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Spellcaster #3

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RETURN OF THE

Issue 3 RANGIFER
ULTERIOR MOTIVES IN THE GHOST ARCHIPELAGO
ISSUE 3 • MAY 2018

Editorial 2

Rangifer 4
Eternal Rest 18

Friends in Low Places 25


By Philip Smith

Frostgrave Fiction: Unfinished Business 30


By Matthew Ward

The Auction 39

Ulterior Motives in Ghost Archipelago 44

Preview: Rangers of Shadow Deep 52

The Mail Box 54

Cover Artwork: Dmitry Burmak


Spellcaster Logo and Cover Design: Steven Meyer-Rassow
Interior Layout and Design: Andrew Vallas
Spellcaster: The Frostgrave Magazine – Issue 3 is copyright
Joseph A. McCullough, except for parts identified as written
by other writers, who retain copyright to their writings. The
photographs are all taken by myself, and contain official
Frostgrave figures, except for those on p. 4, 18 & 23 which
were taken by Kev Dallimore, p. 8 taken by HobbyOne, p.
7 & 10 taken by Kevin Moon, and p. 39 taken by me, but
depicting treasure tokens from Tiny Furniture. 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 3

Editorial
It likely comes as no surprise to Frostgrave fans that I have a deep and
abiding fascination with the creative process, the act of turning nothing,
or nearly nothing, into ‘something’. Creativity, I believe, is part skill, part
magic. The more you practice creativity, the better you become at wielding
it, and while you can temporarily exhaust your supply of creativity in one
area, you can never truly use it up. It is like the Ouroboros, the dragon
consuming its own tail. Creativity feeds itself.
A couple of months ago, I had a chance to read the manuscript for
Matthew Ward’s new Frostgrave novel, Oathgold. It’s a darker tale than his
first, but still thoroughly enjoyable. In the course of that novel, the main
characters have an important encounter with the rangifer, the ‘reindeer-
men’ who first appeared in Thaw of the Lich Lord.
In truth, I only vaguely remember inventing the rangifer. They first sprang
into existence while I was working on the artist notes for that book. I was
searching for another monster to add a bit of colour to the book. Later, when I
came to include them in a scenario, I realized that rangifer weren’t ‘monsters’
in the same sense as most of the Frostgrave bestiary. Instead, they were natural
inhabitants of the areas around the Frozen City. Like people, they are not
inherently good or evil, but capable of acts in either direction. Their most
defining feature, their hatred of the undead, grew out of the needs of the
scenario. After finishing that scenario, I didn’t give the rangifer much thought.
When I met the rangifer again in Oathgold, it set my creativity alight. I
wanted to know more about these strange creatures; furthermore, I wanted
to be able to play them on the tabletop. Not as adversaries, or even as

Rangifer Friends in Low Places

Page 4 Page 25
2
Editorial

pseudo-allies, I wanted my own little warband of reindeer-men that could go


on their own adventures and fight their own battles. I needed rules for rangifer!
So the creative wheel turned, and the feature article for this issue was
born. In these pages you’ll find out more about the rangifer, including rules
for creating a rangifer shaman and his loyal bodyguard, new rangifer soldier
types, and even a rangifer-specific treasure table. To get your shaman started
on his adventures, I’ve also created a two-scenario solo campaign, wherein
your shaman tracks a vampire to its lair for a final showdown.
Issue 3 isn’t all about the antlers, however. Nor is it all about my own
creativity. For the first time, Spellcaster contains significant contributions
from other people. Philip Smith returns with optional rules for making
deals with the thieves’ guilds in and around Frostgrave. The readers of
Spellcaster have helped me out with a bunch of new unique magic items for
sale at a Frostgrave Auction. And, to complete the circle, Matthew Ward
appears with his new short story, Unfinished Business! For Ghost Archipelago
fans, this issue also contains rules for using Ulterior Motives in the Lost
Isles, including eight brand-new, ulterior motive cards.
In closing, I want to thank everyone who helped out with this issue,
the authors, artists, photographers, and designers. Many thanks as well to
everyone who has supported me in my own creative endeavours, by playing
Frostgrave and Ghost Archipelago, introducing them to friends, and, of course,
through purchasing Spellcaster. I hope this magazine provides a bit of fun,
and I hope it sparks your own creativity, however you choose to express it.

Until next time,


Joseph A. McCullough

The Auction ULTERIOR MOTIVES IN


GHOST ARCHIPELAGO

Page 39 Page 44
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Rangifer

F irst appearing in Thaw of the Lich Lord, the undead-hating rangifer


quickly became one of my most popular creations. A form of
human-reindeer hybrid, these sentient, but primitive, creatures roam the
hills and mountains around the Frozen City, often venturing into the
ruins for purposes of their own. Despite being one of the most numerous
species to live in and around Frostgrave, there is very little information
about them in the game. This article addresses that situation by greatly
expanding upon the rules for rangifer. It takes a closer look at rangifer
society, presents new troop types that can be used for either soldiers or
random encounters, and includes rules for rangifer shamans who have
their own distinct spell-list.

Rangifer Society
Not everyone who journeys to the Frozen City comes looking for treasure
or ancient magic. Some come specifically to meet the strange denizens
that live in the ice and snow, to study their ways, learn their languages
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Rangifer

and customs, and perhaps convert or recruit them to a specific cause. It is


no secret that most of these ‘philosophical explorers’ end up dead, either
brutally killed by the very creatures they came to study or, just as often,
murdered by the desperate cutthroats that inhabit the boomtowns around
Frostgrave. A few, however, have survived long enough to share some of
the knowledge they have gained.
The rangifer have attracted more attention from these explorers than any
other group, partly because of their mysterious culture and partly because
most rangifer tribes are not immediately hostile to humans who present
themselves as friends. In the years since the rediscovery of Frostgrave, a
few explorers have spent significant time in the company of the rangifer
and committed what they have learned to writing. These texts include the
famous, scholarly work The Book of the Rangifer by Trendus Mone, and the
less academic, but more generally popular, A Year with the Antlered-Men by
Prentella Lucas.
Not all of the writings about the rangifer agree on every point, and
likely there is significant cultural variation from tribe to tribe, but, through
wide reading, it is possible to establish a few consistent truths about these
mysterious creatures.
The rangifer live in tribes that usually number between 50 and 100
individuals. There are thought to be at least twenty distinct tribes living
within the area around Frostgrave, but there could very easily be more.
Tribes are usually lead by a shaman, assisted by a council of elders,
although in times of war a temporary war-leader generally takes charge. In
a few cases, these war-leaders have become the permanent head of a tribe.
All rangifer tribes claim specific territories as their own, but tend to
be nomadic within that territory, moving their camps from location to
location. The reasons behind these movements are not completely clear.
It has something to do with ‘defending the land’, but whether that is
defending it from other tribes, other races, or from something else entirely
is unknown. Within a camp, rangifer live in hide tents of various designs,
with family groups of up to twenty individuals sharing a single tent.
Rangifer society is generally paternalistic; only males can be shamans
or serve as council elders. Males also make up all of the warriors and
hunters. Females are expected to produce young and tend to the camp.
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Spellcaster: The Frostgrave Magazine Issue 3

The first edition of A Year


That said, there are a few tribes
with the Antlered-Men that appear to be more egalitarian.
included several recipes for While males and females mate
potions supposedly brewed for life, all children are raised
by rangifer shamans. Perhaps communally, and twins and even
these recipes worked for
triplets are much more common
rangifer, but when drunk by
humans they produced a range
than amongst humans.
of maladies, including sickness, The rangifer language is deep
insomnia, and hallucinations. and guttural and punctuated with
These recipes were removed grunts, barks, and occasional snorts.
from later editions, making Humans cannot fully form all of
the first edition a highly
the sounds necessary to become
sought-after collector’s item.
fluent in their language, but it is
possible to mimic it well enough
that simple communication is possible. On the other hand, rangifer are
capable of vocalizing human languages, at least the common tongue,
although very few bother to learn it.
Rangifer religion varies greatly from tribe to tribe. In all cases, it is very
ritualistic, involving frequent ceremonies that take the form of communal
dances, songs, and storytelling, and places a huge emphasis on death and
the passing to the next world. This religious focus may be connected to
what is probably the most famous fact about the rangifer – their cultural
hatred for undead of any kind. While rangifer will avoid answering any
questions on the matter, what is clear is that they will go out of their way
to slay undead creatures whenever they are encountered.
In battle, rangifer fight with a variety of flint weapons, favouring
spears, swords, and axes. They do not use shields or wear any armour
(although the thick leather clothing worn by many provides some
protection), or use bows or crossbows. Their only ranged weapons are
thrown spears and axes. Rangifer will also use their antlers in battle,
and antler-wrestling is a popular pastime. The rangifer rarely employ
complicated tactics and will tend to charge head-first at an enemy,
with the shaman, or shamans, remaining in the rear to provide magical
support. If they outnumber their enemies, rangifer will attempt to
encircle the foe before attacking from all sides.
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Rangifer

Rangifer magic is highly ritualized and tends to involve numerous


fetishes, components, and often even a blood sacrifice – usually the
shaman’s own blood, although some powerful magic will demand other
sources. Despite this, rangifer shamans do possess a small arsenal of magic
that can be called upon quickly in need.

Rangifer Cultural Abilities


All rangifer, regardless of tribe, gender, age, or position possess the
following special abilities.

Hate Undead
When making Fight Rolls against undead creatures, rangifer gain +1 Fight,
and all of their attacks count as magic. Rangifer only gain this bonus if
they are armed with only their antlers or with weapons of flint or wood.

Antlers
Rangifer never count as unarmed as they can use their antlers in battle. If
antlers are their only weapon, however, they suffer -1 Fight.

Flint Weapons
The Rangifer are capable of crafting flint weapons that are just as deadly as
the metal-forged weapons employed by humans. These weapons are brittle,

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Spellcaster: The Frostgrave Magazine Issue 3

however, and have a tendency to shatter in battle. Whenever a rangifer using


a flint weapon rolls a 1 in combat, the weapon it is using is destroyed.

Rangifer Shamans
Rangifer shamans are not ‘wizards’ in the conventional sense. They have no
interest in reading human books or learning human magic. Instead, they
develop their spells through deep mediation and communion with nature.
While shamans use all of the same rules for magic as wizards do, they can
only learn spells from the Rangifer Spell List below.
To build a rangifer shaman, use the Starting Rangifer Shaman stat-line.

Starting Rangifer Shaman


M F S A W H
7 +2 +0 12 +3 12

Next, select four starting


spells from the Rangifer Spell
List below. A shaman has five
items slots and starts with either
a wooden staff or flint hand
weapon at no cost. Most shamans
share their tent
with a select
group of warriors,
which is known as
the Shaman’s ‘hide’. A
starting shaman can spend
200gc on his ‘hide’, which can
have a maximum of five figures
(six, if you count the shaman).

Rangifer Shaman Experience


and Levels
Rangifer shamans have their own
experience points table, given below.
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Rangifer

This is in addition to any experience granted by a specific scenario.


Shamans can only earn experience for events that happen during a
scenario, unless another rules specifically says otherwise. Shamans can gain
a maximum of 300 experience points per scenario.

Rangifer Shaman Experience Table


Achievement Experience
Taking damage from a failed spellcasting attempt +5
Casting a spell with a casting number above 6 +10
Each undead creature personally killed +10 (to a maximum of +50)
Each scenario in which the shaman participates +40
Each treasure token recovered +40

Shamans can convert every 100 experience points into a level, in the
same manner as wizards. For each level, they can choose to improve a stat,
improve a known spell, or learn a new spell. To increase a stat, simply add
+1 to the chosen stat, up to the maximum shown in brackets: Fight (+5),
Shoot (+5), Will (+8), Health (18). To improve a known spell, select a
spell and decrease its casting number by 1 to a minimum of 5. To learn a
new spell, simply select a new spell from the Rangifer Spell List. Rangifer
shamans do not need to possess a grimoire to learn a new spell.

Rangifer Spell List


Antler Shard
Rangifer / 10 / Line of Sight
This spell projects a small antler-tip of bone at deadly velocity. The
shaman makes a +4 magic shooting attack against any figure within 18"
and line of sight.

Briar
Rangifer / 8 / Line of Sight
A thick vine, covered in thorns, bursts from the ground and wraps itself
around the target. Each time the target is activated, it must make a Fight
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Spellcaster: The Frostgrave Magazine Issue 3

Roll with a Target Number of 14. If it fails, it takes 1 point of damage


and is reduced to a maximum of one action during this activation, which
cannot be movement. Large creatures get +4 to their Fight Roll and
suffer no damage if they fail. Once a figure succeeds with a Fight Roll,
the spell is negated.

Command Soul
Rangifer / 12 / Line of Sight
This spell may be cast on any animal, rangifer, or soldier. The target must
make a Will Roll to resist. If it fails, the shaman may immediately cause
it to take one action. If the target is not currently in combat, this must be
a move action. This can be any legal move, provided it does not cause the
target to automatically take damage (such as from falling). If the creature
is in combat, the shaman can make it attack any figure with which it is in
combat, or may cause it to use a movement action to move out of combat
if it is only in combat with the shaman’s allies.

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Rangifer

Darkness Shamans do not have


Rangifer / 12 / Area Effect ‘apprentices’ as such.
Maximum line of sight for the Instead, selected rangifer
scenario is decreased to 16" (if it was children are invited to attend
greater than that to begin with). A special gatherings where the
secrets of rangifer magic are
second casting of this spell decreases
revealed. These gatherings are
the maximum line of sight to 12". optional, and over the years,
Further castings of this spell have many children quit attending
no additional effect. One casting of until only a few remain.
Dispel or Spell Eater will cancel all When a rangifer shaman dies,
currently active castings of Darkness. his spirit chooses his successor
and floods his body with the
mystical essence necessary to
Fire Spice perform spells.
Rangifer / 10 / Out of Game
This spell can only be cast directly
before a game. The Shaman prepares a herbal mixture which he may
either take himself, or give to a member of his hide. The chosen figure
receives +1 Fight and -1 Will in the coming scenario.

Mend
Rangifer / 10 / Line of Sight
This spell can only target a rangifer or animal and has a maximum range of
8". If this spell is successfully cast, divide the Casting Roll by 3 and round
up. The target of the spell regains that many points of lost Health.

Nature’s Cloak
Rangifer / 10 / Touch
The target of this spell blends in with its surroundings and is very difficult to
target at any distance. All shooting attacks against the target suffer -2 Shoot.

Pyre
Rangifer / 12 / Area Effect
Every undead figure on the table must make a Will Roll or suffer 3
points of damage. Additionally, any attempts to cast any spell that would
summon or create an undead creature (such as Create Zombie) suffers -4
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Spellcaster: The Frostgrave Magazine Issue 3

to the Casting Roll for the rest of the game. If this spell is cast within 6"
of a fresh corpse, this corpse can never be animated. The shaman takes 1
point of damage every time this spell is successfully cast.

Shattering Blow
Rangifer / 10 / Line of Sight
This spell can target one non-magic weapon within 10". The next time
the target weapon causes damage, it does +5 damage but is destroyed. It is
replaced for free after the game.

Sunder
Rangifer / 8 / Line of Sight
This spell can only target undead creatures. The target of this spell must
make a Will Roll. If it fails, it suffers damage equal to twice the amount by
which it failed the roll. This spell has no effect on undead spellcasters or
undead that are immune to non-magic weapons.

Rangifer Soldiers
Presented here are the most common rangifer soldier types. A wizard that
possess a Book of the Rangifer (Thaw of the Lich Lord, p.47), may hire any
of the soldiers listed below (except a boar) as his one rangifer. In that case,
however, he must pay the cost listed below +80gc. If a wizard hires a War
Leader, this rangifer takes the place
of the wizard’s captain.
Gold
Rangifers have no currency Boar
and place no particular value
Rangifers do not raise livestock, nor
on ‘precious metals’. The use
of gold crowns in these rules
do they keep pets; however, some
is for the sake of ease and tribes do keep a small number of
compatibility with the rest boar. They use these animals to
of the system. In the case of search for edible roots and tubers
rangifer, it actually represents growing beneath the icy tundra.
a combination of influence,
Because of the tough, vicious nature
standing, and valuable items
of a practical or artistic nature.
of these creatures, they are sometimes
employed in battle as well.
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Rangifer

Soldier M F S A W H Cost Notes


Boar 6 +2 +0 12 +2 8 10gc Animal, Cannot Carry
Items or Treasure Tokens

Rangifer Ambusher
These rangifer are practiced at setting traps, as well as identifying those set
by the enemy.
They have all of the special abilities of the trap expert in Into the Breeding
Pits (p.34).

Soldier M F S A W H Cost Notes


Rangifer Ambusher 7 +2 +0 12 +3 12 20gc Hate Undead, Antlers,
2 Flint Daggers

Rangifer Charger
Many of the largest rangifer learn to fight exclusively with their antlers,
sharpening them to razor points, and focusing on dispatching their
enemies in a single rush. Such chargers do not suffer a Fight penalty when
armed only with their antlers.

Soldier M F S A W H Cost Notes


Rangifer Charger 7 +3 +0 12 +4 12 30gc Hate Undead, Antlers
(no penalty)

Rangifer Herdsman
The herdsmen include most adult male rangifer. They are practiced
hunters and fighters who will fight with the tribe in time of need, but
who generally perform other duties for the tribe. It costs 20gc to hire a
herdsman.

Soldier M F S A W H Cost Notes


Rangifer Herdsman 7 +2 +0 12 +3 12 20gc Hate Undead, Antlers,
Flint Hand Weapon

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Spellcaster: The Frostgrave Magazine Issue 3

Rangifer Hewer
When hunting large prey, it is the hewers who have the dangerous task of
rushing in to finish off a wounded creature. Armed with large flint axes or
swords, they are a terrifying sight to behold.

Soldier M F S A W H Cost Notes


Rangifer Hewer 7 +4 +0 12 +4 14 60gc Hate Undead, Antlers, Flint
Two-Handed Weapon

Rangifer Hurler
The best hunters within a rangifer tribe are known as hurlers, and are
responsible for casting the first spears at any prey, either bringing it down
or softening it up for the hewers to finish off.
Hurlers carry one short flint-headed spear. They can use this spear once
per game to make a single shooting attack with a maximum range of 12".

Soldier M F S A W H Cost Notes


Rangifer Hurler 7 +2 +2 12 +3 12 30gc Hate Undead, Antlers, Flint
Throwing Spear, Flint Hand
Weapon

Rangifer Packdeer
Although they are competent fighters, packdeer serve the tribe by carrying
heavy loads whenever the tribe is on the move.
They have all of the special abilities of the pack mule in Thaw of the Lich
Lord (p.37).

Soldier M F S A W H Cost Notes


Rangifer Packdeer 7 +1 +0 12 +3 12 20gc Hate Undead, Antlers, Flint Hand
Weapon, 3 Item Slots

Rangifer War-Leader
The war-leader is generally the most accomplished warrior in a tribe,
although some tribes may elect an individual based on the needs of the
battle to be fought – for example, a mission demanding stealth might
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Rangifer

see the tribe’s preeminent hunter named as war-leader. In any case, any
rangifer named as war-leader will be a dangerous, experienced fighter.
To hire a war-leader, use all of the rules for Captains found in The
Frostgrave Folio (p.18), with the following changes. The stats presented here
are the war-leader’s ‘base stats’. For its equipment, a war-leader receives a
free flint hand weapon and may additionally purchase a flint dagger, a flint
two-handed weapon, and a single flint throwing spear for 5gc each. A war-
leader may never carry a shield or wear armour. A war-leader may never
increase its Move above 7. It costs 100gc to hire a war-leader.

Soldier M F S A W H Cost Notes


Rangifer War-Leader 7 +2 +0 12 +3 12 100gc Hate Undead, Antlers,
Stat Increase, Additional
Equipment, Group Activation,
Tricks of the Trade, Experience
and Treasure, Survivor, Share
of the Treasure.

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Spellcaster: The Frostgrave Magazine Issue 3

Rangifer Treasure
Rangifers do not value the same objects as humans, especially human
wizards. Thus, they have a very different concept of ‘treasure’. If a Shaman’s
warband recovers treasure tokens, they should roll on the Rangifer Treasure
Table below, instead of the treasure table in the main rulebook. Rules for
new treasures are listed below. If the rules for a specific treasure are not
listed, refer to the main rulebook.

Rangifer Treasure Table


Die Roll Treasure Purchase Price
1 30gc –
2 50gc –
3 D20 x 5gc –
4 D20 x 10gc –
5 Potion –
6 Potion –
7 Superior Flint Hand Weapon (+1 Damage) 80gc
8 Superior Flint Hand Weapon (+1 Fight) 120gc
9 Superior Flint Two-Handed Weapon (+1 Damage) 80gc
10 Superior Flint Two-Handed Weapon (+1 Fight) 120gc
11 Superior Flint Throwing Spear (+1 Damage) 80gc
12 Staff of Power (1) 200gc
13 Staff of Power (2) 350gc
14 Staff of Power (3) 500gc
15 Talisman of Will 300gc
16 Amulet of Resistance 300gc
17 Blessed Charms 150gc
18 Iron Cauldron 100gc
19 Crystal Pendant 150gc
20 Life Ward 300gc

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Rangifer

Blessed Charms Rangifer are extremely


A rangifer wearing these stone knowledgeable of the benefits
charms on its antlers gets +1 and properties of certain plants
Fight when in combat with that can be found growing in
demons, and can damage demons the frozen north. If a shaman
rolls a potion on the Rangifer
that are immune to non-magic
Treasure Table, they may
weapons. This item does not take choose to roll on the Potion
up an item slot. and Herb table found in the
Ghost Archipelago rulebook if
Crystal Pendant available. The names of the
While wearing a crystal pendant, various herbs found in the
north will be different, but
rangifers can see invisible creatures.
their effects will be the same.

Iron Cauldron
This is an iron cauldron - simple, but hard for the rangifer to obtain. A
shaman with an iron cauldron in his vault receives +1 to his Casting Roll
when casting Fire Spice.

Life Ward
Any rangifer that wears this carved stone charm is immune to the effects of
the Strike Dead spell.

Potion
Roll once on the Dark Alchemy Potion Table (The Frostgrave Folio, p.44) if
it is available, or the Potion Table in the main rulebook if it is not.

Superior Flint Weapons


In addition to the benefit listed in the Rangifer Treasure Table, if the
wielder rolls a 1 in combat, their weapon only shatters if their opponent
rolled a 16+ in the same round of combat as well. Otherwise, the weapon
is unharmed.

Talisman of Will
Treat as a Ring of Will from the main rulebook.

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Spellcaster: The Frostgrave Magazine Issue 3

Eternal Rest
A Solo Frostgrave Campaign for Rangifer

E ternal Rest is a two-scenario campaign designed for one player using


a level 0 rangifer shaman and his hide. The two scenarios are designed
to be played back-to-back, so that after the first game, the shaman player
should roll for injuries and treasure, but is not allowed to hire any new
hide members.
For the purposes of this campaign, there are no phases. Each turn, the
rangifer player should activate all of his figures, in any order he chooses.
Once that is done, all of the uncontrolled creatures should activate.

Scenario One—Keeper of the Keys


Fresh blood and matted fur covers the snow. The scent of death is
everywhere. The fresh death of your herdsmen and the ancient, musty
death of your enemy –
corpse dust and candle
wax. The scent of the
blood-drinker. You’ve
smelled it before and
fought and destroyed its
minions. Is this its revenge?
To have killed your
herdsmen is crime enough,
but to take their flesh?
That cannot be forgiven –
or ignored.
You have summoned
your hide and followed
the trail of death. There
has been no attempt at
concealment. Does it
bait you? Or hold you in
contempt? Either way,
you shall be its end. The
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Rangifer

trail leads to the outskirts of the dead city. A broken cave-mountain stands
before you, its entrance dark. The scent of corpse dust and candle wax is
strong within. This is where your herdsmen have been taken. This is where
the blood-drinker will end…

Set-Up
This scenario is played on a 2x2' table. Place one doorway in the centre
of one table edge, to serve as the starting point for your hide. Place
another doorway in the centre of the table edge to the right of your
starting point. This is the exit door. Take seven small markers and place
them so that they form a line across the table, 4" away from, and parallel
to, the table edge containing the exit. The seven markers should be
equally spaced, and thus divide the line into eight ‘sections’ – a section
being the part of the line between two markers or a marker and a table
edge. Place four treasure tokens on the table. Each treasure token should
be 3" from one of the table corners, on a line running to the centre of
the table. Place the Keeper of the Keys (see below) in the far left corner
from your starting point. Place a zombie (Frostgrave, p.112) in each of
the other three corners.
The rest of the table should be sparsely covered in rubble, rocks, and
broken furniture.
Finally, place your shaman and his hide within 3" of your starting point.

Special Rules
The Keeper of the Keys holds the key to the exit door. If the Keeper of the
Keys is killed, leave the figure on the table to mark his fall. At this point,
any figure in contact with the Keeper of the Keys may spend an action to
recover the key for the exit door. This key does not count as an item or
treasure token, and the figure carrying it suffers no penalties. The key may
be moved from figure to figure, with either the figure currently holding the
key, or the figure wishing to take the key, spending an action to make the
transfer. If a figure holding the key moves into contact with the exit, the
scenario ends immediately. The player secures any treasure that his figures
are currently holding, all other treasure is lost. The player should proceed
to Scenario Two.
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Spellcaster: The Frostgrave Magazine Issue 3

The creatures in this scenario follow the standard rules for uncontrolled
creatures, with the following exceptions:

• The Keeper of the Keys will only move in order to force combat.
• All other uncontrolled creatures will always move directly towards a
rangifer that is holding the key, if they are free to do so. If no rangifer
is holding the key, they will move toward the closest rangifer figure,
regardless of distance or line of sight.

At the end of each turn, two things happen. First a new undead creature
appears on the table. Randomly determine a table corner, and then roll on
the Keeper of the Keys Encounter Table below.

Keeper of the Keys Encounter Table


Die Roll Creature(s) Encountered Experience Reward
1–2 Skeleton +5
3–4 Skeletons (2) +5 each
5–6 Armoured Skeleton +5
7–8 Armoured Skeletons (2) +5 each
9–10 Zombie +5
11–12 Zombies (2) +5 each
13–14 Ghoul +5
15–16 Frost Wraith* +10
17–18 Zombie Troll* +20
19–20 Wraith +20
Rules for these creatures can be found in the Frostgrave rulebook (p.111–112), with the exception of
the Frost Wraith (Thaw of the Lich Lord, p.56) and the Zombie Troll (Thaw of the Lich Lord, p.58). If that
volume is not available, replace the Frost Wraith with Ghouls (2) and the Zombie Troll with a Wraith.

After this, randomly determine one of the sections created by the markers.
A wall of fire suddenly flares up in this section and should be marked on the
table. The section of the wall of fire includes both of the markers that define
it. This wall of flame remains until the end of the game. A new section of the
20
Rangifer

line should burst into flame each turn, If the Shaman player
so reroll any random results of a section wishes, they may attempt
that already contains a wall of fire. In one casting of Mend (if
this way, by the end of turn 8, the entire they have it) as an Out of
line will be one continuous wall of fire. Game spell directly after
playing Keeper of the Keys.
Undead creatures may move through
However, if the player takes
the wall of fire as though it were not this option, add an additional
there. Any rangifer wishing to move skeleton standing in front
through the wall of fire must make a Will of Xantes in the set-up for
Roll with a Target Number of 14. If they Cauldron of Blood.
fail, their activation ends immediately.
If they succeed, they may move as normal, but will take damage – roll a
die and halve the result, rounding up, to see how much damage is suffered
(between 1 and 10 points). Use this same method of calculating damage if a
rangifer is ever caught in the middle of a wall of fire when it flares up.

Treasure and Experience


Treasure should be rolled for as normal after this scenario (using the
Rangifer Treasure Table above). Shamans do not gain the normal +40
experience points for participating in the scenario. Otherwise, experience
is earned as normal with the following additions:

• +20 experience points if the Keeper of the Keys is killed.


• +20 experience points if the exit door is opened.
• +X experience points, where X is equal to the total experience reward
for the undead creatures killed during the scenario, as listed on the
Keeper of the Keys Encounter Table, to a maximum of +100.

Campaign Notes
It is important to make note of the current Health of all rangifer at the
end of this scenario. Each figure will begin Scenario Two with either this
Health, or half of their normal starting Health (rounded up), whichever is
higher. Any figure that was reduced to 0 Health during the scenario, but
survives and is able to participate in Scenario Two, starts with half of their
normal starting Health (rounded down).
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Spellcaster: The Frostgrave Magazine Issue 3

Scenario Two—Cauldron of Blood


The scent has changed. It is blood mixed with fire and ash. The dead echo.
As you push through the barrier, blood-red light washes over you. The
stones lead down to a perfectly crafted cave. The walls curve inwards as
they rise, meeting in an arc overhead. In the midst of this place, a pool of
dark fluid bubbles and boils, throwing its diseased light all about. Behind
the pool stands the blood-drinker. A pair of dark souls lurk nearby, ready
to defend it…

Set-Up
This scenario is played on a 2x2’ table. A doorway should be placed in the
middle of one table edge. This doorway serves as the rangifer entry point.
A pool of dark liquid, approximately 6" in diameter, should sit in the exact
centre of the table. The vampire,
If players wish, Cauldron of Blood Xantes, stands midway between
can be played as a two-player the pool and the wall opposite
scenario, with one of the players the rangifer entry point. One
taking on the role of Xantes. In wraith knight (see Thaw of the
this case, players should roll for Lich Lord, p.58; if this book
initiative each turn. The Shaman
is unavailable use standard
and Xantes will act in the Wizard
Phase and may activate up to 3
Wraiths – Frostgrave, p.112 –
other figures within 3”. All of the instead) stands halfway between
other figures will activate in the the pool and the table edges to
soldier phase. the left and right of the rangifer
In this game, Xantes is free entry point. Place one treasure
to move about and cast spells. token on the left and right edges
However, if he uses more than one
of the pool, in line with the
action a turn (which can be any
action), the cauldron of blood will wraith knights.
not make its attack at the end of The rest of the table should
the turn. The attack bonus for the be sparsely covered in rubble
cauldron of blood will never go and broken furniture.
above +2 in the two-player version.
Playing the scenario this way will
Special Rules
make it more challenging for the
rangifer player.
It is important to keep track of
the turns in this scenario. At
22
Rangifer

the end of every turn, the pool


spits a stream of boiling liquid
at the nearest rangifer. Make a
shooting attack against the figure
with a bonus equal to the turn
number. So, at the end of turn
1, make a +1 shooting attack;
at the end of turn 2, make a
+2 shooting attack, etc. This
continues until Xantes’ body is
thrown into the pool. At the end
of any turn in which there are
fewer than two wraith knights
on the table, roll once on the
Keeper of the Keys Encounter
Table from the previous scenario
and place these undead in a
random table corner.
Xantes will take no actions during this scenario, though he still fights as
normal if attacked. His focus is on controlling the magic pool. If Xantes
is killed, leave his body on the table. The body may now be picked up and
moved in the same way as a treasure token. If a figure is standing next to
the pool while holding Xantes’ body, it may spend an action to toss the
body in the pool. As soon as that is done, the scenario ends. The rangifer
player secures any treasure tokens currently held by members of his hide,
otherwise these treasures are lost. Note that Xantes can be pushed into the
pool while still alive, although, in this case, the scenario continues until he
is killed.
The wraith knights and any other undead encountered follow the normal
rules for uncontrolled creatures.

Treasure and Experience


Treasure should be rolled for as normal after this scenario (using the
Rangifer Treasure Table above). Experience is earned as normal with the
following additions:
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Spellcaster: The Frostgrave Magazine Issue 3

• +5 experience points for each full turn that the shaman is on the table.
• +20 experience points for each wraith knight killed by the shaman or
his hide.
• +30 experience points if Xantes is killed by the shaman or his hide.
• +50 experience points if Xantes’ body is thrown into the pool.
• +X experience points, where X is equal to the total experience reward
for the undead creatures killed during the scenario, as listed on the
Keeper of the Keys Encounter Table, to a maximum of +100.

New Monsters
The Keeper of the Keys
The Keeper of the Keys is an undead troll created by Xantes to serve as the
guardian of his lair.

The Keeper of the Keys


M F S A W H Notes
4 +4 +0 14 +6 16 Undead, Large, Two-Handed Weapon

Xantes
One of the lesser vampires that haunts the Frozen City, Xantes is
nevertheless a dangerous foe. Having spent the time since the thaw
creating a small army of undead, Xantes is now experimenting with several
new forms of blood magic and has found rangifer blood to be particularly
potent. Xantes knows several spells, but he is too busy commanding the
pool of blood to use any of them in this campaign.

Xantes
M F S A W H Notes
7 +4 +0 12 +4 14 Undead, Immune to Normal Weapons,
Spellcaster
Spells: Bone Dart (7), Control Undead (6), Stealth Health (8), Raise Zombie (5)

24
Friends in Low Places
Underworld Favours in Frostgrave
By Philip Smith

N ot everyone exploring the ruins of Frostgrave is searching for the


mysteries of the ancients or tomes of arcane power. For many, simple
financial gain is a far more immediate (not to mention less risky) reward.
Some of these mercenaries will hire out to a wizard and join his warband,
but there are a few who have found a profitable niche, despite being
neither mage nor minion…
A number of thieves’ guilds, shifty mercantile consortiums, and brokers
have established a presence in and around the city, thriving off the greed
and desperation of spellcasters by acting as go-betweens and middlemen,
and providing a variety of services… in exchange for appropriate
reimbursement, of course!

An Offer You Can’t Refuse


Wizards should be careful about getting involved with Frostgrave’s
Underworld, for it is a literal den of thieves, and while alliances may
be mutually profitable and enduring, trust is in short supply. Still, the
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Spellcaster: The Frostgrave Magazine Issue 3

resources offered by one of the gangs can tip the balance from failure to
success, not to mention from brutal, ignominious death to survival!
One Underworld Favour may be claimed by any wizard before a game.
The Favour may be freely chosen from the list below, and the benefit is
immediately applied for that next game. There is no cost involved at this
stage – the Underworld is canny, and recognises that there’s more profit in
what comes out of Frostgrave than in what goes in…
Rather, the wizard should add the appropriate number of Underworld
Markers (see the Underworld Favours Table, below) to his Vault. This
represents the debt owed to the guild or syndicate, and will remain until it
is paid off or the favour is returned – the more Markers a wizard has, the
more he owes! The maximum number of Underworld Markers a wizard
may take on at any time is equal to his Level. So a Level 3 wizard with
3 Underworld Markers could not benefit from any more Underworld
Favours until some of his existing debt has been repaid (see ‘In Over Your
Head’, below, for details on repaying debts).

Underworld Favours
There are three different types of Underworld Favour, summarised in the
table below – Loans, Intimidation, and Muscle.

Underworld Favours Table


Favour Cost Notes
Loans 1 Underworld Marker per Minimum loan: 100gc.
100gc (or part thereof) Maximum loan: 1,000gc.
Intimidation 1 Underworld Marker +1 modifiers (to a maximum of +3) may also be
purchased at the cost of 1 Underworld Marker per modifier.
Failure sees return of half the Underworld Markers
(round up) spent on the attempt.
Muscle As Hired Muscle Table Maximum of 2 permitted in a warband.

Loans
The simplest of the Favours, the wizard borrows a sum of money from 100
to 1,000gc, and adds 1 Underworld Marker for each 100gc (or part thereof).
26
Friends in Low Places

So, a loan of 350gc would generate 4 Underworld Markers. This money goes
straight into the wizard’s coffers, and may be spent immediately, in exactly
the same way as money earned from any other means.

Intimidation
The gang attempts to threaten and scare off one model from an opposing
warband. Wizards and apprentices may not be targeted – they’re far too
obsessed to be scared by mere thugs! Once the target has been selected,
the wizard adds an Underworld Marker to his vault. Further Underworld
Markers may be taken in order to add a bonus to the intimidation attempt
(one per +1 modifier, up to a maximum of three/+3). Both players roll
a D20 – the player attempting the intimidation adds the modifiers he’s
purchased, the defending player adds the target model’s Will stat.
If the scores are tied, or the target model’s roll is higher, the intimidation
attempt has failed, and the wizard may remove half (round up) of the
Underworld Markers generated in this attempt. For example, if an
intimidation attempt with a +2 modifier is made and fails, 2 of the 3
Underworld Markers acquired would be removed (3/2 = 1.5, round up to
2). A wizard always receives a minimum of one Underworld Maker.
If the intimidating player’s roll is higher, the target model must miss the
next game. It remains with the warband, taking up a slot as normal, but
may not be fired from the warband until the game has concluded.

Muscle
A thieves’ guild may not always attract the best and brightest, but most will
include some talented individuals amongst the enforcers and leg-breakers.
While they are not particularly trustworthy allies, some may be hired by a
wizard to provide some specialist skills or some extra muscle to their warband.
A wizard may recruit up to two models as hired muscle, by taking the
required number of Underworld Markers (see the Hired Muscle Table,
below) and adding the appropriate model(s) to his warband for the next
game. Hired muscle does not count against the warband’s usual size limit.
If any hired muscle is taken down during the game, test for survival as
you would for a soldier. If the hired muscle dies, the guild demands further
reimbursement – the wizard takes one additional Underworld Marker.
27
Spellcaster: The Frostgrave Magazine Issue 3

Hired Muscle Table


Hired Muscle Cost Notes
Thug 1 Underworld Marker* Frostgrave, p.23
Thief 1 Underworld Marker* Frostgrave, p.23
Trap Expert 1 Underworld Marker* Into the Breeding Pits, p.34
Assassin 2 Underworld Markers* Forgotten Pacts, p.30
Barber-Surgeon 2 Underworld Markers* As Apothecary, Frostgrave, p.23
Burglar 2 Underworld Markers* As Treasure Hunter, Frostgrave, p.23. May climb
at full speed (i.e. not halving movement).
* Add a further Underworld Marker at the end of the game if the model dies.

In Over Your Head


While the price of these Underworld Favours may not be paid
immediately, only foolish wizards forget that it will most certainly be paid
eventually! Any wizard with Underworld Markers may find them called in
sooner, rather than later…

Paying Your Debts


The easiest way to remove Underworld Markers is to pay them off. It costs
150gc to remove 1 Underworld Marker from your Vault. Once paid, it’s
gone – simple as that (who said that crime doesn’t pay?).

28
Friends in Low Places

Calling in a Marker
At the end of every game, before spending any treasure (you do not want
to cheat these guys…), a wizard with Underworld Markers in their Vault
must roll a die. If the roll is equal to or less than the number of Markers
they’re holding, their debt (or part of it, at least) has been called in!
When this happens, roll on the Underworld Debts table, below, to see
what is being demanded:

Underworld Debts Table


Die Roll Demand Effect
1–6 “Pay what you owe” The gang needs cash NOW. The warband must immediately
pay off as many Underworld Markers (at 150gc each) as
possible with the gold in its Treasury. If no Markers can be
removed in this way, treat this as a result of 7–12 “Goods in
lieu” instead.
7–12 “Goods in lieu” The gang demands goods instead of money. The warband must
immediately raise enough gold through the sale of magic
weapons/armour/items, potions, scrolls, and/or grimoires
(following the usual rules for selling items) to pay off at least
1 Underworld Marker (at 150gc each). If no Markers can be
removed in this way, treat this as a result of 13–18 “A little
assistance…” instead.
13–18 “A little assistance…” The gang demands your warband’s help in a certain…
enterprise. Excluding the wizard, select any number of warband
members to miss the next game. Total the base costs (e.g.
50gc for an archer, 200gc for an apprentice) of the models
selected and remove 1 Underworld Marker for each full 50gc
of this total (e.g. if the archer and apprentice were chosen to
miss the next game, 5 Underworld Markers could be removed).
19–20 “Set an example…” The gang have decided to send a message, and you’re the
unfortunate messenger… Roll a die to identify the poor victim
of a vicious beating: 1–5, the wizard, 6–20, the apprentice.
The unfortunate individual receives a permanent injury
(Frostgrave, p.51). Note that this injury is in addition to any
suffered in the game itself.
29
Frostgrave Fiction:
Unfinished Business

L ast year, Osprey Games released the first Frostgrave novel, Frostgrave:
Second Chances by Matthew Ward. While I played a part in the
editorial process for this novel, all of the characters, plot, and prose are
the inventions of Matthew, and I honestly can’t express how pleased I
am with his efforts. He brought the Frozen City to life in a new way,
and invented some really fun and memorable characters. I am delighted
to report that Matthew has been commissioned to write a second novel,
Frostgrave: Oathgold that is due out later this year, but even that is not
enough for me.
So, with the blessing of Osprey Games, I approached Matthew Ward
about writing a short story for Spellcaster. Delightfully, after giving his arm
only a little twist, he agreed.
Warning: this story does contain some spoilers for Frostgrave: Second
Chances.
30
Unfinished Business

Unfinished Business
By Matthew Ward
Serene spat a gobbet of blood onto the floor and glared up at her captors
through her one good eye. Not that there was much to see in the flame-
lit gloom of the ruined temple. She sat at the centre of a circle of light,
surroundings lost to the darkness. The wind howling beyond the walls
belonged to another world.
‘Really?’ she gasped. ‘That’s all you’ve got’
The bearded man lurched forward, fist clenched and eyes suffused with
an angry gleam. A head taller than Serene and twice as broad, he rumbled
towards her with an avalanche’s unstoppable intent.
His sallow-cheeked companion grabbed at his arm. ‘Easy, Torvik. Boss
wants answers, not a body.’
Torvik shrugged off the restrained hand, but he came to a halt. ‘I’ll get
answers.’
Serene shifted in her chair as much as the bonds would allow, and
winced at the chafing of bruised flesh. Behind her back, out of her captors’
sight, wiry fingers pried at the fraying knots, searching for that beautiful,
almost imperceptible slackening that promised freedom. Free hands were
infinitely better than hands bound.
‘And how’re you gonna do that? Your mother should’ve taught you how
to throw a proper punch.’
Torvik growled and started towards her a second time.
The smaller man scurried to block his companion’s path. ‘Hey! Were you
not listening to what I just said?’
Torvik came to a lumbering halt once again. ‘Fine. But if she doesn’t
talk, it’s on you.’
‘She’ll talk. They always do.’
Serene didn’t care for his tone, nor for the gleam that came into his
eye as he spoke. Torvik had the build of a snow gorilla and the brains
to match. She could work with that. And if that meant taking a beating
in the meantime…? Well, wasn’t anywhere she hadn’t been before. But
the little guy? What was his name? Naimov? He showed all the signs of
someone who didn’t have an ego to bruise. Who’d not lose his composure
so easily.
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Spellcaster: The Frostgrave Magazine Issue 3

Not that it changed much. She still had to endure whatever the pair
threw at her – and preferably remain in as few pieces as possible.
Naimov crossed to the altar where Serene’s confiscated possessions sat in
an unceremonious heap. His fingers brushed the moth-eaten hem of her
greatcoat, then closed around one of her daggers. With a thin chuckle, he slid
the weapon from its sheath, and stared across the crackling flames at Serene.
‘She’ll talk. It’s just a matter of finding the proper… motivation.’ He held
up an admonishing hand. ‘I’m not saying there isn’t charm to your refreshingly
straightforward approach, Torvik. But it’s not always about the number of
fingers you break. Sometimes, it’s about how you work them afterwards.’
No, Serene decided. She really didn’t care for Naimov’s attitude. Not one bit.
And still the ropes wouldn’t budge. Hardly fair. Served her right for playing
at hero. She hadn’t been put on this rotted world to play at being a hero.
‘If you want answers,’ she said. ‘You might want to ask some questions.’
Naimov crouched and thrust the dagger’s point into the glowing coals.
‘You see, Torvik? Already, she’s more cooperative.’
Torvik grunted and leaned against a pillar.
‘We’ll start with a name,’ said Naimov.
Well, there was no harm in that. Especially as they probably already
knew. ‘Serene.’
‘Serene what?’
‘Just Serene.’
Naimov shrugged. ‘As you wish. So tell me, Serene. Where is the Mask
of Belsanos?’
Still the ropes wouldn’t give. Whatever his other failings, Torvik knew
how to tie a knot. She needed more time. Unfortunately, it seemed likely
she’d only have until the dagger had taken the fire’s heat.
‘Beats me.’
He tilted his head. ‘You can do better than that.’
‘No, honest. I don’t know anything about this mask of yours. Just
wanted a cheap score.’ She allowed bitterness to blossom. ‘Someone beat
me to it. Looked like a tornado had gone through the place.’
‘The watch-golem was a touch… enthusiastic,’ Naimov allowed. ‘Tell
me, how did you destroy it?’
Serene glanced over her shoulder at the golem’s remains, scattered across
32
Unfinished Business

the equally devastated remnants of the temple’s wooden pews and wooden
panelling. There was broken timber everywhere, piled deep against pillars.
‘I didn’t. Like I said, it happened before I arrived.’ Serene’s straining fingers
slipped. The ropes did not. Swallowing a grimace, she tried again. ‘I had time
for a quick look around. Then that ape of yours got the drop on me…’
Torvik growled. Naimov’s slitted glance silenced him.
‘…and I woke up in this chair,’ Serene finished. ‘Nothing more to tell.’
Naimov sighed and straightened. ‘I don’t believe you.’
He left the fire and advanced on Serene, his pace neither fast nor slow,
but a measured stride practiced to fuel hope and apprehension in equal
measure. The dull red gleam of the dagger-point only heightened Serene’s
creeping sense of dread. Confidence was one thing. Stupidity was another.
Gods damn those ropes, anyway.
‘You were seen,’ said Naimov. ‘How do you think Torvik and I got here
so quickly?’
‘I tell you, that wasn’t me.’
‘Come now. Your accomplice took the mask from the altar and
abandoned you. I want to know which squalid little hovel they fled off to.’
He really didn’t know. That was good. It’d be nice if something about
the plan was working out as intended. Especially as the rest was definitely
slipping away from her.
‘Are you deaf? I didn’t have an accomplice.’
Naimov sighed and twirled a pointed finger in a slow double-circle.
‘How did you lose your eye, by the way?’
Serene swallowed. ‘A moment of stupidity.’
‘I see.’ The red hot dagger came up, the point level with Serene’s
remaining eye. ‘I fear history is due to repeat itself.’
‘No!’ The rush of fear was as sudden as it was overwhelming. Serene
thrashed against her bonds. The chair skittered half a pace back across the
cracked tiles. ‘You won’t take my eye’
‘Torvik?’
At Naimov’s gesture, the big man lumbered over and seized the uprights
of the chair, pinning Serene in place.
The dagger came forward again, close enough that Serene’s skin prickled
from the heat – that she could smell the rich tang of hot steel. She forced
33
Spellcaster: The Frostgrave Magazine Issue 3

herself to something approaching calm. There was too much at stake. Under
other circumstances, she might have admired Naimov’s instincts. Broken bones
mended. Bruises healed. But blindness? A lifetime forever in the dark. Helpless.
Useless. Dependent on the charity of others. Charity she in no way deserved.
She’d rather be dead.
‘I work for the Gilded Rose,’ she breathed.
Naimov held his pose an agonising heartbeat longer, then withdrew.
‘You were right,’ he called.
The creak of an opening door echoed across the temple. The shadows
behind the altar parted, and a woman stepped into the firelight.
She didn’t look like she belonged in Frostgrave. Too much silk and velvet.
Too many gemstones glittering at her throat. She couldn’t have walked into
Rekamark like that, not without an armed guard. Especially not looking so
frail as she did. But first appearances were deceptive. Serene recognised the
signs that others might miss. The purple glint to eyes just visible through the
lace veil. The long, black gloves. And the smell most of all. Now the woman
was closer, it overwhelmed the bitter scent of the flames – dry as dust, and
hollow as an empty tomb. The stink of old places and forgotten magic.
‘The Gilded Rose doesn’t exist.’ Her words bore the precise inflection of
a Karamasz noble. ‘It died with Cavril Magnis.’
Serene let out a sigh of relief. It was easier to think straight without the
dagger in her face. More than that, the woman’s presence meant that the
plan wasn’t quite so badly astray as she’d feared. It might even be working.
Fancy that.
‘Ever wonder if that’s what he wants you to think?’ she asked. ‘Wouldn’t
be the first time, would it? Can’t trust an illusionist. Especially about life
and death.’
The woman sneered – an expression Serene suspected came as second nature.
‘So this is another of Cavril’s little games? Petty theft? I thought he was better
than this. Thankfully, I don’t judge myself by the quality of my enemies.’
‘Nothing petty about it,’ said Serene. ‘We were offered a good price for
the mask. Too good to refuse.’
Naimov chuckled. ‘Bet you wished you had now, eh sweeting?’
The soft rumble of Torvik’s laughter rippled across the chamber. The
woman’s expression grew frostier. ‘Tell me where it is, or I’ll strip your
34
Unfinished Business

spirit from your bones.’


Serene shook her head. ‘You were doing better with the dagger. I know
what you think you are, lady. I’m not impressed. I’ve seen the real thing.’
‘You have no idea what I am.’
‘Never stay in one place that long, do you? The living don’t much like
the half-dead loitering next door. Especially if they’ve not got the good
sense to stay in the ground. Cavril warned you about that ritual. About the
mask? You should’ve listened. But you didn’t listen, did you Lady Garazin?
You wanted to live forever. How’s forever working out?”
Garazin drew closer in a flurry of black robes. A bony hand grasped
a hank of Serene’s hair and yanked back her head. A halo of darkness
suffused Garazin’s clenched fist, icy tendrils dribbling across Serene’s brow
and mildewed eyepatch. The fire’s warmth faded to nothing.
‘Last chance.’ Desperation shrieked through the words. Desperation
and need.
‘Where is my mask?’
‘Gone,’ gasped Serene. ‘But you’re here. Right where we wanted you.’
‘What?’
‘You’ve so many boltholes across Frostgrave, but we knew that if the mask
was here, you wouldn’t be far away – you’re bound to it now. But we had to
be sure.’ She managed a dry laugh. ‘After all, you were out when we called.’
Pinned between Torvik and Garazin, Serene couldn’t see the wreckage
of the pews erupt, but she heard it. Better still, she witnessed the sudden
uncertainty glimmer across Garazin’s eyes as Kain heaved aside her
makeshift hiding place of shattered wooden panels. Naimov had been half-
right. Serene hadn’t been alone, but nor had her companion left. Instead,
she’d been waiting patiently in the hope that Garazin would deign to take a
personal hand in the thief ’s interrogation.
‘Let Serene go.’ Kain spoke the words flatly. ‘Only the corpse-twitcher
has to die today.’
Something twitched beneath Garazin’s veil. Fear? Kain always knew how
to make an entrance.
‘I’d do as she says,’ breathed Serene. ‘She’s downright unbearable when
she’s angry.’
‘Torvik!’ Garazin snapped.
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Spellcaster: The Frostgrave Magazine Issue 3

The weight vanished from the back of Serene’s chair. An unseen sword
scraped free of its scabbard. Steel chimed, the sound quickly drowned out
by the echo of Torvik’s pained bellow.
Naimov loped past, the dagger still in hand. Hair still tight in Garazin’s
grasp, Serene tucked her knees to her chest, and slammed her boots into
Garazin’s legs. An affronted screech, a tearing sound, a raw pain in her
scalp. The chair toppled backwards.
Aged fixings shattered on impact. Hands still bound behind her, Serene
rolled free of the wreckage and to her feet. As she did so, Torvik howled
and fell away in a spray of blood, leaving a triumphant Kain face to face
with Naimov.
Kain’s face was filthy, her heavy armour was spattered with dust, and her
dark hair thick with spiderwebs. But only the sword mattered. Four feet of
steel gleamed beneath the spatter of Torvik’s blood. And Naimov had only
Serene’s plundered dagger.
He never had the chance to use it.
Serene’s lowered shoulder took Naimov in the spine the heartbeat after
Torvik’s body hit the floor. Momentum slammed him into the pillar. Bone
cracked, and Naimov dropped, the dagger skittering away. He moaned
once, then fell silent as Serene’s boot stomped down.
Garazin still stood beside the fire, arms frozen in an outstretched pose of
almost comical outrage as she gathered the magics of some dark enchantment.
Then without warning her halo of shadows faded. Her hand opened, wisps of
Serene’s hair scattering from gloved fingers, and she fled for the door.
Kain’s sword spun end over end across the room. Garazin shrieked as the
point took her in the back, then pitched sideways into the fire.
A piercing, mournful wail echoed about the chamber as the flames took
hold, the fires greedily gobbling up tinder-dry clothes and drier flesh.
Garazin thrashed wildly, scattering ash and burning coals from the fire pit
as her screech reached new heights. Then scream and motion ended as one.
‘They always try to run.’ Kain spat on Torvik’s corpse. Then she
reclaimed Serene’s dagger and slit her bonds. ‘Nearly came up when I
heard you screaming about your eye.’
Serene threw her a sour gaze and snatched the dagger from Kain’s hand.
‘I never scream.’
36
Unfinished Business

‘Uh-huh.’
Kain dropped to one knee and retrieved something from beneath the
shattered remains of a timber panel. A black leather mask, its bestial
features chased in gold.
‘It’s still intact?’ asked Serene.
Kain nodded.
‘Good. Worth a fair bit to the right buyer.’
‘That it is,’ said Kain.
Her elbow twitched and sent the Mask of Belsanos spinning into the
fire. The flames roared with joy, and hastened to the feast.
‘Kain!’ Serene uttered the protest with a sinking heart, knowing it was
already too late.
‘We weren’t here for coin.’
‘No, I suppose not. Just how far down the list of Cavril’s unfinished
business does this take us?’
‘Not far enough.’
Kain stepped across the unconscious Naimov. Apparently oblivious to
the flames, she stepped into the fire, planted a foot on Garazin’s back,
and wrenched her sword free. Pausing only to sprinkle the remains with a
fistful of silver and salt – just in case – she stomped free of the fire, ashes
trailing in her wake.
Serene sighed. ‘I hope he’s grateful.’
Kain shrugged. ‘Wouldn’t hold your breath.’ Naimov moaned with
returning consciousness. ‘What about him?’
Serene considered. ‘I’ve a powerful urge to put his eyes out.’
Kain arched an eyebrow. ‘But you won’t.’
‘Won’t I?’ She shook her head. ‘No, perhaps I won’t. I’m getting soft.’
The realisation hastened a spark of anger. She channelled it into a heavy
kick at Naimov’s forehead. The moaning fell silent.
‘Better?’ asked Kain.
‘Much.’ With a last glance at Garazin’s blazing corpse, Serene crossed to
the altar and reclaimed her possessions. ‘You know, this was a terrible plan.’
‘It was your plan.’
Serene snorted. ‘That should have been the first clue. Come on. I’ll buy
you a drink.’
37
Spellcaster: The Frostgrave Magazine Issue 3

***
If you enjoyed ‘Unfinished Business’, check out these Frostgrave novels
from Matthew Ward!

Frostgrave: Second Chances


Time is running out for Yelen and Mirika
Semova. Though the sisters have earned an
enviable reputation amongst their fellow explorers
of the Frozen City, their lives are haunted by
a curse — the more Yelen uses her magic, the
closer the demon Azzanar comes to claiming her,
body and soul. But Azzanar is not the only one
manipulating Yelen and Mirika...
When catastrophe separates the Semova sisters,
it falls to Yelen to save them both. But in a city
shrouded in deceit, who can she turn to for
help... and what price will she pay to get it?

Frostgrave: Oathgold
(Coming in June!)
Kazran is a pursuer, a member of an ancient
bounty-hunting order. Wielding the magics of
the mythical Court of Crows, he has lived a life
dedicated to bringing justice to the wronged,
without fear or favour.
But when circumstance forces him to
accept commission from a notorious crime
lord, Kazran becomes entangled in a web
of deception and betrayal. As he scours
Frostgrave’s ruins in search of a young woman
and her stolen magical treasure, he finds more
questions than answers. Who is she? What did she steal? Why did she run?
And just where does Kazran’s mysterious benefactor stand on the matter?
In the end, the greatest question remains — does justice have any place
in the Frozen City?
38
The Auction

T wo years ago, I wrote an article entitled ‘The Frostgrave Auction’ that


appeared in Wargames: Soldiers & Strategy #83. The article presented
six unique magic items that could only be obtained through bidding in a
special auction. Since such auctions are a semi-regular occurrence in the towns
around Frostgrave, I figured it was high time for another one. This time,
however, I thought it would be fun to let the readers of Spellcaster submit items
to appear in the auction. I announced a contest on the Frostgrave: Fantasy
Wargames in the Frozen City Facebook group and on a couple of forums, and
soon received more than fifty submissions. From these, I picked the six that I
thought were the most interesting, best fit the setting, and included the most
playable, balanced rules. It wasn’t an easy task, as almost every submission
had something going for it. Still, I had decided ahead of time that I would
choose no more than six, and I held myself to that number. I did edit some
of the entries, with permission, so that they would fit better into the article,
or to present them in a more standard fashion, but all of the ideas, and most
of the words, belong to the creator named alongside the item.
39
Spellcaster: The Frostgrave Magazine Issue 3

So, once again, it is time to head to the market with a bag of gold and
get ready for an auction filled with unique and wonderful treasures. The
introduction to the auction is taken from the original article, but the items
are all new, and all submitted by readers of Spellcaster.

Shall We Start the Bidding…


Several miles south of the ruins of Frostgrave is a string of boomtowns
that have risen up and expanded to serve the needs of the endless stream
of adventurers who make their way to the Frozen City. Even though most
wizards abide by an unspoken agreement not to wage magical duels in
the towns, they are still dangerous, lawless places, where gold is plentiful,
crime is rife, and nearly anything can be bought and sold. Most of the
buying and selling, of course, involves the magic items that come out
of the ruined city. All magic items are expensive, but some are common
enough that average prices have developed. There are some rare and unique
treasures, though, that are hardly ever offered up for sale. In these cases, the
items are usually sold at the irregular auctions that are held in the towns.
When one of these auctions is announced, wizards will gather from all of
the towns and from inside the city itself to see what is available.
Presented here are the items that were offered at one of these auctions.
If players wish to work this auction into their campaign, they should wait
until the wizards in the campaign average at least level 12. At that point,
all of the players should gather together (or perhaps online) and hold the
auction. The items should be presented in the order they are listed here.
Every player may bid on every item provided they have the money and
their bid is over the minimum. The lowest-level wizard always has the
opportunity to start the bidding.
These items are unique magical treasures and can only be purchased during
the auction. They cannot be bought at any other time. If a wizard ever wishes
to sell an item bought at auction, it may be sold for half of its reserve price.

Deafening Crossbow
By Matt Napolitan
Reserve Price: 550gc
First up, we have this exceptionally crafted crossbow which was enchanted by
40
The Auction

none other than the great Oliphus Glarthek himself. Its limbs and bowstring
have been imbued with exceptional strength, allowing the bowstring to be
drawn tight enough to sing when shot. Of course, the song it sings is one of pain
and suffering. The bidding starts at 550gc...
When this magic crossbow is shot, it creates a painful sonic wave. All
figures within 6" of the shooter must make an immediate Will Roll with a
Target Number of 13 or suffer 2 points of damage. Because the shooter is
within the sonic wave’s origin sphere, the shooter is immune to this effect.

Amulet of Repelling
By Andres Villaseca
Reserve Price: 400gc
Don’t let the crude craftsmanship of the next article deceive you, the green
gemstone in the centre of this bone amulet holds enough power to keep even a
foulhorn at bay. It’s believed to have belonged to a long-departed chieftain of
the northern steppes, as it was unearthed in some ruins recently freed from the
grip of the ice. Shall we start the bidding at 400gc…
If the wearer of this amulet is in combat, they may spend an action to
activate it. Select one figure in combat with the wearer of the amulet. That
figure must make a Will Roll with a Target Number of 18. If they fail,
they are immediately pushed back 1" as though they had lost the combat.
The amulet wearer is no longer considered to be in combat and can use his
second action normally. This amulet may only be used once per game.

The Dreadstone of the Fallen Mind


By Tim Lisauskas
Reserve Price: 500gc
Now, my lords and ladies, friends and gentle-beings – avert your eyes! Do not
look upon the next item up for bid, for to do so is to invite madness! In my
hand, under this sable cloth, is one of the only known dreadstones to have
survived the tyranny of the Lunatic Sorcerer! I am told by sources I trust
that this fell artefact was torn from his crown mere moments after he was
righteously struck down. I dare not look at it myself, but I have heard that even
the slightest glance at its glossy black surface is enough to drive a mind into
unbridled terror. Will anyone bid a mere 500gc…
41
Spellcaster: The Frostgrave Magazine Issue 3

The dreadstone may only be used by a wizard or apprentice. To use


the stone, the bearer must spend an action and nominate any figure
within line of sight. Both the bearer and the target should make Will
Rolls. These Will Rolls can be empowered by spellcasters, though any
empowerment should be noted in secret after the Will Rolls are made
and then simultaneously revealed. If the bearer of the dreadstone has
the higher Will Roll, then the target is afflicted by dread and terror
of the bearer. For the rest of the game, the target cannot move into
combat with the bearer of the dreadstone. Furthermore, whenever the
target activates it may not move closer to the bearer if it either begins its
activation within line of sight or would end its activation in line sight.
The dreadstone has no effect on undead or constructs.

Earthquake Staff
By Louis Napolitan
Reserve Price: 500gc
This gnarled old staff may appear as though its best days are behind it, but do
not judge this book by its cover. No, ladies and gentlemen, for this staff has the
power to move the earth upon which its bearer stands. Just how this staff was
given such a magical property is still a mystery but rest assured, your foes will be
shaking in their boots. The bidding starts at 500gc...
When the bearer of this magic staff uses an action to slam its end into
the earth, it causes the ground to shudder and shake all around it. All
figures within 8" of the bearer when it strikes the ground suffer a +3 non-
magic attack. In addition, if any character within 4" takes damage from
this attack they are knocked off their feet and must spend one action to
stand up before taking any other actions (this counts as a Move action).
This staff may only be used once per game.

Wandering Stones
By Richard Coulson
Reserve Price: 400gc
I assume we’ve all heard the stories about Albrecht Stoheim? No? At one time he
was one of the most respected academics in the great Collegium, but he was also
known to be a bit soft and lazy. Even the mere thought of going out ‘into the field’
42
The Auction

to perform his experiments filled him with disgust. Instead, he decided to use his
students to undergo any hardship or exertion, and thus invented a set of stones, his
‘Wandering Stones’, that let his students do the walking, while he could just teleport
wherever he was needed once they arrived. Well, Albrecht isn’t walking anywhere
these days… but the stones have been safely packed in ice for the last thousand years.
Today, we are offering them to the highest bidder. Do I hear 400gc…
The Wandering Stones are a set of two items. Each stone must be carried
by a different member of your warband, and each takes up an item slot.
Once per game, a figure that is carrying one of the stones may spend an
action to switch places with the figure that is carrying the other stone. If
a figure carrying a treasure token switches places with one that isn’t, this
figure teleports 1–10" in a random direction from the spot previously
occupied by the other figure, as the enchantment expects the users to be of
a similar mass and may under- or over-correct. If this moves the figure off
of the table, something has gone wrong – the treasure token is secured, but
the figure counts as either Badly Wounded (if a spellcaster or captain) or
Seriously Injured (if a standard soldier).

Ice Staff
By Dave McClumpha
Reserve Price: 400gc
Last up, we have an interesting item – a staff containing a rare and mysterious
magical gemstone. It is said that the gem was pulled from the Ice Throne of
the legendary Giant Kings of the north. From that throne the giants could
supposedly seal off entire mountain ranges with snow and ice, to prevent their
enemies invading or to cut off their retreat. Now, I don’t know about any of
that, but whatever its origin, the gemstone certainly contains some powerful
elemental magic. Shall we start the bidding at 400gc…
This magic staff may only be carried by a wizard or apprentice. The wielder may
spend an action to strike the ground with the staff, creating a 3" diameter circle
of ice centred on the wielder. Any figure attempting to enter the circle must make
a Move Roll with a Target Number of 16. A figure already within the circle that
moves must also make a Move Roll but with a Target Number of 14. If a figure
fails, they slip on the ice – their current activation ends immediately and they take
2 points of damage. The circle lasts until the start of the wielder’s next activation.
43
ULTERIOR MOTIVES IN
GHOST ARCHIPELAGO

U nlike the explorers of the Frozen City, the Heritors who brave
the dangerous islands of the Ghost Archipelago have one, shared,
overarching purpose – to find the Crystal Pool. That doesn’t mean that all
of their time is devoted to that quest, though. The Archipelago contains
many great treasures and numerous places of power that could aid a
Heritor on his journey. In fact, more often than not, Heritors are only
searching for the Crystal Pool indirectly, following up some rumour of lost
ruins or an isolated tribe that might help point the way. Thus, each Heritor
is often pursing some immediate, closely guarded personal agenda. You
might even say that each Heritor has some ulterior motive…
Ulterior Motives is an expansion for the original Frostgrave: Fantasy
Wargames in the Frozen City that consists of a few rules modifications and 40
Ulterior Motive cards. Each of these cards gave the player a little side-quest
or special mission to accomplish during the game, while still attempting to
grab as much loot as possible. These cards both increase the tactical interest
44
Ulterior Motives in Ghost Archipelago

during a game, but also significantly aid in the narrative feel by giving players
somewhat different, and not always directly-opposed, goals during the game.
This idea, and the basic rules of that expansion could be ported over to Ghost
Archipelago. So, presented here are rules for using ulterior motives in Ghost
Archipelago, including eight new Ulterior Motive cards.

Using Ulterior Motive Cards


Set up the table in the normal fashion, including placing treasure. Although
the table should contain a central treasure, this token is treated just like a
normal token and gives no special bonus to either experience points or rolls
on the treasure table. After players have determined their starting table edges,
but before any figures are placed, each player should draw a single Ulterior
Motive card and read it in secret. Then, starting with the player with the
highest level Heritor and moving down to the lowest, players should place
any additional terrain or creatures as instructed by their card. At this time,
players may also place any Red Herrings permitted by their card.
Each Ulterior Motive card gives the player a specific task to accomplish
and lists any rewards that completing it will bring. Each reward may only
be earned once, unless the card specifically states otherwise, and can only
be earned by the player who drew the card. Some cards may also affect
other players, but these will only come into play if the card is revealed.
Each card will state when it should be revealed.

Red Herrings
Most Ulterior Motive cards contain a short list of Red Herrings at the
bottom of the card. These are additional creatures or items of terrain
that may be placed on the table at the same time as any required by the
card. The purpose of these is to conceal your true motivation from your
opponents. Red Herrings may be placed anywhere in the half of the table
opposite your starting table edge. Creatures deployed in this way follow the
standard rules for uncontrolled creatures.

Terrain and Creatures


The following bits of terrain and creatures are commonly listed on Ulterior
Motive cards, either in the main text or as a Red Herring.
45
Spellcaster: The Frostgrave Magazine Issue 3

Arcane Disk – A flat disk of stone, about 2" in diameter, covered in runes
or arcane symbols.
Gateway – Any kind of doorway, archway, or gateway that is large enough
for a figure to pass through. It may be freestanding, or a part of a small
terrain piece.
Pit – A hole in the ground, about 2" in diameter. Pits are 3" deep.
Runic Stone – Any kind of standing stone, from a grave marker to a
monolith that is covered in runes.
Sarcophagus – Any kind of coffin, sarcophagus, or burial container. It
should be about 1" wide by 2" long and about 1" high.
Statue – A stone statue, between 1" and 2" tall and on a base 1" to 2" in
diameter. Most will depict some great warrior from the past, although the
specific depiction is not important.
Trap Door – a small door that sits on the ground, about 1" square.
Zombie – A single zombie. It uses the stats for swamp zombies found in the
main rulebook, and follows all of the standard rules for creatures.

Sets of Ulterior Motives Terrain can be purchased from North Star


Military Figures.

46
The Forgotten Tomb The Golden Pool

Secret Secret
According to the ship’s log recovered from the ancient wreck, the According to the captured Drichean, there is a pool, deep in the
crew buried their captain, along with his magic sword, in a stone jungle, that bubbles with liquid gold. This pool is inhabited by a
coffin they found near the centre of the island… demon that allows a single cupful of gold to be taken each month…

Place a sarcophagus at least half way across the table from your Place a pit at least halfway across the table from your starting
starting table edge. Any figure in your crew that is in contact table edge. Any figure in your crew (except animals) that is in
with the sarcophagus, and not in combat, may spend an action contact with the pit, and not in combat, may spend an action
and make a Fight Roll with a Target Number of 16. If they to retrieve a cupful of liquid gold. Note this down on the crew
fail, nothing happens, though further attempts can be made. sheet. This gold does not count as an item or a treasure token,
If successful, the sarcophagus is opened – reveal this card. A and the figure suffers no penalties for carrying it. As soon as a
horrible wail comes from the open tomb and all figures within figure has retrieved the gold, reveal this card. Any other figure,
12" of the sarcophagus must immediately make a Will Roll from either crew, may now attempt to retrieve a second cupful
with a Target Number of 14. If they fail, they lose their next of gold. This time, they must spend an action and pass a Will
activation. Roll with a Target Number of 18. If they fail, place a ‘golden
Any figure in contact with the open sarcophagus can spend demon’ in combat with this figure. This figures uses the stats for
an action to retrieve the magic sword. This does not count as an a spirit warrior (Frostgrave: Ghost Archipelago, p.137) except that
item or treasure token, and cannot be used during this scenario. it is a demon instead of being undead. This figure follows all of
If the figure that retrieved it exits the table, or reaches the end of the rules for uncontrolled creatures. Once either a second cupful
the game without being reduced to 0 Health, the player receives of gold has been retrieved, or the demon appears, no more gold
their choice of either a magic hand weapon or two-handed may be retrieved from the pool.
weapon with +1 Fight. The Heritor also receives +20 experience A Heritor receives +20 experience points and 75gc for every
points if his crew opened the sarcophagus, regardless of whether figure in his crew that has a cupful of gold and either exits the
or not they retrieve the sword. table or makes it to the end of the game without being reduced
to 0 Health.
Red Herrings
• Gateway Red Herrings
• Pit • Statue
• Arcane Disk
The Broken Map The Ancestral Gate

Secret Secret
The natives know nothing about the Ghost Archipelago beyond the The natives tell of an ancient stone gateway that their bravest
geography of their own island, but they claim there is a stone map, warriors visit in order to speak with their ancestors. From them they
set in the earth, up in the dark hills. However, they warn that the learn great secrets of the islands…
dead walk amongst those hills…
Place a gateway at least halfway across the table from your
Place an arcane disk at least halfway across the table from starting table edge. As soon as either your Heritor or Warden
your starting table edge. As soon as a member of your crew is is standing in the gateway, but not in combat, reveal this
standing upon the disk and not in combat, reveal this card. card. The figure in the gateway must make a Will Roll with
Immediately place four swamp zombies (Frostgrave: Ghost a Target Number of 18. If they fail, they take damage equal
Archipelago, p.138) on the table, one at the centre point of to the amount by which they failed the roll and one island
each table edge. Any figure standing upon the arcane disk may shade (Frostgrave: Ghost Archipelago, p.137) appears on the
spend an action and make a Will Roll with a Target Number table at the centre point of a randomly determined table edge.
of 16. Wardens and Heritors receive +5 to this roll. The island shade follows the standard rules for uncontrolled
If successful, they have managed to take a rubbing of creatures. If the figure is successful or survives without being
the map, or at least make some quick notes from it, and reduced to 0 Health, they may choose one reward from the
the player gains +40 experience points that may be divided following list to receive at the end of the game:
between his Heritor and his Warden at the end of the scenario.
Furthermore, he may add +2 to all treasure rolls for any • +50 experience points divided between the Heritor and
treasure tokens recovered during the scenario. Any Heritor Warden in any fashion the player chooses.
whose crew kills a swamp zombie gains +5 experience points • One roll on the Treasure Table with an optional +4 modifier.
per swamp zombie. • One free specialist soldier joins the crew. This may not take
the crew over its normally allowed number of specialists.
Red Herrings
• Swamp Zombie Red Herrings
• Runic Stone • Sarcophagus
• Trap Door
Death Do Us Part Weapons Cache

Secret Secret
While fighting off the horde of swamp zombies, you saw one Eventually, you let the wounded Drichean go, but not before he had
creature that was wearing an exquisite, gem-encrusted golden given you detailed directions to the hidden weapons cache…
ring. Unfortunately, it seems to have wandered off during the
swirling melee. Once the rest of its kind were dispatched, you set Place a trapdoor at least halfway across the table from your
off in pursuit… starting table edge. If a figure is standing on, or adjacent to, this
trap door, and is not in combat, it may spend an action and make
Place a swamp zombie at least halfway across the table from a Fight Roll with a Target Number of 14 to open the trap door. If
your starting table edge. As soon as this zombie is killed, successful, reveal this card, and replace the trap door with a special
reveal this card, and leave the zombie figure on the table to treasure token. This treasure token follows the normal rules for
mark where it fell. If one of your figures is in contact with the treasure tokens, but, if secured, the player must exchange it for
zombie, it may spend an action to recover the ring. This ring one roll on the Weapons and Armour Table. As soon as the trap
does not count as an item or treasure token, and the figure door is opened, place two Drichean warriors (Frostgrave: Ghost
suffers no penalties for carrying it. If this figure exits the table, Archipelago, p.133) on the table, one in the centre of a randomly
or reaches the end of the game without being reduced to 0 determined table edge and the other in the same spot on the
Health, it has secured the ring. opposite edge. If these Drichean warriors are ever called upon to
The Heritor gains +20 experience points and should roll one make a random move, they will instead move directly toward the
die to determine the nature of the ring: special treasure token if it is on the table.
The Heritor earns +20 experience points if a member of his
1–5: Non-magic, but worth 250gc crew opens the trap door. Any Heritor whose crew kills a Drichean
6–10: Ring of Will warrior gains +10 experience points per Drichean warrior.
11–15: Ring of Slowfall
16–20: The ring contains a Fate Stone
Red Herrings
Red Herrings • Runic Stone
• Statue • Gateway
• Arcane Disk
The Boundary Stone The Forgotten Saint

Secret Secret
The natives are a strange people, but they have promised gold In the last treasure haul was a small prayer book that spoke of an
if you help them. All you have to do is remove a stone from the island, where a statue of a great saint stood alone in the wilderness.
ground; a stone carved with intricate mystic symbols… Offerings to this saint were often rewarded with miracles. Since the
island in question is in the direction you were heading anyway…
Place a runic stone at least halfway across the table from
your starting table edge. If you have a figure in contact with Place a statue at least halfway across the table from your starting
this stone, and not in combat, they may spend action to try table edge. If your Heritor or Warden is in contact with this
and rip it from the ground. The figure must make a Fight statue, and not in combat, they may reveal this card and spend an
Roll with a Target Number of 18. If successful, reveal this action to place a tribute of gold. This tribute should be between
card. Immediately place 4 island shades (Frostgrave: Ghost 1gc and 100gc. If the Heritor has this money, immediately cross
Archipelago, p.137), equally spaced, along your starting it off their crew sheet. If they do not, it will be deducted from all
table edge. During each creature phase, these island shades money received by the Heritor until the debt is paid. The player
will use both actions to move directly towards the other side should then roll one die and add +1 for every full 10gc pledged.
of the table, unless they are within one move action of a If the result is 12+ the player may choose one of the following:
crewmember, in which case they will move into combat. They
will always force combat. • Heal one permanent injury to either the Heritor or Warden.
The Heritor recieves +20 experience points if his crew • Gain +30 experience points which may be divided between the
removes the boundary stone. He receives an additional +10 Heritor and Warden.
experience points for each island shade that either makes it to
the other side of the table (where it will exit), or that is still If the result is 20+ the player may choose any of the above
on the table when the scenario ends. The opposing Heritor(s) options or:
receives +10 experience points for each island shade killed by a
member of his crew. • The next time either the Heritor or Warden rolls a 1 on their
Survival Roll, they may take a permanent injury instead.
Red Herrings
• Pit Red Herrings
• Sarcophagus • Trap Door
• Zombie
GHOST ARCHIPELAGO GHOST ARCHIPELAGO

ULTERIOR MOTIVES ULTERIOR MOTIVES


CARDS CARDS
Spellcaster: The Frostgrave Magazine Issue 3

PREVIEW: RANGERS OF
SHADOW DEEP

A long with all of the projects I am working on for Frostgrave, this


summer I will also be self-publishing a new solo and co-operative
‘Tabletop Adventure Game’, entitled Rangers of Shadow Deep. In this
game, which uses the core Frostgrave mechanics, the players take on the
role of rangers who must venture into the dark and deadly
world of the Shadow Deep in a
desperate attempt to save their
kingdom from annihilation.
Rangers of Shadow Deep
is not a wargame in the
traditional sense. First,
all of the players, if
there are more than
one, are on the same
side. This is a game of
good versus evil, where
the players are making a
desperate stand against
the forces of darkness.
Furthermore, while there
is plenty of fighting – and
probably dying – it is also
a game of story-building,
exploration, and even a
bit of problem-solving.
Each player starts
by creating their
character – their ranger.
These look a little bit like
captains in Frostgrave, except that
they have many more options. Each
52
Preview: Rangers of Shadow Deep

ranger can choose from a wide variety of Heroic Abilities, including limited
spellcasting abilities. They must also select their skills, which play a big part
in the outcome of most scenarios. When that is done, they must choose a
few companions to accompany them into the shadows – the exact number
depends on both the ranger and the number of players in the game.
Once the players all have their rangers, they will need to select a mission.
Each mission consists of a number of interconnected scenarios. Some of
these will be short, such as the two-scenario starter mission, where the
rangers investigate an abandoned village. Others will be complex affairs
with eight or more scenarios, where players have some freedom to play
the scenarios in the order of their choosing, and where the results of each
scenario can have a major impact on the next. This is the case in Burning
Light, the first supplement that I have decided to include as part of the
main rules so that players have several missions to try out and can get the
full Shadow Deep experience!
Now, I know people are going to ask me why I am releasing another
game, using similar mechanics, but not set in the world of Frostgrave,
and not published through Osprey or another traditional publisher. Well,
there are many answers to this question. First, I am writing another game
because I just can’t help myself. I have these ideas, and I just have to get
them out. It is fun for me to create them, and I think other people will
enjoy playing them.
I decided to self-publish this game for a variety of reasons. First and
foremost, I wanted complete creative freedom. While Osprey has never
tried to impinge on my creative freedom in any way, they are as a major
book and game publisher, forced to conform to certain systems. Deadlines
must be hit. Contracts must be formalized. I have no problem with any of
this, but, I would also like to have a game where I can choose to write and
release exactly what I want for the game, when I want.
Another major reason to self-publish was the opportunity to work
with one of my oldest, and best, friends, Barrett Stanley. Barrett has a
made a splash in recent years in the independent comics scene with his
comic Heartbreak Quadrant. Years ago, Barrett and I spent many hours
roleplaying in fantasy worlds of our own creation. When I first started
work on Rangers of Shadow Deep, I asked Barrett if he would share another
53
Spellcaster: The Frostgrave Magazine Issue 3

adventure with me and provide the artwork for the game. Happily, he
agreed, and you can see an example of his work here. I think his dark,
sketchy style sets the perfect tone for the game.
As Rangers of Shadow Deep is not set in the world of Frostgrave, I don’t
intend to cover it in future issues of Spellcaster. That said, since it uses
similar mechanics, and is created using some of the same core game
design philosophy, I thought readers would be interested in hearing
about it.

THE MAIL BOX


If you would like to submit a question pertaining to the world of Frostgrave,
please send it to me at frostgraveowg@gmail.com

Will we ever see new schools of magic in Frostgrave? (Thomas)


Check out Frostgrave: The Maze of Malcor coming in June. This includes
rules for the five lost schools of magic known as the Pentangle. These
aren’t specifically meant to be used as new wizard types, but they could be!
Beyond that, I’m not sure. I think I would rather go back and modify and
expand the existing schools before tackling new ones.

Will there be an issue 4, 5, and 6 of Spellcaster? (Several)


Hopefully. Right now I’m taking Spellcaster one issue at a time. That said,
I plan to continue producing the magazine as long as it is fun and sells just
enough copies to justify my time!

In Ghost Archipelago, what happens if a figure falls


more 3" but lands in water? (Anonymous)
Good question! I would play it this way... If they land in shallow water,
they take damage as normal. If they land in deep water, make a Swimming
54
The Mail Box

Roll with a Target Number of 12. If they succeed, they take no damage,
but their current activation ends immediately. If they fail, they take falling
damage as normal for the full distance fallen.

Is there a list anywhere of all of the rules and


scenarios you a have written for Frostgrave? (Coen)
I keep a list on my blog: therenaissancetroll.blogspot.co.uk/p/frostgrave.html

Do you receive any money when people buy official


Frostgrave figures? (Steve)
Yes, I do. It’s not a huge amount, but it certainly contributes to the viability of
my current job as a games writer. So, thanks to everyone who has bought figures!
That said, I don’t think anyone should see this as a reason to buy the official
figures. Buy them because they are cool!

55
North Star Military Figures Ltd,
Unit W41, Lenton Business Centre,
Nick Eyre's
Lenton Boulevard, Nottingham,
NG7 2BY, UK
Mail Order: 0115 9704107 NORTH STAR
Military Figures
Trade Sales: 0115 9786656
Email: mailorder@northstarfigures.com
Web: www.northstarfigures.com

Presents

Rangifers
First appearing in Thaw of the
Lich Lord, the undead-hating
Rangifer, are a form of human-
reindeer hybrid. These sentient,
but primitive, creatures roam the
hills and mountains around the
Frozen City.

Rangifer Warband

www.northstarfigures.com
Frostgrave is copyright © Joseph A. McCullough. Frostgrave figures are copyright © North Star Military Figures & Osprey Publishing. All rights reserved.

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