the green slime
becomes. It drips from the ruins all around, slithering like little snakes
and worms on the ground. These little ones are easily crushed with a boot
or staff end, but you’ve learned to be wary about the larger ones. Then,
faintly, you hear a strange, burbling noise, like thick stew boiling in a
cauldron. Up ahead, you see several steaming wells, with dark green slime
trickling out over the top. At the same time, a wet, gurgling laugh echoes
off the walls…

Set-Up
Place one special treasure token in the centre of the table. Place four wells
so that they form a square with 6" sides around the central treasure. If you
don’t have wells, you can use upside-down treasure markers instead. Place
the Slime Lord and two large slimes in the centre of the square adjacent to
the central treasure. Place four small slimes outside of the square so that
each one is adjacent to a different well.
The rest of the table should be crowded with terrain as per a standard game.

Special Rules
A figure that is adjacent to a well and not in combat may spend an action
to try and destroy a well. The figure should make a Fight Roll (TN14). If
successful, the well is destroyed and should be replaced by a treasure token.
This treasure token now follows the standard rules.
The central treasure may not be moved by any means until all four wells
have been destroyed. After this, it follows the standard rules.
At the start of each creature phase, both players should roll a die and
subtract 8 for each spellcaster they still have on the table. The player
with the higher total gets to choose the actions of the Slime Lord that
turn. Each turn, the Slime Lord must attempt to cast one spell, and may
optionally make one move. The player in control may decide the order of
these actions, which spell is cast, and the target of that spell if appropriate.
The Slime Lord may never be moved into combat, and will never force
combat. No figure may force combat against the Slime Lord. If a figure
moves into combat with the Slime Lord, it must attack as part of the
13
Spellcaster: The Frostgrave Magazine Issue 6

same activation. If it does not,


Probably the best part of the
it is moved 1" directly away whole Slime Lord experience was
from the Slime Lord. If the seeing the strange and wonderful
Slime Lord fights a round of slimes people came up with. There
combat, and wins, it will push were slimes made from hot glue-
its opponent back 1". If the gun glue, melted plastic, random
figure bits, foam, plaster, and
Slime Lord loses the fight, its
green stuff. I made a set myself
opponent must either push him out of green stuff, which I primed
back or step back. Essentially, the black, and painted in four shades
Slime Lord is never in combat. of green… then realized they
If, somehow, he activates while looked almost exactly like they
in combat, immediately move all did before I had primed them!
So, if you are going to play the
figures in combat with him 1"
campaign, have fun making some
directly away. Then activate the slimes out of whatever you can.
Slime Lord.
The two large slimes are
guarding the Slime Lord. Any time the Slime Lord is the target of a
shooting attack, and there is a large slime within 3", the attack is redirected
onto the closest large slime. These large slimes activate with the Slime Lord
and move with him so that they will always remain in contact if they can.
Otherwise they will use all of their moves to try and get back into contact
with the Slime Lord. These slimes will force combat as normal.
The four small slimes follow the standard rules for uncontrolled creatures.

Treasure and Experience


Treasure should be rolled for as normal after the scenario; however, if the
player recovered the special treasure token, they have the additional option
of rerolling their first roll on the treasure table. If they do this, the second
roll must be kept.
Experience is gained as normal with the following additions:

• +20 experience points for each well destroyed.


• +5 experience points for each slime killed by either the wizard or his
warband.
• +50 experience points if the wizard or his warband kills the Slime Lord.
14
Swords Against the Slime Lord!

Bestiary
Slime Lord
Although his name has been forgotten, the Slime Lord was once a wizard
who journeyed to the frozen ruins in a quest for magical secrets. He
learned many of those secrets one day when a floor gave way beneath him
and plunged him into a small lake of magical green slime. The thing that
arose from the slime had no memory of its former existence.
Since the Slime Lord’s internal structure has been replaced with pure
slime he is immune to critical hits. By the same token, his is immune to all
bow, crossbow, and javelin attacks as well, unless those attacks are magical.
Magical attacks will harm him as normal. The Slime Lord is immune to all
damage from slimes, including slimes that explode due to elemental magic.
The Slime Lord is a spellcaster who follows the normal rules for
spellcasting, with two exceptions. The Slime Lord can never spend his
Health to empower either a Casting Roll or a Will Roll. However, he does
receive a bonus on each of these rolls equal to the number of slime wells
that are on the table (so +4 at the start of Scenario 4). The Slime Lord has
four spells which are detailed below. As a spellcaster, the Slime Lord is
immune to Mind Control.

15
Spellcaster: The Frostgrave Magazine Issue 6

Spells
Create Slime (8) – Place a small slime on the table, either adjacent to a
slime well or any table edge (This spell may only be cast if a suitable slime
miniature is available).

Slime Ball (8) – Make a +3 shooting attack against a target figure in line
of sight. Make an additional +1 shooting attack against any figure within
1" of the target. Any figure that suffers damage from this attack also loses
one action in their next activation, due to sticky slime.

Slime Mind (8) – The target slime gains the power to take over a figure’s
mind, following the same rules as presented in Scenario 2.

Transport Slime (8) – Move one slime that is within line of slight to any
other point in line of sight. This may move a slime out of, or into, combat.

Slime Lord
M F S A W H Notes
3 +5 +0 14 +8 18 Immune to Critical Hits and Mind Control, Immune to
Bow, Crossbow, and Javelin attacks. Immune to Slime
Damage. Spellcaster

Slimes
These ‘creatures’ do not fall neatly into any category as they are clearly not
an animal, a plant, or even a fungus. They do not seem to have a brain,
organs, or any kind of internal structure at all. In general, they tend to lie
dormant, sticking to a ceiling or lying on a floor, and at these times look
like nothing more than a shallow puddle of toxic liquid. However, when
awoken, they move along in a sort of inchworm fashion, flowing around
any obstacles and reforming their body into whatever shape is necessary.
Slimes never suffer any movement penalty for rough ground.
Slimes can be killed, but this can generally only be accomplished by
tearing them apart and separating their pieces enough that they cannot
reform. Since they have no organs, no weak points, they are immune to
critical hits. By the same token, they are immune to all bow, crossbow, and
16
Swords Against the Slime Lord!

javelin attacks as well, unless those attacks are magical. Magical attacks
will harm them as normal; however, if a slime is ever reduced to 0 Health
by an elemental magic attack, it will explode, and every figure within 3"
immediately suffers a +3 shooting attack. Slimes have no minds and are
thus immune to Mind Control.
Fighting a slime in hand-to-hand combat is a tricky affair, as their
slippery secretions make it difficult to hold onto weapons. Any figure
that rolls a natural ‘1’ while fighting a slime loses its weapon inside its
gelatinous mass. The weapon is lost for the game, but replaced afterwards.
There are two varieties of slime – small and large, the only difference
being that the larger ones are more dangerous and tougher to kill.

Small Slime
M F S A W H Notes
3 +2 +0 18 +0 1 No Movement Penalty for Rough Ground, Immune
to Critical Hits and Mind Control, Immune to Bow,
Crossbow, and Javelin attacks, Explosive Demise to
Elemental Magic, Absorb Weapon

Large Slime
M F S A W H Notes
3 +3 +0 20 +1 1 No Movement Penalty for Rough Ground, Immune
to Critical Hits and Mind Control, Immune to Bow,
Crossbow, and Javelin attacks, Explosive Demise to
Elemental Magic, Absorb Weapon
17
Frostgrave Immersion
Tour Scenarios

I n early 2020, I boarded a plane and flew to Tallinn, the capital city of
Estonia. The city features a gorgeous, and incredibly well-preserved,
medieval old-town, and if you go there in February, it is very likely to be
covered in snow and ice… The first time I visited the city, it planted seeds
in my imagination. Now, I returned to glorify in the fruit of those seeds.
This time, I was travelling as part of the Geek Nations Frostgrave
Immersion Tour. Along with a dozen other gamers, I toured the city, ate
some great food, but mostly, I played a lot of Frostgrave! As part of that
tour, I wrote a special ‘Tour Pack’ with some of the special rules we would
be using, and containing 6 unique scenarios that were tied to the places we
visited or the events we experienced.
I am presenting that tour pack here, so that every Frostgrave fan can get a
little taste of that tour, and have fun trying out these unique adventures. All
of the scenarios assume four players, but can be converted for more or less.
18
Frostgrave Immersion Tour Scenarios

Warbands
Due to the unusual conditions of our campaign, several rules modifications
are in effect:

1. Wizards start with 650gc, instead of the usual 500gc. This will
allow us to start with some slightly better soldiers, which makes the
recruitment of new soldiers later on less awkward.
2. No warband may contain more than 4 figures carrying bows or
crossbows.
3. Frostgrave has never used WYSIWYG, but has encouraged players to
use figures that are at least appropriately armed. These rules will be
relaxed even more than usual, so that players can upgrade their thief
to a treasure hunter or archer to a ranger without switching figures.
Just make sure your opponents are aware of this before the game
begins. (If you know you are going to want to upgrade your warband
in certain ways, feel free to bring extra figures if you have them!).
4. We will be using the Maze of Malcor Experience Table to calculate the
experience points our wizards gain each game.

Hobby Challenges
Each of the six scenarios I have written specifically for this tour includes
a ‘Hobby Challenge’, which entails painting a specific figure or piece of
terrain. The terrain pieces are all small, and players should feel free to
either buy something appropriate or hand-craft it. In truth, the specifics of
the piece won’t be important so long as it is recognizable. These little pieces
will be necessary for the given scenario, but also should give us a nice pool
of scatter terrain that we can use in the other scenarios to make our tables
even more crowded.

Scenario 1: The Arrival


The exploration of the manor house had proven a dismal failure. Apparently,
some other wizard must have been there already and picked it clean. You
were just about to give up when one of your men found a strange doorway
in one of the upper floor rooms. You were sure it hadn’t been there a moment
ago. It was magically locked, but the cantrip was simple and easily dispelled.
19
Spellcaster: The Frostgrave Magazine Issue 6

As the door swung open, it revealed a small library crammed with books.
Unable to contain your excitement, you rushed through the doorway… and
found yourself in a completely different part of the Frozen City!

Hobby Challenge
A free-standing doorway or gateway. Optional – a snow troll.

Set-Up
Before the scenario begins, each player should divide their warband into
three groups. One group must contain the wizard, another the apprentice,
and the third a captain if you have one. The groups must contain an equal
number of figures, or as near to that as is possible.
Set-up the table as per a normal game of Frostgrave, including the
placement of treasure. Each player should select a starting corner and place
a doorway 6" in from that starting corner.
No warband members are placed on the table at the beginning of the game.
If this scenario is being played with less than 4 players, then 4 doorways
should still be placed on the table. Place one snow troll in front of any
doorway that will not be used by a player. This snow troll will take no
actions during the game until a warband member moves within 4" of it, at
which point it will follow the normal rules for uncontrolled creatures.
20
Frostgrave Immersion Tour Scenarios

Special Rules
After the players have rolled for priority, they should randomly select
one of their three groups. On the first turn, this group will be placed on
the table at the beginning of the phase in which that group would have
activated (so in the Wizard phase if it includes the wizard, Apprentice
phase if it includes the apprentice, etc.). All figures must be placed within
3" of the doorway. Each figure may take 1 action on the turn it arrives on
the table.
Repeat this process for the second turn, with each player again randomly
selecting between their two remaining groups. In the third turn, the final
group will enter the table following the same rules.
Figures may exit the table off any edge as normal. However, if they do
so while carrying a treasure token, that treasure token is lost. The only way
to secure a treasure token is for the figure carrying it to move through a
doorway. This cannot be the doorway via which they entered the table.

Treasure and Experience


Roll for treasure after the game as normal. Experience is gained as normal
for this scenario with the following additions:

• +20 experience points if the wizard appears on the second turn of


the game.
• +30 experience points if the wizard appears on the third turn of
the game.
• +10 experience points for each warband member that exits the table
through a doorway or that is still on the table when the scenario ends.

Scenario 2: The Doppleganger


Normally, you don’t trust ‘outsiders’ who claim to know some great secret
of the Frozen City, but there is something about this old potion master
in the silly hat that makes you want to trust him. Something in the eyes.
Also, if what he says about a vast potion store is true… well, that is an
opportunity worth investigating.
Of course, he does warn that some of the old potions are extremely
volatile…
21
Spellcaster: The Frostgrave Magazine Issue 6

Hobby Challenge
A Potion Master (the Albert Magnus figure is perfect for this).
Ravenous beast.

Warband
Every warband should add a Potion Master to their roster. (See the rules
for Potion Masters in the bestiary). This is a free addition to the warband
roster, and it does not take up a soldier slot.

Set-Up
The terrain should be set-up as per a standard game of Frostgrave. Place
one additional treasure token on the table for each player (so a total of
three per player, plus the central treasure), following the standard rules for
treasure placement.

Special Rules
Whenever a treasure token is picked up for the first time in the game, roll
a die. On a 16+ the treasure explodes. Remove the treasure token from the
table, and a make a +4 magical attack against every figure within 2". This
rule does not apply to Potion Masters who can pick up treasure tokens
without having to make this roll.
At the end of each turn, starting with the player that lost the priority
and proceeding in backwards order, each player should select one Potion
Master on the table, and roll
a die. On an 18+, the Potion
Master is revealed to be a
doppleganger. Replace the
Potion Master figure with a
ravenous beast (see Bestiary).
The ravenous beast drops any
treasure tokens it was carrying
and follows the standard rules
for uncontrolled creatures.
Once there is only one Potion
Master still on the table, no
22
Frostgrave Immersion Tour Scenarios

further rolls are made to reveal dopplegangers. The last Potion Master is
the real one.

Treasure and Experience


The warband that contains the revealed, real Potion Master may add
this figure to their warband at no cost, and ignoring the normal rules for
Legendary Soldiers. The Potion Master still takes up a roster spot as normal.
When rolling for treasure after this scenario, the player may also roll
for one potion for each treasure token recovered in addition to whatever
is rolled on the treasure table. Experience is gained as normal with the
following additions:

• +10 experience points for each explosion triggered by the wizard or


his warband.
• +25 experience points if the Potion Master in your warband is
revealed to be a doppleganger.
• +20 experience points if your wizard or a member of his warband
kills a ravenous beast.

Scenario 3: The Unquiet Garden


The continued hunt for lost treasure has brought you to an unusual place
in the Frozen City, a large garden, filled with leafless and seemingly dead
trees. It is an eerie, quiet place. As you advance further – through the lifeless
branches, and around the ruins of small buildings, fountains and statues –
you see that many of the trees have small marker stones at their base. Most of
these are cracked and unreadable, but you are sure, as you take a closer look
at one, that you can just make out the words ‘Ghost Archipelago’…

Hobby Challenge
Two trees and one scarbark (see bestiary, page xx).

Set-Up
Set-up the table as per a standard game, including placing all treasure tokens,
with the exception that all treasure tokens must be placed on the ground level.
Then place one tree next to each treasure token except the central treasure.
23
Spellcaster: The Frostgrave Magazine Issue 6

Special Rules
No treasure token may be moved by any means until it has been picked
up at least once during the game. The central treasure is held tight under a
thick tangle of roots and must be cut or ripped free. To pick up the central
treasure, a figure must be adjacent to it, have no enemy figures within
1" and spend an action. They must then make a Fight Roll (TN16). If
successful, the figure picks up the central treasure. If unsuccessful, the
action is lost, the treasure remains, but further attempts may be made.
Any time a normal treasure token is picked up for the first time in the game,
the player must roll a die. On a 12+, the tree adjacent to the treasure token is
replaced with a scarbark. This scarbark immediately forces combat with the
figure that just picked up the treasure token. The total number of scarbarks
that appear during the game can never be greater than the number of players.
At the end of each turn, every player is allowed to nominate one enemy
figure on the table (except scarbarks) and one tree (not a scarbark). The
nominated figure must make an immediate Move Roll (TN18) or a root
bursts out of the ground and pulls them 6" directly towards the nominated
tree. The figure is then released. This can move a figure out of combat.
Wizards and Apprentices receive an optional +5 to this roll. No figure may
be nominated more than once in the same turn.

24
Frostgrave Immersion Tour Scenarios

Treasure and Experience


Roll for treasure as normal after the game. Experience is gained as normal
with the following additions:

• +20 experience points for each scarbark revealed when the wizard or a
member of his warband picked up a treasure.
• +10 experience points for each scarbark killed by the wizard or his
warband.

Scenario 4: It Rose from the Bog!


Your plan to skirt the city and enter from the north-east sounded wise,
but is currently proving a nightmare. For whatever reason, the thaw
has been much greater in this region, turning the ground into a mushy,
boggy morass. The legs of all of your band are soaked at least to the knees
in freezing water, and parasitic insects, so long denied fresh blood, are
constantly attacking. If it weren’t for the untapped riches that supposedly
reside in this corner of the city, you’d have turned back hours ago.

Hobby Challenge
Bog Monster and one boggy pool about 3" in diameter.

Set-Up
Set-up the terrain as per a standard game. Once that is done, each player
should place one boggy pool anywhere on the table and place a treasure
token in the centre of it. The central treasure, and one additional treasure
token per player should then be placed following the normal rules.

Special Rules
The treasure tokens sitting within boggy pools cannot be moved by any
means until they have been first picked up by a figure. These tokens may
be picked up following the normal rules.
The boggy pools count as rough ground. In addition, any time a figure
moves into a boggy pool, or activates while touching one, that figure must
make an immediate Move Roll (TN18). If the roll is failed, the figure is
reduced to a maximum of one action for that activation.
25
Spellcaster: The Frostgrave Magazine Issue 6

At the end of the turn, the player that had the lowest priority roll for
that turn, may place a bog monster anywhere on the table that is touching
a boggy pool. This continues at the end of each turn until there are a
number of bog monsters on the table equal to the number of players. Once
this occurs a new bog monster will only appear if the number has been
reduced below the number of players.

Treasure and Experience


Roll for treasure as normal after the scenario. Experience is gained as
normal with the following additions:

• +20 Experience points for each time the wizard or a member of his
warband is the first to pick up a treasure in a specific boggy pool.
• +10 experience points for each bog monster killed by a wizard or a
warband (to a maximum of +40).

Scenario 5: Barbarian Fetish Markers


Having fought your way through the bogs outside, you finally reach the
broken walls of the city. However, as you climb through into the city
26
Frostgrave Immersion Tour Scenarios

proper, you immediately feel a strange tug in your guts, like something is
trying to sap the magic from your body. Some kind of veil is being drawn
between this world and the mystical energies you need for your spells.
Up ahead, one of your men has stopped to examine something. As you
step up beside him, you see a small tripod, constructed out of rough-
hewn branches, festooned with small skulls, bits of bones, and leather
pouches – a barbarian fetish marker. You kick the thing over in disgust,
and immediately feel a little of the mystical energy return… still, there
must be more of these things close by.

Hobby Challenge
One barbarian and one barbarian fetish marker.

Set-Up
Place four barbarian fetish markers so that they form a cross in the centre
of the table, with each fetish marker being about 5" from the centre
point. Layout the terrain for the rest of the game as per a standard a
game. Place treasure markers following the standard rules.
Each player should select a starting corner and place all of the figures
in their warband within 6" of the corner.

Special Rules
After rolling for priority on the first turn, each player should place
one barbarian on the table, in priority order. A barbarian may be
placed adjacent to either a fetish marker or a treasure token. While
a barbarian is next to its starting fetish marker or treasure token it
will not take any actions until a warband member gets within 6".
Once this has occurred, the barbarian follows the normal rules for
uncontrolled creatures.
All attempts to cast spells during this scenario suffer a penalty to
the casting roll equal to the number of fetish markers that are on the
table. A figure standing next to a fetish marker, with no enemy figures
also within 1" of either the figure or the fetish, may spend an action
to try and destroy it. The figure should make a Fight Roll (TN12). If
successful, the fetish is destroyed and should be removed from the table.
27
Spellcaster: The Frostgrave Magazine Issue 6

No treasure token may be picked up or moved by any means while a


barbarian is adjacent to it. The central treasure may not be picked up or
moved by any means if there are any fetish markers on the table.

Treasure and Experience


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

• +20 experience points for each fetish destroyed by a wizard or his


warband.

Scenario 6: Bury It With the Dead


Finally battling through the barbarians, you have reached your true goal, a
private graveyard that once belong to a wealthy and influential wizarding
family. What makes the family so interesting, however, is that the
matriarch of each generation is said to have been buried with her greatest
magical treasure!

Hobby Challenge
Wraith and a grave marker.

Set-Up
Set-up the table as per a standard game. Do not place a central treasure in
this game. Instead place four grave markers within 4" of the centre point
of the table, but no closer than 3" to one another. Then place one treasure
token for each player within 8" of the centre point, but again no closer
than 3" to either another treasure token or a grave marker.
Each player should select a starting corner and place all of the figures in
their warband within 6" of the corner.

Special Rules
Each of the gravemarkers represents a grave with buried treasure. If a
figure is adjacent to a gravemarker, they may spend an action and make
a Fight Roll (TN18) to dig it up. If successful, a special treasure token
should be placed next to the gravemarker. The figure that dug it up, may
28
Frostgrave Immersion Tour Scenarios

pick it up as a free action. Spellcasters receive +8 to their Fight Rolls


when attempting to dig up treasure as they use magic instead of shovels
and picks.
At the end of the turn, every player should roll a die, and subtract five
for each spellcaster they still have on the table. The player that rolls highest
gets to place a wraith on the table. The wraith may either be placed at the
centre point of any of the four table edges, or exactly 6" in any direction
from any of the gravemarkers. There may never be more wraiths on the
table than there are players.

Treasure and Experience


Roll for treasure as normal after the game, except that any player who
recovered a special treasure token receives an extra roll on the treasure
table. Each player can only claim one extra roll, no matter how many
special treasures they recovered.
Experience is gained as normal for this scenario, with the following
additions:

• +20 experience points for each treasure token dug-up by a wizard or


his warband.
• +10 experience points for each wraith killed by a wizard or his warband.
29
Spellcaster: The Frostgrave Magazine Issue 6

Bestiary
Bog Monster
In many ways, the thaw that is coming to Frostgrave is causing as much
destruction as the freeze that originally wiped out Felstad. One example is
the appearance of bog monsters. These creatures are formed when various
plant-matter is merged together through the power of magical elixirs that
have leaked into the water-system. Given a semblance of sentience, these
creatures continue to do what they did as plants, attempting to extract
nutrients from the world around them. Unfortunately, they have figured
out that enveloping other living creatures is a much swifter, more efficient,
form of feeding that filtering bits from the soil.
Bog monsters have no ‘minds’ or ‘organs’ as humans understand the
terms, thus they are immune to both Mind Control and critical hits.
While they take on a vaguely humanoid shape, their bodies are extremely
malleable, and they sort of flow across the ground, instead of truly walking,
thus they do not suffer any penalties for rough ground (though they do for
climbing). Bog monsters are very powerful, and like to attack by driving
their foes into the ground. All attacks from a bog monster do +2 damage.

Bog Monster
M F S A W H Notes
4 +4 +0 16 +5 10 Immune to Mind Control and Critical Hits, Powerful (+2
Damage), No Move Penalty for Rough Ground

Potion Master
It takes a wizard to provide the spark of magic to create a potion, but much
of the rest of the work is often done by others. Gathering supplies, curing
them, storing them, and mixing them, all tend to be the work of alchemists,
apothecaries, and, if a wizard is lucky enough to gain their services, potion
masters. If a wizard has a potion master in his warband, then he gains double
the normal bonus whenever he casts Brew Potion using components (so +2
to the Casting Roll and a 50gc reduction in the price of components).
Potion masters can drink a potion as a free action during their activation.
Potion masters have four item slots, but three of them can only be used
30
Frostgrave Immersion Tour Scenarios

to carry potions. A potion master may spend an action to apply a potion


to any figure within 1" that is not in combat. If a wizard has a potion
master in his warband, he may reroll any one roll on the potions table he is
entitled to make after each game.

Potion Master
M F S A W H Cost Notes
6 +2 +0 11 +5 14 300 Two-Handed Weapon, Leather Armour, 4
Item Slots (3 must be potions), Apply Potion,
Components Bonus, Potion Table Reroll

Ravenous Beast
A horrible mangle of tentacles and mouths, the ravenous beast lives only
to feed!

Ravenous Beast
M F S A W H Notes
6 +3 +0 12 +5 10 Powerful Jaws (+2 damage)

31
Spellcaster: The Frostgrave Magazine Issue 6

Scarbark
A few of the native tribes of the Ghost Archipelago, most notably the ones
led by Cortiki, use ritualized magic to summon and bind demons. For
reasons unknown, a few tribes bind demons into dead, or dying, trees.
These demon plants can theoretically look like any type of tree, but, more
often than not, appear as gnarled, black trees with few or no leaves, broken
branches, and bark covered in ritual blazes. Unsurprisingly, the demons
trapped within this wooden flesh are filled with rage. How any of the
demon trees made it to Frostgrave is a long-forgotten secret.
Because scarbaks are able to send their roots deep into the ground,
they can never be pushed back in combat (unless its opponent is using a
magic item that increases the normal distance pushed back). However, a
figure that wins combat may choose to move back up to 2" instead of the
usual 1". Because of the long reach of their branches, Scarbarks may force
combat with any figure that moves within 2" instead of the normal 1".
Since scarbarks usually inhabit old or dying trees, their wood is highly
susceptible to fire. Any figure in combat with a scarbark may declare they
are attempting to set it on fire. They must make this declaration before any
dice are rolled. If the figure wins combat, they do no damage, however,
they may make a Will Roll with a Target Number of 14. If successful,
the scarbark has been set alight. Once set alight, the scarbark will take 5
32
Frostgrave Immersion Tour Scenarios

points of damage from the flames every time it activates. A figure that sets
a scarbark alight may still move away the normal 2" for winning the fight.
Once lit, a scarback can only extinguish the flames by moving into deep
water, which extinguishes the flames automatically.
As plants, scarbarks are very difficult to damage with missile weapons.
The maximum damage a bow, crossbow, or javelin can do to a scarbark is
2. Scarbarks are immune to poison and critical hits and will never force
combat with an undead creature.
Scarbarks are slow, methodical walkers and never suffer any penalties for
rough ground or climbing. Some scarbarks actually grow in swampy water,
as such they are amphibious.

Scarbark
M F S A W H Notes
2 +0 +0 16 +0 20 Plant, Demon, 2" Force Combat, Never Pushed Back,
Amphibious, Maximum Missile Weapon Damage, Set
On Fire, Methodical Walkers, Immune to Critical Hits
and Poison

33
Standing in the Eye
A Frostgrave Scenario

T his scenario originally appeared on my blog as part of a Charity


Project to raise £500 for Save the Children. I asked everyone who
printed off the scenario, or who played it, to please donate £1 to the cause.
Although it took a while, I did make it to my goal.
While you can still find the scenario on my blog, I thought it would be
nicer to give it a permanent home in print. That said, if you do play the
scenario, consider giving £1 to your favourite charity. Remember, the dice
gods smile upon such acts!
Also, the similarities between the terrain described in this scenario, and
a similar piece of terrain released by a certain large gaming company based
in Nottingham is somewhat coincidental.
34
Standing in the Eye

The Standing in the Eye Scenario


Over a thousand years ago, a wizard named Grodek Humphrizes built a
walled house in the southwest corner of Felstad. In the centre of his house,
he created a unique spherical chamber called the Rondure. He linked the
Rondure to four permanent wizard eyes which he installed at the corners
of his walls so that he could spy on his neighbours. He also linked it to the
two security constructs that patrolled his grounds.
Grodek Humphrizes died in the great storm that buried Felstad, and
much of his house was destroyed. However the Rondure survived, mostly
intact, as did the two constructs...

Set-Up
Place the Rondure in the centre of the table. The Rondure can be any small
chamber which is mostly made up of windows or open walls. Alternatively,
just designate a small rooftop as the Rondure. Next, place four ‘wizard eye’
markers on the diagonals between the Rondure and the four corners of the
table. Each marker should be 12" away from the Rondure. Fill the rest of
the table with ruins and rubble as per a standard game of Frostgrave. Place
treasure as normal. Finally, place two ‘security constructs’ next to the two
treasures that are closest to the Rondure.

Special Rules
Any spellcaster standing within the Rondure at the start of a turn
immediately takes 2 points of damage. A spellcaster standing in the
Rondure may use any of the four wizard eye markers to draw line of sight
for the purposes of casting spells. Unlike normal wizard eyes, these have
360-degree vision. Additionally, any spell from the Soothsayer school cast
while standing in the Rondure gains +3 on the casting roll.
A spellcaster standing in the Rondure may sacrifice one action (which
may be his required movement action) to take control of and activate one of
the security constructs. Take the actions for this construct at the end of the
current players phase. This construct will not activate again this turn. The
spellcaster loses control over this construct immediately after the phase. A
spellcaster may not take control of a construct currently under the control of
another player. A security construct cannot leave the table for any reason.
35
Spellcaster: The Frostgrave Magazine Issue 6

Treasure and Experience


Roll for treasure as per a normal game of Frostgrave. Calculate experience as
normal with the following additions:

• +25 Experience if either the wizard or his apprentice begins a turn


standing in the Rondure.
• +10 Experience for each security construct killed by the wizard or his
warband.

Security Constructs
Security Constructs look like empty suits of armour carrying large
weapons, usually a battleaxe or warhammer. They were a popular ‘budget’
option for wizards looking for a bit of household security.

Security Construct
M F S A W H Notes
6 +2 +0 12 +0 14 Construct. Treat as using a two-handed weapon

36
Warriors of Athena

W ritten about four years ago, Warriors of Athena is sort of a missing


link in the history of my game design. I had recently added
‘captains’ to Frostgrave and was interested in developing this idea and
seeing if I could use it for solo play. Also, I have always been obsessed with
the heroes of Greek mythology, and this gave me an excuse to buy a few
figures. Eventually, the tinkering I did for Warriors of Athena would have a
major impact on my solo game, Rangers of Shadow Deep.
This game originally appeared as an article in Wargames, Soldiers &
Strategy magazine. While there are many changes I would make now, I
have left the game in its original form, and only made a few small changes
for grammar, flow, or clarity.

Introduction
Warriors of Athena is a solo wargame set in the world of Greek Mythology,
where the player creates a hero, recruits a warband to support him, and
then sets out on quests given to him by the goddess Athena. The rules for
the game have been developed from my own Frostgrave system. You will
37
Spellcaster: The Frostgrave Magazine Issue 6

need the main Frostgrave rulebook to play. Along with the rules for creating
a hero and his warband, this article also includes two linked adventures to
get you started. If the game proves popular, hopefully there will be more in
the future.

Creating a Hero
All heroes start with the following stat line which is then modified by their
parentage and by a limited number of stat increases.

Starting Hero Stat Line


M F S A W H
6 +3 +1 10 +3 14

Almost all Greek Heroes had some form of unusual parentage. Often one
parent was a god, a nymph, or a king, and these parents usually bestowed
special gifts upon their offspring. Players should begin by rolling on the
parentage table and applying any stat bonuses they receive.

Parentage Table
Die Roll Parent Parental Gift
1–3 Zeus +1 Fight or + 1 Armour
4–6 Poseidon +1 Fight or +2 Health
7–9 Apollo +1 Shoot
10 Hephaestos +2 Health
11 Ares +1 Fight
12 Hermes +1 Move
13 Aphrodite +1 Recruitment Point
15 Boreas +1 Move
16 Muse +2 Will
17 Nymph Once per game the hero can spend an action
to heal 5 points of damage to himself or a
figure in base-to-base contact.
18–20 King +1 Recruitment Point
38
Warriors of Athena

After applying the results of the parentage table, the player can now select
five items from the Advancement List below which includes both stat
increases and skills. A player may only select each of these items once,
except for Divine Favour, which may be taken 3 times.

Advancement List
+1 Fight
+1 Shoot
+2 Will
+2 Health
+1 Recruitment Point

Furious Attack: Once per game the hero may add +3 to his attack roll.
This skill must be used before the dice are rolled.
Deadly Strike: Once per game the hero may add +3 Damage to any hand-
to-hand attack that has dealt at least 1 point of damage.
Steady Hand: Once per game the hero may add +3 Shoot for one attack
roll. This must be declared before the roll is made.
Dodge: Once per game the hero may add +2 Armour for one attack roll.
This may be declared after the roll is made.
Nerves of Steel: Once per game the hero may add +4 Will to one Will roll.
This must be declared before the roll is made.
Sprint: Once per game the hero may add +2 Movement for the rest of the turn.
Evade: Once per game, when the hero activates while In Combat, he may
make an immediate 2" move out of combat. No enemy figure can Force
Combat during this move.
Healing Hands: Once per game the hero may spend one action to heal
5 points of damage to himself or a figure in base-to-base contact. (This
ability may not be taken by heroes who rolled Nymph for parentage).
Spear Thrower: Once per game a hero armed with a hand weapon and
shield may make one Shooting attack up to a range of 12". This attack
causes +2 damage.
Divine Favour: Once per game a hero may reroll any one die. This can
be any die roll in the game and does not have to be directly related to the
hero. This advancement may be taken three times.
39
Spellcaster: The Frostgrave Magazine Issue 6

Equipment
Finally, a hero must choose his starting equipment. A hero may select
any and all of the following, with the provision that he can only wear
one type of armour, and he may carry only one of a shield, a bow, or a
two-handed weapon.

Leather Armour: +1 Armour


Metal Armour: +2 Armour, -1 Move
Shield: +1 Armour
Hand Weapon: This can be any type of hand weapon and confers no
special bonus.
Bow: Allows the hero to make shooting attacks.
Two-Handed Weapon: Does +2 damage.

Forming a Warband
Your hero is now ready to go. All he needs is a few brave companions
to aid him on his journey. Each hero has 10 recruitment points (RP) to
assemble his warband (plus any bonuses). A hero may select a maximum of
5 companions, though he may have less if he so chooses.

Companion M F S A W H RP Notes
Hoplite 5 +4 +0 13 +3 12 3 Hand Weapon, Metal Armour,
Shield
Warrior 6 +3 +0 12 +2 10 2 Hand Weapon, Shield,
Leather Armour
Archer/Slinger 6 +1 +1 10 +1 10 2 Bow, Dagger
Recruit 6 +0 +0 10 -1 10 1 Hand Weapon or Staff
Centaur (Heavy) 7 +3 +0 13 +2 12 3 Hand Weapon, Metal Armour,
Shield
Centaur (Light) 8 +1 +1 10 +0 10 2 Bow, Dagger
Satyr/Faun 6 +0 +2 10 +0 10 2 Bow, Dagger
Hound 8 +0 +0 10 +0 8 1 Animal

40
Warriors of Athena

Any figure that is armed with a hand weapon and a shield may swap both
for a two-handed weapon. This will reduce his Armour by 1, but give
him a +2 damage bonus. It is worth noting that Centaurs have certain
movement limitations. They can never climb any terrain that ascends at
more than a 45-degree angle (although they are allowed to jump up 1"),
and there may be certain scenarios in which they cannot participate, or
places on a table where they are not allowed to go.

Playing the Game


Warriors of Athena uses all of the basic rules of Frostgrave, with a few
exceptions. The biggest of these is the phases of the turn. Warriors of
Athena has three phases every turn. The first is the Hero phase, in which
the player activates his hero and up to three other figures who are within
3" of the hero. The hero can use Group Activation. The second phase
is the creature phase, in which all creatures activate one at the time,
starting with the creature with the highest current health and descending
in health order. Creature actions are usually dictated by the scenario,
but where they are not, they follow the default activation priority in
the Frostgrave rulebook. The third and final phase is the warband phase
where the player activates all of his warband members that have not
previously activated in that turn.
41
Spellcaster: The Frostgrave Magazine Issue 6

Playing a Campaign
It is perfectly acceptable to play each Warriors of Athena scenario as a one-
off game, but it is more fun to chart the progress of your hero from game
to game. In each scenario, heroes are awarded experience points based on
their actions; the exact awards are listed in each scenario. When a hero
has accumulated 100 experience points, he may trade these in for another
selection from the Advancement List above.
If the unfortunate happens and your hero is taken to 0 health during a
game, the player should roll on the Survival Table. If a hero dies, then the
player should end the campaign there and create a new hero. Permanent
Injury results should be rolled for as normal, although Niggling Injury
and Smashed Jaw results should be treated as Psychological Scars. Both the
Badly Wounded and Close Call results should be treated as Full Recovery.
A hero’s warband is never a fixed group and he can select a new one
after each game using however many recruitment points he is entitled to.
Thus, a warband member who is killed in the game can be replaced (or
the player can view them as only wounded but ready to come back for
the next game).

42
Warriors of Athena

Some games may allow heroes access to special treasures that impart
special bonuses. A hero may carry up to three of these treasures, all other
warband members may carry one. If a figure carrying a treasure is killed
during a game they must make a roll after the game for each treasure. On a
result of 1–4 the treasure has been lost.

Apollo’s Bow
As the hero walks along the shore, he is greeted by a young woman
carrying flowers. Somehow, he knows this woman to be the goddess
Athena. She tells the hero that her brother, Apollo, foolishly lent his bow
to one of his mortal sons, and the young man lost it, along with his own
life while trying to kill a gorgon. The bow now lies in a deep cave out on
a rocky island in the Aegean, guarded by the monster. Athena tasks the
hero to kill the gorgon and bring her the bow. When the hero asks how he
will find the island, the goddess tells him about a group of pirates camped
nearby. The pirates have taken several prisoners. The prisoners have seen
the island of the gorgon and can give directions to the hero...

Scenario 1: Rescue the Prisoners


The hero and his warband have located the pirate camp and have been
watching them from a nearby hill. They can see four prisoners tied to
stakes. In the late afternoon, most of the pirates leave camp, possibly to
gather supplies, or probably to raid nearby livestock. Whatever the reason,
this is the warband’s chance. They will have to be swift.

Set-Up
This scenario is played on a 2' x 2' table. In the centre of the table, four
stakes should be placed so that they form the corners of a 6" square. One
prisoner is tied to each stake. In the exact centre, a fire burns. Three guards
should be placed randomly inside the square, though no guard should
be within 3" of another. The rest of the table should contain a generous
scattering of rocks and vegetation.
Finally, the player should place his warband on the table. All of the
figures must be touching the table edge, but can otherwise be placed
wherever the player sees fit.
43
Spellcaster: The Frostgrave Magazine Issue 6

Special Rules
To rescue a prisoner, a figure must get into base contact and spend one
action cutting them free. This cannot be done if there is an enemy figure
within 1" of either the prisoner or the warband member. Once free,
prisoners must be escorted off the table. While escorting a prisoner, a
warband member’s Move is reduced to 3. Once off the table, via any table
edge, the prisoner is considered rescued, but the escorting figure is out of
the game. A figure may escort more than one prisoner at one time.
The guards follow their own special priority order, which is given here:

1. If the figure is In Combat it will spend its first action to attack. If it


wins, it will push back its opponent and end its activation.
2. If there is a warband member within line of sight and 10", they will
throw a spear at the closest warband member (+0 shooting attack)
and end their activation.
3. If there is a warband member within line of sight, but further than
10" they will use their first action to move towards the closest
warband member. They will now throw a spear if within 10" or move
again in the same direction if further than 10".
44
Warriors of Athena

4. If there are no warband members in line of sight they will make one
move towards a random prisoner (regardless of whether that prisoner is
in line of sight or being escorted). If this brings a warband member into
line of sight they will throw a spear if in range or move again if not.

At the end of every turn, roll 1 die. On a 1–10 nothing happens. On an


11–18, one pirate arrives in the centre of a random board edge. On a
19–20, two pirates show up in the centre of two different random board
edges. These pirates follow the standard rules for creatures except if they
are called on to make a random move, they will instead make a move
toward one random prisoner.

Figure Type M F S A W H Notes


Guard 6 +0 +0 10 +0 10 Spears
Pirates 6 +1 +0 11 +0 10 Hand weapon, Leather Armour

Experience
A hero gains the following experience for this scenario:

• +25 experience points for each prisoner rescued.


• +20 experience points for making it off the table if at least 2 prisoners
are rescued.
• +10 experience points for each guard or pirate killed.
• -15 experience points for each warband member (including the hero)
that is killed.

Scenario 2: The Gorgon


It took a long time, and a good bit of gold for the hero to find a boatman
willing to take them to the island of the Gorgon, but eventually a deal was
made. The crossing took several hours, but the seas were calm and the sky
was blue. In the far distance the white peak of Mt. Olympus could be seen,
seemingly floating amongst the clouds. The island itself was a bare, rocky pile,
with little vegetation and no sign of any other life. However, a trail of grim,
stone statues led the hero and his followers directly to the mouth of cave.
45
Spellcaster: The Frostgrave Magazine Issue 6

Set-Up
This scenario is played on a 2' x 2' table. The table should be crowded
with large rocks and broken statues. The hero and his band enter through
a doorway in the centre of one table edge. This entrance is also the only
exit from the table. The Gorgon should start in the centre of the opposite
board edge.

Special Rules
At the start of every creature phase, a large snake appears from one of
the four corners of the table. This snake acts immediately in the turn it
appears. Snakes follow all of the normal rules for creature actions, with one
exception. If they are ever called upon to make a random move, they will
move directly towards one randomly determined corner of the table.
The Gorgon follows her own special priority list for determining her
actions, which are listed after her profile below.
Because it is so dark down in the Gorgon cave, the maximum line of
sight for the hero and the warband members is 12". The Gorgon and
the snakes, who are used to life underground, have no limitation to their
maximum line of sight.

Large Snake
M F S A W H Notes
6 +0 +0 10 +0 5 Poison

46
Warriors of Athena

Gorgon
M F S A W H Notes
6 +3 +3 12 +8 16 Hand Weapon, Bow, Poison, Stone Gaze

The Gorgon was once a woman who was cursed by Aphrodite. She is now
a hideous combination of a woman and a serpent, with a twisting mass of
snakes for hair. She is so foul and repulsive that her gaze alone can turn
people to stone.
The Gorgon follows its own action priority list, given below:

1. If the Gorgon is In Combat, it will Fight. If it wins, it will push


back whoever it is fighting with. For its second action, it will moved
directly away from the figure.
2. If the Gorgon is within Line of Sight of a warband member, it will
make a shooting attack at the closest warband member. It will then
move directly away from this figure.
3. If the Gorgon is not In Combat or Line of Sight of a warband
member, it will make one move towards a randomly determined table
corner. If a warband member is now in Line of Sight, it will make
a shooting attack at the closest warband member. If no warband
member is in Line of Sight, it will take no second action.

If a member of the warband activates while within 12" and Line of Sight
of the Gorgon, it must immediately make a Will Roll. The figure Receives
a +3 to the roll if it is more than 6" away. Compare the final roll to the
chart below:

0–5: The figure is turned to stone. It is dead and all treasure it was
carrying is lost. Heroes turned to stone do not get to roll on the
survival chart. They are just dead.
6–8: The figure can take no actions this turn.
9–10: The figure loses one action this turn.

The Gorgon will never Force Combat. All of the Gorgon’s attacks are
poisonous, even shooting attacks.
47
Spellcaster: The Frostgrave Magazine Issue 6

Experience and Treasure


A hero gains the following experience for this scenario:

• +10 for each large snake that is killed.


• +100 for killing the Gorgon.
• +50 if the hero is still alive when the Gordon is killed.
• -20 for each Warband member that is turned to stone.
• -10 for each Warband member that is killed by not turned to stone.

Hidden among the rubble and wreckage of the liar of the Gorgon, the
warband finds the Bow of Apollo. The Gorgon apparently didn’t like the
sight of it. This must be turned over to Athena. They also find an iron sword,
forged by some divinely inspired craftsman. This sword does +1 damage and
can be carried by anyone who could normally carry a hand weapon.

Closing Thoughts
I hope everyone enjoyed this little foray into the world of Greek Myth,
or at least a Hollywood inspired version of it. Hopefully the scenarios
above include enough inspiration for you to create your own scenarios
and adventures if you want to take you hero on further quests. The world
of Greek Myth is full of great monsters to defeat and strange treasures to
be discovered!

Heroes of Olympus
My own love of Greek Myth comes from two sources. The first
is the original, 1981 film, Clash of the Titians, which I watched
way too many times when I was a kid. The other was the game
Heroes of Olympus by Task Force Games which also came out in
1981. Billed as a ‘role playing game’ the box set came with loads
of hex maps and cardboard counters which made it feel more like
a board wargame. The rulebook itself is a dense treasure trove
of ideas for gaming in the world of Greek Myth. It includes its
own, more extensive charts for determining the parentage of a
hero. It is the best purchase I ever made in a $1 shop.

48
The Witch of Mount Gramos
A Warriors of Athena Campaign

A bout six-months after writing the original Warriors of Athena rules,


I returned with this three-scenario campaign. Like the rules, this
campaign first appeared in an issue of Wargames, Soldiers & Strategy.
The one difference between the previously presented rules, and those
used in this campaign, regards the hero’s warband. In the original rules, a
hero could reorganize his warband after every game, including replacing
lost warband members, up to his full Recruitment Point score. Because
the scenarios in this campaign occur one right after the other, the hero
doesn’t have much time to reform his warband from one game to the
next. So, before a hero plays his first game, he must select the warband
that is going to support him throughout the campaign. Additionally, for
each warband member that is killed during a scenario, his Recruitment
Point total is reduced by one for the rest of the campaign. In other
words, if a hero starts with 10 Recruitment Points worth of companions
in scenario 1, and two of them are killed, his warband in the second
scenario cannot be worth more than 8 Recruitment Points. Additionally,
49
Spellcaster: The Frostgrave Magazine Issue 6

those 8 Recruitment Points can only be used to purchase figures that


were part of the original warband. In some cases, this may mean a hero
cannot spend all of his Recruitment Points.
Thus, as the campaign progresses, the hero’s warband will potentially
grow smaller and smaller. It is even possible that the hero will be on his
own by the end...

Introduction
On the top of Mount Gramos, in the far north-west corner of Greece, a
witch of Hecate has taken residence in a ruined temple. From this lofty
perch, she sends her spells far and wide, afflicting the nearby villages with
plague and death. Her activities are an affront to the gods of Olympus,
but even mighty Zeus himself is wary of directly striking against a
follower of the triple-headed goddess. What is needed is a hero, with a
loyal band of followers, to make the dangerous ascent of the mountain to
slay the witch and free the people from her depredations.
As you were walking beside a gently flowing river, the goddess Athena
came and walked with you in the form of a long-dead friend. She told
you about the witch who dwells upon the top of Mount Gramos, and
the suffering she causes the people that live in the region. Father Zeus
has tasked her to find a hero that will accept the challenge to scale the
mountain and destroy the witch.

50
The Witch of Mount Gramos

Before you can agree, she


For those looking for a fun
explains that the challenge is and easy introduction to Greek
even greater than that, for the Myth, I strongly suggest two
witch has summoned others to books written by Stephen
come and defend her mountain. Fry: Mythos and Heroes.
On the lower slopes lives a The second of these (which
can be read independently)
giant, named Lithobolos, who
is especially good for getting
is famed for crushing intruders excited about gaming the
by hurling boulders down upon period. If you are more into
them. He also keeps a pair of film, I suggest Clash of
giant rams with him. Further the Titans (1981 – not the
up the mountain, perched on a remakes), Jason and Argonauts
(1983), and Hercules (2014).
steep precipice, is a nest of vicious
Otherwise, the genre is pretty
harpies, who snatch people in weak overall.
their talons and drag them to
the cliff side to drop them onto
the jagged rocks far below. Only if the hero and his companions can
overcome these two groups will they make it to the top of Mount Gramos
to challenge the witch.

Scenario 1: Lithobolos
As the hero and his companions start up the slopes, a large boulder comes
hurtling down from the heights above and smashes into the rocks nearby.
Then, just ahead, a pair of mighty rams appear, stamp their hooves, and
charge down the slope!

Set-Up
This game is played on a 3' x 2' table. The table represents the lower
slopes of Mount Gramos and should be sparsely covered in rocks and
a few small plants or trees. Mostly it is open ground. The hero and his
companions should start within 3" of one of the short table edges. The
two rams should be set up on the centre line running between the two
long table edges, each 6" from the centre point of the table (thus they
should be 12" apart). Finally, the giant, Lithobolos, should start on the
centre point of the table edge opposite the hero.
51
Spellcaster: The Frostgrave Magazine Issue 6

Special Rules
To win this scenario, the hero must exit the opposite short table edge from
the one he entered upon, or two of his companions must do the same. If
he fails, he may play the scenario a second time, using a reduced warband
as explained above. If he fails in both instances, he has lost the campaign,
and the slaying of the witch must be left to some other hero.
The two rams will always move directly toward the closest warband
member in line of sight, regardless of the distance to that figure, attacking
if possible. Whenever a member of the hero’s warband loses a fight to one
of the rams, whether or not damage is done, the rams butt the warrior
down the mountain slope. Move the figure 4" directly back towards his
starting board edge.
If Lithhobolos activates while in combat, he will use his first action
to fight. If he wins, he will push his opponent back and then end his
activation. If he loses, he will just end his activation. If he’s not in
combat, Lithobolos will always use his first action to hurl a boulder at
the closest warband member within 24" and line of sight. Lithobolos
uses his shoot stat for this, with any hit causing +2 damage. He will not
take a second action. If Lithobolos has no target, he will make one move
6" towards the closest warband member, regardless of whether or not he
52
The Witch of Mount Gramos

can see him. If he then has a target, he will hurl a stone, if not, he will
not take a second action.

Rewards
If the hero successfully completes the scenario and kills one of the rams,
he may cut off the ram’s horn and turn it into a signal horn which will be
useful in the next adventure. A hero gains the following experience for
this scenario:

• +50 experience points for completing the scenario successfully.


• +40 experience points for killing Lithobolos.
• +20 experience points for each Ram killed.
• -10 for each warband member, including the hero, reduce to 0 Health.

Scenario 2: The Eyrie


Having made it past the giant, you continue up the increasingly steep
slopes of the mountain. Soon, dark specs appear in the sky overhead,
circling. Heeding advice given by the goddess, you stop to light torches in
preparation for facing the harpies.

Set-Up
This scenario is played on a 2' x 2' table. Once again, the table should be
sparsely covered in rocks. The warband begins within 4" of one of the table
corners. In the opposite corner, build a nest about 4" in diameter out of
logs and branches to represent the harpies’ eyrie. Choose one table edge,
adjacent to the eyrie, to represents a steep cliff. Any warband member who
moves off this table edge is automatically killed. Place 3 harpies on the
table; one in each corner not occupied by the warband.

Special Rules
To win this scenario, the hero has to set the harpies’ eyrie on fire, and thus
drive them off of the mountain. To accomplish this, one member of his
warband must be in contact with the nest and not In Combat. The figure
may then spend one action to try and start the fire. Roll one die and add
the figure’s Fight stat. If the total is 18+, the eyrie has been set alight, and
53
Spellcaster: The Frostgrave Magazine Issue 6

the hero has won the scenario. If the hero loses this scenario, he may make
one more attempt, following the rules for a reduced warband above. If he
loses a second time, he has lost the campaign.
If the hero has the ram’s horn from the last scenario, he may spend an
action to blow the horn once during the scenario. As soon as he blows it, all
harpies on the table immediately move 4" directly away from the hero, even
if this means leaving combat. They will stop at the edge of the table. At the
end of every third turn (so turns 3, 6, 9 etc.) place another harpy in the nest.
Harpies are assumed to always have line of sight on any warband
member on the table. They will always move directly towards the closest
warband member each turn and attack if they have enough actions. If a
harpy ever wins a combat, move the harpy and its opponent 3" directly
toward the cliff edge of the table. If this moves the figures off the edge,
leave the harpy at the edge of the table, but the warband member is
automatically killed.
Because the table in this scenario represents the steep slope of the
mountain, all Centaurs have -3 Move for this game.

Rewards
The hero gains the following experience for this adventure:

• +50 experience points for burning the eyrie.


• +10 experience points for each harpy killed.
• -10 experience points for each warband member, including the
hero, killed.

Scenario 3: The Witch’s Temple


As you draw near the top of the mountain, the skies begin to darken, and
you can hear an evil voice whispering in the wind. Slowly, a bitter chill
sinks into your skin, sapping your will, and making it difficult to put one
foot in front of the other.
Then, up ahead, you see the ruins of a once great temple. Most of
the columns have fallen and chunks of marble lay scattered about. Still
struggling against the witch’s foul magics, you draw your sword and
prepare for the final battle.
54
The Witch of Mount Gramos

Set-Up
This scenario is played on an 18" x 18" table. The centre of the table
should be dominated by the ruins of a temple. The rest of the table should
have rocks scattered about. Place the hero and his remaining warband
within 3" of one table corner. Place the witch and her two corpse warriors
3" in from the opposite corner.

Special Rules
Before either the hero or any of his warband activate, they must make a
Will Roll with a Target Number of 14. If they fail this roll, they receive no
actions this turn. Each figure should make this roll individually regardless
of what phase they are activated in or if they are group activated.
The two corpse warriors will always move directly towards the warband
member who is closest to the witch, regardless of line of sight, or proximity
of other warband members. If they have any actions remaining, they will
attack. If a corpse warrior is killed, do not remove it from the table, just lay
it on its side instead.
The witch will never move during this scenario, unless forced to do
so. In fact, the only action she will take each turn is to attempt to cast
Reanimate Dead if one of her corpse soldiers has been killed. She can cast
this spell even while In Combat. If successful, stand up the closest corpse
warrior and return it to its starting Health. It will activate immediately.
This scenario ends as soon as the witch has been killed. If the hero
fails to kill the witch, there are no second chances in this scenario. The
campaign is a failure.

Rewards
If the hero successfully kills the witch, he gains the thanks of Olympian
Zeus. The hero immediately gains a Divine Favour advancement. If the
hero already has three Divine Favour advancements, he may pick any other
advancement. The hero also gains the following experience:

• +5 experience for each time during the scenario a corpse warrior is ‘killed’.
• +20 experience for each member of the hero’s warband, apart from
the hero himself, who is still on the table if the scenario is won.
55
Spellcaster: The Frostgrave Magazine Issue 6

Bestiary
This campaign features a number of monsters with unique stats and abilities.

Lithobolos
This giant is a son of Poseidon who cursed his father and sold his services
to the witch. His favourite tactic is to hurl huge rocks while his pair of
large rams keep would be intruders busy.

Lithobolos
M F S A W H Notes
6 +4 +2 14 +2 16 Large, Hurl Rock (+2 damage on Shoot attacks)

Rams of Lithobolos
A pair of extremely large, excessively bad-tempered rams who enjoy charging
in and butting people down the side of the mountain.

Rams
M F S A W H Notes
6 +2 +0 12 +2 8 Horns (+2 Fight if they move into combat and attack
the same turn)

Harpies
Hideous combinations of women and birds, these creatures despise humans,
and only serve the witch for the chance to cause chaos and suffering.

Harpies
M F S A W H Notes
8 +1 +0 10 +1 8 Flying (ignore terrain for movement)

Corpse Warriors
The animated corpses of the last two heroes who attempted to killed the
witch. These poor souls have no will left of their own.
56
The Witch of Mount Gramos

Corpse Warrior
M F S A W H Notes
6 +2 +0 12 +0 6 Undead

The Witch of Mount Gramos


Schooled in the magics, poisons, and potions of the goddesses Hecate, the
witch is an ancient woman who appears young and beautiful. Why she
delights in causing such misery, or has the affront to challenge the gods
themselves, will likely never be known.
Because of her magical protections, the witch gains +4 Fight when
rolling against shooting attacks. She knows the spell reanimate dead which
she can cast while in combat.

The Witch
M F S A W H Notes
5 +2 +0 12 +6 12 Magical Protection, Reanimate Dead (CN14)

57
Giant Tortoises

M ost of the islands of the Ghost Archipelago are so small, and so


filled with difficult terrain, that mounts are generally useless, and
boats work better for transportation. On a few of the larger, more open
islands, tribal groups have domesticated riding beasts. One popular choice,
especially on more arid islands is the giant tortoise. These slow, gentle
creatures may not be an obvious choice for either a mount or a pack
animal, but on closer examination they do have several desirable features.
Giant tortoises are incredibly long-lived, and most manage at least a
couple of centuries. Thus, the work that is spent in the raising and training
is paid off over many, many generations of users. Although slow, giant
tortoises are capable of carrying significant weight over long distances.
They can manage this work in the punishing heat of the Ghost Archipelago
and still only need to drink every few days. Finally, while they are of no
particular use in battle, they are incredibly tough, and can survive nasty
wounds, even when their thick shell is penetrated.
58
Giant Tortoises in Ghost Archipelago

Acquiring a Giant Tortoise


There are Tribal groups willing to sell giant tortoises, if they can be found.
After any game, a Heritor may make a Will Roll (TN20). If successful, he
or she has located a tribe that is willing to sell a single giant tortoise for a
cost of 300gc. If a Heritor wishes to purchase additional giant tortoises at
a later date, he must make modifications to his ship to keep these animals.
The cost for these modifications is 250gc, per tortoise. These modifications
can be made while in the Ghost Archipelago.

Giant Tortoises in a Crew


Giant tortoises do not count against the number of figures in a crew.
That said, a crew may contain a maximum of five. Tortoises never activate
on their own. Instead, they can activate with, and move with, any
crewmember that is adjacent to them, with the limitation that they can
only activate once per turn, and they can move a maximum of 4.5". If a
figure is riding a tortoise, see below.
If a giant tortoise is killed, roll for its survival after the game as though it
were a specialist crewman.

Giant Tortoises as Mounts


It takes one action to either mount, or dismount, a giant tortoise. While
serving as a mount, giant tortoises follow most of the same rules as small
boats, with the following exceptions:

• They move on land, not water.


• They may carry a maximum of three figures (see below)
• Giant Tortoises may make two move actions (for a total of 4.5")
each turn.
• Giant Tortoises can be directly attacked under the normal rules, but
still never count as in combat.
• A figure riding a giant tortoise can spend an action to attack any
figure that is in base contact with the tortoise, and does not suffer
-1 Fight.
• Shooting modifiers, and rules for ‘boarding a small boat’ are handled
as normal.
59
Spellcaster: The Frostgrave Magazine Issue 6

Giant Tortoise Carrying Capacity


A giant tortoise is capable of carrying up to 15 items. Alternatively, they
can be used as mounts with every human-sized figure replacing 5 items
worth of carrying capacity.
Any member of the same crew that is on or adjacent to a giant tortoise
may take, or exchange, any one item carried by the tortoise.

Giant Tortoise Stats


The gentle creatures known as giant tortoises can grow up to the height of a
man. Although they are slow and unaggressive, they are also difficult to kill.
Their armoured shell is nearly impenetrable to most hand weapons, and even
when struck in their softer parts, it takes a grievous wound to put them down.
When shooting at, or fighting against, a giant tortoise, a player has a
choice to make. They can either attack as normal, or they can state they are
aiming to hit an unarmoured part of the creature. If this option is chosen,
the player suffers -2 Shoot or -2 Fight as applicable. If they hit the giant
tortoise, though, treat it as armour 12 instead of 16.
Giant tortoises may never jump, climb a vertical surface more than about 1"
high, or pick up treasure. They may never use items, but may carry up to 15.

Giant Tortoise
M F S A W H Notes
3 +0 +0 16 +3 14 Animal, Armoured Shell, No jumping, high climbing, or
picking up treasure tokens. Carrying capacity 15 items.
May serve as mount.

60
Giant Tortoises in Ghost Archipelago

Just for the Money


A Solo Ghost Archipelago Scenario

It is unfortunate, but true. Exploring the Ghost Archipelago is an expensive


endeavour, and sometimes you are forced to lay your quest aside in order to
acquire funds for a new expedition. It was just as your coffers were nearing
empty that you met the fat merchant. He had a large supply of some spice or
other that he wanted to deliver to an isolated monastery. Unfortunately, the
path crosses through jungle inhabited by a vicious tribal group. While it feels
beneath your station to serve as a caravan guard, sometimes needs must…

Crew
In addition to your normal crew, you will also control the merchant and his
two giant tortoises. The merchant uses the stats of a standard crewman armed
with a hand weapon. Treat all of these figures as members of your crew.

Set-Up
This scenario is played on a 2' x 2' table. One table edge should be
designated the ‘starting edge’, and the opposite side the ‘exit edge’. The
table should be covered with plants, rocks, and maybe a small ruin or two.
Place six spawn points on the table, numbered 1–6 (so 6 six-sided dice
will work perfectly). Place spawn
point 1 in one corner of the exit
edge, number 2 in the centre of Originally this issue was
the exit edge, and number 3 in the going to feature another 8
Ghost Archipelago Ulterior
other exit corner edge. Place spawn
Motives cards, but I wasn’t
points 4–6 so that they mirror the happy with the ones I had
first three, but on the line running written. Thus I decided to
through the middle of the table, skip this issue and return
midway between and parallel to the with a double-set in Issue
starting and exit edges. 7. In fact, I don’t want to
make too many promises, but
Place treasure tokens next to
the next issue should contain
spawn points 4 and 6. a lot of material for Ghost
Place one tribal warrior and one Archipelago fans!
tribal hunter next to each spawn
61
Spellcaster: The Frostgrave Magazine Issue 6

point. (You may replace archers with darters at your own discretion). Place
a tribal savage next to spawn points 4 and 6.
Place all of the crew members adjacent to the starting edge.

Special Rules
At the end of each turn, roll on the Just For the Money Encounter Table
to see what new creatures appear. Then roll a six-sided die, and place the
creatures adjacent to that spawn point.
Creatures follow the standard rules, except if they are ever called upon to
make a random move, they will instead move directly towards the closest
giant tortoise, even if it is not in line of sight. If there are no giant tortoises
on the table, use the closest crew member instead. Creatures will always
attempt to attack the unarmoured part of a giant tortoise.
Figures may only exit the table via the exit edge.
Figures suffer no movement penalties for carrying treasure in this scenario.
The two giant tortoises are carrying a significant amount of cargo, and
only have room for one rider each.
This scenario continues until the player has no figures left on the table.
If the player wishes, they may roll up a random tribe, using the rules
found in Gods of Fire, and apply the tribal attributes to all of the Tribals in
the scenario.
62
Giant Tortoises in Ghost Archipelago

Higher-Level Heritors
For each 4 levels a Heritor has, replace one of the tribal warriors with a
tribal savage and add +1 to each roll on the Encounter Table, each turn, to
a maximum of +5.

Just For the Money Encounter Table


Die Roll Encounter
1–2 1 Tribal Hunter
3–4 1 Tribal Warriors
5–6 2 Giant Wasps
7–8 2 Tribal Warriors
9–10 2 Tribal Hunters
11–12 1 Scarbark
13–14 1 Tribal Savage
15–16 2 Tribal Savages
17–18 2 Tribal Scouts
19–20 1 Tribal Chieftain & Tribal Savage
21 1 Anaconda
22 1 Island Troll
23 1 Armourback
24 1 Sailback
25 1 Monarch

Treasure and Experience


Roll for treasure after the scenario as normal. In addition, the player receives
100gc for each giant tortoise that exits the table, and 120gc if the merchant
exits the table. Experience is gained as normal with the following additions:

• +5 experience points for each crewman that exits the table, including
the Heritor and Warden.
• +30 experience points for each giant tortoise that exists the table.
• +40 experience points if the merchant exits the table.
63
Eye Demons in
Frostgrave

T he wild magic that swirls around the Frozen City often opens cracks to
other planes of existence, and occasionally something truly horrific slips
through. Although they are extremely rare, the monsters dubbed ‘eye demons’
are some of the most dangerous and feared of all extra-planar entities.
All eye demons have the following demonic attributes (as found
in Frostgrave: Forgotten Pacts): Demonic Strength, Levitation, Magic Sink,
Mind Lock, Petrifying Stare, True Sight, Two Heads.
Eye demons are all spellcasters. Every eye demon knows three spells:
Elemental Bolt, and two more, rolled randomly on the table below. The
casting number for each spell is 6. Whenever an eye demon activates, it
automatically attempts to cast all three of its spells as one action if there are
targets in line of sight. It will cast these spells even if it is in combat and does
not have to roll randomly for the target of any shooting attacks generated. It
will cast Elemental Bolt at the closest warband member in line of sight. It will
cast its second spell at the second closest warband member in line of sight,
and its third spell at the third closest. If there are less than three legitimate
64
Eye Demons in Frostgrave

targets, it will start over with the closest. Eye demons never suffer any damage
from failing to cast spells, but they may not empower them either.
Casting these spells counts as the eye demon’s first action. Eye demons
follow this priority order:

1. Cast spells if a warband member is in line of sight. Use second action


to fight if in combat, or move directly away from nearest warband
member if not in combat.
2. If no warband members are in line of sight, make a random move. If
a warband member is now in line of sight, use second action to cast
spells. Otherwise, end activation.

A wizard receives +25 experience points if a member of his warband kills


an eye demon.

Eye Demon
M F S A W H Notes
5 +5 +0 12 +8 24 Elemental Bolt (6), Spell II (6), Spell III (6), Demonic
Strength, Levitation, Magic Sink, Mind Lock, Petrifying
Stare, True Sight, Two Heads
Eye Demon Random Spell Table
Die Roll Spell
1–2 Blinding Light
3–4 Curse
5–6 Glow
7–8 Mind Control (target becomes an uncontrolled creature)
9–10 Petrify
11–12 Push
13–14 Reveal Death
15–16 Slow
17–18 Steal Health
19–20 Strike Dead
65
Spellcaster: The Frostgrave Magazine Issue 6

I’ll Be Watching You


A Frostgrave Scenario for Experienced Warbands

The death of the Ghoul King during the events of the Lich Lord left a
power vacuum in the ghoul crypts beneath the centre of the city. While
a new boss, of some sort, eventually took control, this seemed of little
import to the wizards exploring the ruins. Recently though, a strange
variety of wizard eyes have been popping up all over the Frozen City.
At first, the wizards thought little of them, as they didn’t seem to do
anything but watch, but lately, everywhere these eyes spot something
interesting, ghouls have been appearing, and in large numbers. Already
you have lost numerous treasures to these ghouls, and your patience is
growing short. So, assembling your warband, you decide to descend into
the depths to teach this new boss a lesson and to take back the treasures
that are rightfully yours.

Set-Up
The entire table represents the former throne-room of the ghoul king. It
should feature a large dais with a throne on top in the exact centre of the
table. The rest of the table should be crowded with small ruins and rubble.
Place a doorway in the centre of each table edge. Place one ghoul in each
of the four corners. Place one floating orb at each of the four corners of the
dais, and one on the throne.
Instead of starting table edges, players should select starting doorways. All
members of the warband must be placed within 6" of the selected doorway.
No treasure tokens are placed in this scenario.

Special Rules
The ghouls are now ruled by an eye demon named Orobos. In order to
force Orobos to reveal himself, and his treasure, the warbands must first
destroy all of his floating orbs. The floating orbs behave as creatures, with
the following exceptions. When they activate, they make one random
move and then end their activation. They make this move even if they are
currently in combat. Orbs will never attack, nor force combat. Orbs can be
destroyed the same way that creatures are killed.
66
Eye Demons in Frostgrave

Each of the floating orbs


counts as a wizard eye for
Orobos, except that they have
360-degree vision. At the
start of the creature phase,
Orobos attempts to casts each
of his three spells through the
floating orbs. He always casts
Elemental Ball at the figure
with the highest Fight Stat in
line of sight. He always casts
Mind Control at the figure
with the highest Health (that
isn’t currently mind controlled
or a spellcaster), and he always casts Steal Health against the warband
member with the weakest Will. In each case, roll off for ties.
As soon as all five floating orbs have been destroyed, place Orobos in a
random table corner and follow the normal rules for eye demons. Place one
treasure token at each corner of the dais and a central treasure on the throne.
Ghouls follow the standard rules for creature actions. Place one ghoul in
a random table corner at the end of each turn.
Warband members may only exit the table through one of the four doorways.

Treasure and Experience


Players should roll for treasure as normal after the game. Experience is
gained as normal with the following additions:

• +10 experience points for each floating orb destroyed.


• +50 experience points for killing Orobos.

Bestiary
Floating Orb
These glass orbs are a little bigger than a human head and appear to
hold a giant eyeball. While these orbs are unaggressive, they will defend
67
Spellcaster: The Frostgrave Magazine Issue 6

themselves and give off painful electric shocks. An orb never does more
than 2 points of damage, no matter what its final combat score. Orobos
has found a way to make his floating orbs immune to damage from his
own spells, so he can cast Elemental Ball right on top of them.

Floating Orb
M F S A W H Notes
6 +2 +0 16 +0 1 Construct, Levitate, Maximum Damage (2), Immune to
Mind Control, Stealth Health, and any spell cast by Orobos.

Orobos
No one knows where Orobos came from, or what his goals are in the Frozen
City, but his power has grown great in a very short time. If he’s not stopped
soon, he’ll become a major threat to all of the wizards who explore the ruins.

Orobos
M F S A W H Notes
5 +5 +0 12 +8 24 Spell Caster: Elemental Ball (6), Mind Control (6),
Stealth Health (6), Demonic Strength, Levitation, Magic
Sink, Mind Lock, Petrifying Stare, True Sight, Two Heads.

Acknowledgements
Chris Cook for editing.
Sasha Bilton and Gary Askham for the photographs, scenery, and figures
on pages 4 – 17.
Teras Cassidy and the gang from the Frostgrave Immersion Tour 2020 for
the photos on pages 18 - 33.
North Star Military Figures, Osprey Games, Reaper Miniatures, Wargames
Atlantic, and others for the figures used in photos throughout this issue.

68

You might also like