Frostgrave: Second Edition: Fantasy Wargames in the Frozen City
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Fantasy
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Adventure
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Quest
Power of Knowledge
Lost World
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About this ebook
Joseph A. McCullough
Joseph A. McCullough's first brush with writing for games was as co-author of The Grey Mountains supplement for the Middle-Earth Role-Playing Game, and he has remained passionate about Fantasy gaming since, going on to become an award-winning game designer. He is the creator of the “Frostgrave Family” of skirmish wargames (the Fantasy titles Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, and the Sci-Fi evolution, Stargrave) and of the Oathmark Fantasy battle game and The Silver Bayonet, a game of Napoleonic Gothic Horror. The latest information on his game design and other writing can be found at: josephamccullough.com.
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Frostgrave - Joseph A. McCullough
CHAPTER ONE
WIZARDS AND WARBANDS
INTRODUCTION
Welcome to Frostgrave, a narrative wargame in which the players take on the roles of powerful wizards and lead their small warbands into the frozen ruins of the city of Felstad in search of lost treasure, enchanted artefacts, and forgotten secrets of magic.
In this book you will find all the information you need to play the game, including rules for how to create your wizard and warband, how to set up a table, and how to fight for possession of those magic treasures. While these rules might look intimidating at first, especially if you have never played a wargame before, they are generally straightforward, and most people will have a pretty firm grasp of the rules after playing just a few turns.
Games of Frostgrave are generally quick, and once you have learned the rules you should have no problem completing a game in a couple of hours. Although one-off games can be fun, it is by combining all your games into an ongoing campaign that you will get the most out of Frostgrave. By playing through a campaign, you will watch your wizard grow in power and experience. You can also spend the treasure you acquire in games to expand your warband, acquire new spell books, and even establish a base of operations, equipping it with such resources as a magic laboratory, a summoning circle, and a celestial telescope.
While Frostgrave is designed to be a competitive game between two or more players, it is less concerned with being a tactical exercise and more interested in helping players achieve a shared sense of fun and adventure as their wizards battle their way through the numerous dangers of the Frozen City. The rules attempt to cover all the situations that are likely to occur during play but, without a doubt, there will be times when the exact rule for a given situation is unclear. In these cases, the first question to ask is: ‘What would happen in the movie?’ To put it another way, decide on the coolest, most dramatic, cinematic result and go with that. This is a game about high drama, big moments, and big explosions!
Always remember that these rules have been created for one purpose: for players to have fun. If there is any aspect of the game you want to change, any rules you want to add, or ideas you want to incorporate that will make the game more fun for you and your gaming buddies, then please do so! Having fun is the point of playing a game, after all.
Finally, one of the best parts of wargaming is that it is a social activity. Even at home, players like to go online to talk about their games, discuss rules, show off their models and terrain, and just chat with people who have similar interests. Be sure to check out the Frostgrave: Fantasy Wargames in the Frozen City Facebook group, as well as the Frostgrave pages on BoardGameGeek, Reddit, and the Lead Adventure Forum. Also, to get all the latest news and updates, take a look at my blog: therenaissancetroll.blogspot.co.uk.
On a clear night, you can see a green light near the top of one of the tall towers. It flashes like it’s signalling someone, but who, and what about, is a mystery...
WHY A SECOND EDITION?
Frostgrave was my first real attempt at writing a wargame, and it contained all the inconsistencies, obscurities, and errors that you might expect of a game designer’s first work. Thankfully, enough players were able to see past these errors and embrace it for the wild, light-hearted adventure game I intended. In the five years since its release, I continued to work on Frostgrave, writing numerous supplements, magazine articles, and even a few event-specific campaigns. I also went on to write several other wargames. In so doing, I learned huge amounts about both game design in general and about Frostgrave in particular and slowly tested and compiled a list of changes that I thought would significantly improve the gameplay. Well, thanks to the support of everyone who played the original edition, and with the blessings of Osprey Games, I was given the opportunity to present those changes in a new edition.
Setting out to create this new edition, I had three main design goals:
1. Make the game more fun, not less.
2. Make the rules clearer, more balanced, and more streamlined, but not at the cost of #1.
3. Keep all the supplements to the first edition useable and relevant.
For item one, I sought to make every spell in the game desirable and useful and to increase the direct player interaction. Of the 80 spells presented in the first edition, about 20 were probably never used because they were too weak or too situational. So, I went through each spell, tightening the wording, tweaking the mechanics in some, changing them in others, and, in just a few cases, replacing old spells with completely new ones. As I did this work, I concentrated on how these spells could, and would, be used by players to interrupt and interfere with the plans of their opponents. I wanted to increase the back-and-forth nature of the game, making each scrap for treasure an opportunity for a real duel of magic.
For the second item, I have tried to improve the whole experience of players, from reading this book and learning to play the game, to running a campaign. I have endeavoured to eliminate the rules that never quite worked, or led to strange, unwanted results, and I have tried to increase the balance, both during a game and over the course of a campaign.
Finally, the first edition of Frostgrave consists of a huge body of work, including numerous supplements, and I wanted to make sure that nothing I did made those expansions obsolete. Thankfully, at its core, this new edition is the same game as the original, and experienced players will find a lot more here that they recognize than things they don’t. There are a few changes that have knock-on effects on those supplements, but really, they are minor and are outlined at the back of this book.
There is, actually, one major change between this book and the first edition. Instead of the ten scenarios presented in the original, I have included twenty here. This allowed me to keep all the beginner scenarios from the first edition while also including ten new, more advanced scenarios that hopefully demonstrate just how diverse, creative, and complex Frostgrave scenarios can be should players desire it.
I hope you enjoy playing the new edition as much as I enjoyed creating it. I’ll see you back in the Frozen City!
WHAT YOU WILL NEED TO PLAY
To play Frostgrave you will need several things besides this book: a table, miniature figures, a tape measure or ruler marked in inches ("), a couple of twenty-sided dice, a copy of the Wizard Sheet from the back of the book, and a pencil. Ideally, you will also have a selection of terrain pieces to recreate the ruins of the city on your tabletop. If you are new to the world of tabletop wargaming, some of these items might not be immediately obvious and are explained below.
Miniatures
Miniatures (or figures, or models) are the lifeblood of the tabletop wargaming hobby. Essentially, they are toy soldiers made out of metal, resin or plastic, often sculpted to an extremely high level of detail. Official Frostgrave miniatures are available from North Star Figures (www.northstarfigures.com) as well as many other dealers, and provide options for all the wizards and warband members in the game, as well as a host of creatures that might be encountered. It is not essential to use ‘official miniatures’ to play the game, though. There are loads of fantastic fantasy miniatures on the market, and players should see this game as an opportunity to pick up the ones they’ve always wanted, but never previously had a use for. It is worth mentioning that most miniatures are supplied unpainted, and many wargamers find that painting their miniatures is their favourite part of the hobby.
Frostgrave was designed for use with 28mm miniatures, which is the most common and popular size. Larger and smaller miniatures are also available and it is perfectly acceptable to use those instead, provided all the players are using the same size! Players using larger or smaller miniatures may want to adjust some of the distances for movement and weapon ranges to get the correct ‘feel’, but otherwise, size makes little difference.
Players should do their best to obtain miniatures that match the characters they are designed to represent, with appropriate weapons and armour. This is not always possible, however, so as long as all the players are clear about which figures represents which characters, the exact appearance is not important. In fact, even the race of the character is not important. While the setting assumes that all the wizards are human, the rules don’t care if your wizard and warband are elves, orcs, dwarves, or even anthropomorphic mice. If you love playing orcs, use orcs.
Most wargamers mount their miniatures on bases. These are typically metal or plastic discs between 25 and 32mm in diameter. In Frostgrave, the size of a figure’s base makes very little difference, and players should feel free to use whatever base size they find most visually appealing for their miniatures.
Frostgrave also uses treasure tokens. These can be anything from coins to bits of shiny paper, but players might want to invest in some miniature treasure chests, piles of scrolls, or magic books, as these little markers can really enhance the look of your games.
Dice
Many of the actions your figures will attempt in Frostgrave, such as casting spells or fighting, require the player to roll a die in order to determine success or failure. Frostgrave uses a twenty-sided die (often just referred to as a d20) for all rolls. At a minimum, each player will need one d20 to play. While d20s are rarely seen in most traditional board games, they are used in a lot of speciality games and are obtainable from most game stores or online.
The Table
Once you have your miniatures and dice ready to go, you are going to need a table to play on. Games of Frostgrave are normally played on square tables with sides about 3 feet long. In games with more than two players, you may want to consider increasing the table size, up to 4’ x 4’, to give everyone more room to manoeuvre. If large tables are hard to come by, as they are in my house, you can play games of Frostgrave on smaller tables. A 2’ x 2’ table is probably the minimum you will need to play a game. Smaller tables tend to make for quicker, bloodier games, but that doesn’t mean they are less fun!
Terrain
The Frozen City is a twisting maze of ruins and rubble and, to represent these close confines, the table should be filled with terrain. In a perfect world, we would all have vast terrain collections containing numerous ruined buildings, broken walls, and the like, all covered with frost and snow. However, such collections are neither common nor necessary. So long as there is a lot of ‘stuff’ on the table for figures to hide behind, clamber over, and fight upon, the specific look of the terrain is not important. If you are just starting out in the hobby, you might consider just buying a set of blocks. These blocks can then be used to create all kinds of different table set-ups. You can even paint them grey if you want them to look more like the ruins of stone walls. Don’t worry, once you are playing the game, your imagination will ‘fill in the gaps’, and turn any set-up into another blasted corner of ancient Felstad!
The Wizard Sheet
In the back of the book you will find a copy of the Wizard Sheet, which is used to keep track of your wizard and warband. Each player will need a copy of this sheet. You can either photocopy the sheet from the back of the book, or you can download a copy from the Osprey Games website (www.ospreygames.co.uk). There are also numerous ‘fan-created’ Wizard Sheets floating around the web that offer a variety of different looks and styles.
CREATING A WIZARD
Before you can play Frostgrave, you must create a wizard. The wizard represents you on the tabletop and is by far your most important miniature. All your other figures are really just there in support of the wizard.
To create a wizard, you will want to have a copy of the Wizard Sheet from the back of the book. This sheet has spaces for all the important information about your wizard (and their warband) that you will need during the game.
The first decision when creating a wizard is a name. Wizards often have strange-sounding names, so pretty much anything is appropriate. Picking the right name can help set the tone or provide inspiration for the rest of the wizard creation process. It has no mechanical impact, however, so you may hold off on picking a name until the rest of the creation process is completed if you prefer. Be sure to give your wizard a name before they venture into the Frozen City, though!
The next step is to select your wizard type. There are ten different types of wizard, each representing one of the ten schools of magic. Each school has its own strengths and weaknesses, and your decision should be based on what kind of magic most appeals to you. If you want a powerful wizard who throws balls of fire and can call down lightning, you’ll probably want to play an Elementalist. If you prefer to use trickery and misdirection to win your battles, you might consider playing an Illusionist.
Listed below are the ten different types of wizard, along with a brief description of their abilities, their typical behaviour, and their normal mode of dress. These are all generalizations, and it is perfectly acceptable to have a wizard who acts or dresses contrary to the norm.
Below each description is a table showing the relationship of that school of magic to the other nine schools. Each school is aligned with three others, neutral towards five and directly opposed to one. The further away a school is from their own, the harder it is for a wizard to cast spells from it, and the numbers in the table identify the penalty incurred during such an attempt.
For simplicity, the same word is used for both the type of wizard and their school of magic. Technically, a Necromancer’s school of magic is ‘Necromancy’, but players are free to use either term.
The wizard takes one look at this violet pool and sees all the bodies and bits of bodies floating in it. Then she hands me a jar and says ‘get a sample’…
Wizard Type
CHRONOMANCER
Chronomancers use magic to manipulate time itself. As the youngest branch of magic, it is less developed and less understood than any of the others, and thus potentially the most dangerous. Chronomancers tend to be gamblers and risk-takers – those who prefer a quick path to power. They have no specific style of dress, although they tend to like outfits that project a sense of power and often carry an intimidating weapon, even if they have little skill in using it. Given the powers they wield, Chronomancers are just as likely to appear ancient as eternally youthful, and some may display elements of both, such as a young face on an old body.
Also known as: Timerider.
Symbols: hourglasses, wheels.
ELEMENTALIST
Elementalists are the most outwardly powerful type of wizard. Their magic is centred on controlling the four elements, usually in loud, explosive, and unsubtle ways. Their clothes tend to feature one bold colour (usually red, green or blue), and they are more prone to flashy decorations than other wizards – facial tattoos are not uncommon. Most Elementalists, especially those that specialize in the control of fire, tend to have short tempers. While a Fire Elementalist may specialize in fire magic, they are more than capable of harnessing the powers of Water, Wind, or Earth, should