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Frostgrave...so good!


PourSpelur

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In this supplement for Frostgrave, players lead their warbands into the northern reaches of the city, exploring the ruined temples of the Frozen City to search for the lost secrets of evocation – the art of summoning demons. While the lure of such knowledge is great, few wizards have ventured into this region as it is overrun by barbaric northern tribesmen who have descended from the hills in their own search for treasure. Marking themselves with demonic sigils, many of these barbarians have aligned with ancient powers discovered amongst the temples. Along with a host of new scenarios focusing on the exploration of the temples, the book also contains new treasures, spells, soldiers, and creatures that can be found amongst the ruins.

Out Nov 17, 2016

Our first glimpse of the barbarian models that will accompany the release of Forgotten Pacts.

 

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My Gnickstarter goodies have arrived. e14103.gif

 

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As advertised the book contains new beasties, new scenarios and rules for playing scenarios in underground and classic fantasy 'dungeon' settings. It also includes rules for traps, secret passages and two new Soldier types, the Trap Expert and Tunnel Fighter.

 

Traps

 

When a player rolls a 1 on an initiative die roll, a trap has been triggered. The triggering player selects any model on the table, including enemy and random encounter models. Once the target of the trap has been selected the triggering player rolls on the Trap Table to determine the type of trap sprung. There are 20 different traps, some magical and some mundane. If a player's warband includes one or more Trap Experts, an initiative roll of 1 or 2 triggers a trap.

 

Players may also choose to use the Trapped Treasure rules. When a player rolls a 1 to determine if grabbing a treasure token triggers a Random Encounter, the treasure is 'trapped.' Roll on the Trap Table and apply the results to the model that picked up the treasure token.

 

The Trap rules are not restricted to underground settings.

 

 

Secret Passages

 

When a player rolls a 20 on an initiative die roll a secret passage has been discovered. The player selects any member of his or her warband and that model may use its actions to move horizontally through terrain that would otherwise block movement, such as tall walks or rocks. In a dungeon setting, the model may move through the 'dead space' between dungeon passages. If the player's warband includes one or more Tunnel Fighters, a roll of 19 results in a secret passage that only a Tunnel Fighter may use.

 

The Secret Passage rules are not restricted to underground settings.

 

 

Spells

 

Into the Breeding Pits introduces three new spell types, Reaction, Beastcrafter, and Lost Spells.

 

Reaction spells are cast out of normal turn sequence in reaction to specific events such as a falling model or a shooting spell attack.

 

Beastcrafter spells fall into two categories The first type buffs animals in the Wizard's warband and the second permanently transforms the Wizard and Apprentice into a human-beast hybrid. Each level of transformation gives the Wizard increasingly stronger special abilities, but as the wizard's appearance becomes increasingly more bestial, the Wizard must pay more to hire Soldiers (except for warhounds).

 

Nightmare is the only Lost Spell, but I suspect that the Lost Spells will become a repository of miscellaneous spells that do not belong to any of the current schools of magic. Nightmare cannot be learned and is only accessable through the Scroll of Nightmare. This spell is cast upon an opposing Wizard and cannot be negated or nullified. At the end of the scenario and each subsequent scenario, the spell's target earns 20 fewer experience points from the scenario. This cannot bring the xps earned below zero. The spell's effect dissipates if the target Wizard is reduced to zero Health.

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The Frostgrave Folio

 

Although Forgotten Pacts is next up for Frostgrave, I thought people might enjoy a look at the cover for the first supplement for 2017! The Frostgrave Folio collects all of the previously released ebook mini-supplements along with a new mini campaign and presents them in print for the first time!

 

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Also...

 

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The book is divided into seven chapters of completely unequal length. The first chapter is 'Forging Pacts' and gives wizards all the information they need to know about reaching out to extra-planar entities and making deals for extra power. Of course, for each boon granted by some greater demon, sacrifices must be made...

 

The second chapter is called 'Advanced Summoning'. This includes expanded rules for summoning demons Out of Game. The main feature of this chapter is two tables for determining random 'demonic attributes' to bring variety to the demons of Frostgrave. Let's face it, demons under the main rules are a bit samey...we'll, not anymore.

 

The next two chapters are 'New Magic', which introduces rules for Mystic Brands, and 'New Soldiers' which presents four new soldier types that wizards can hire. For a preview of these four, check out the link to the pre-order campaign above.

 

After that comes the 'Scenarios' chapter. There are eight scenarios this time, including 2 mini-campaigns with 3 scenarios each. All of the scenarios in the book involve either demons or barbarians or both. Also, I would say that these scenarios are a bit tougher, a bit more dangerous, than most of those that have gone before. Well, most wizards should be rather up there in level by now, right?

 

The book rounds out with 'New Treasure' and a 'Bestiary', which mostly includes demons and a few unique barbarians.

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So, at LVO i saw the Wrath of Kings models for the first time, and was blown away. I had to buy some just for the joy and challenge of painting them. But I'd like to find some small skirmish games to use them in, when I'm not using them in the actual wrath of kings game. Frostgrave seems like a great option, if people are playing it locally.

 

What's going on in the PDX scene with this game?

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Frostgrave - Ulterior Motives (June 2017)

The Frozen City harbours many secrets, and not all of them are ancient. While most adventurers who brave the dangers seek wealth and lost magic, some journey into Frostgrave for more personal reasons…

This expansion for Frostgrave consists of 40 Ulterior Motive cards, which add variety, depth, and new tactical challenges to wargames in the Frozen City. Each card presents the player with a specific task to accomplish and offers rewards if they succeed. Some of these missions must be revealed to all of the players, others must be kept secret. Will your wizard seek to slay a great demon? Rescue a desperate captive? Bring retribution to an enemy? All wizards seek power, but what are their ulterior motives?

42 oversized cards (40 Ulterior Motive cards, 2 cards of rules)

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The Ulterior Motives Terrain set contains 7 pieces of terrain and 1 zombie. Many of the Ulterior Motive cards call on you to use certain terrain pieces, both as mission markers and red herrings to send your opponent in the wrong direction. North Star and Osprey have produced a set featuring all the terrain pieces (and one zombie) a player would need to use the Ulterior Motives expansion. All of the terrain pieces are made of resin, the zombie from metal, and all are supplied unpainted.

Terrain Pieces:
Arcane Disc,  
Gateway,
Pit,
Runic Stone,
Sarcophagus,
Statue,
Trapdoor,
Zombie with Scroll carved on it's back.


Kornovik the Barbarian Outcast

Frostgrave Barbarian character riding woolly Rhino.
15 part highly detailed resin kit.

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My Nickstarter Ulterior Motives deck and terrain pieces arrived last night.  When I cycle back into Frostgrave, these are going to be a great addition to the game.  

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the 40 Ulterior Motives cards provide players with secondary objectives.  Because these objectives may grant players extra treasure and XPs, during set up, only 5 treasure tokens are placed and at game's end, wizards gain only 40 XP for each recovered treasure token.  Also, since many of the Ulterior Motives objectives require a player to get one of their models to a certain location on the table, warbands are deployed within 1" of their starting board edge.

There are two types of objectives, Secret and Reveal.  Since many of the objectives are tied to the placement of an additional piece of terrain, a marker, or a creature, Secret objectives cards include a short list of Red Herrings.  These are additional pieces of terrain or creatures that the player places on the table along with his or her true objective. Clever.

For example, the Last Meal card is a Secret objective.  A thief has run off with your magic ring.  Before you could catch him, he blundered into a pack of zombies and was killed.  The players must now destroy the newly reanimated thief zombie, recover the ring, and exit the table with it.  To conceal your true objective, after terrain and treasure tokens have been placed, the player holding the Last Meal card places on the table a a gateway and a statute along with his true objective, a zombie.  The player holding the Last Meal card receives 10 XP if a member of his warband destroys the zombie and an additional 20 XP if a member of his warband picks up the ring.  If the ring is recovered, the player may select any one of the magic rings found in the main rulebook.

 

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Next Friday, June 30, will see the release of the first issue of Spellcaster: The Frostgrave Magazine.

This is a PDF-only magazine, mostly written and assembled by Frostgrave author Joseph A. McCullough. It’s a chance to present rules and other game material that either doesn’t fit the game world or just don’t mesh well with any of the major releases.

So what is in the inaugural issue?

* Rules for using black powder firearms
* Rules for horses in the Frozen City
* Rules for Knightly Orders which add variety to your knights and templars
* Alone in the Crypt – a solo Frostgrave scenario in which you play a captain with a quiver-full of magic arrows trying to escape a crypt full of undead
* The Catacombs of the Evrenbright – a three scenario mini-campaign originally created for Adepticon 2017

This issue of Spellcaster will consist of 18 pages, have a cover price of $5, and will initially be available through RPG Now and Wargames Vault, with Amazon hopefully following soon as well.

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On 3/21/2018 at 1:14 PM, InfestedKerrigan said:

How well does Frostgrave handle three or more players?

I've played a number of multi-player Frostgrave games and I remember it running fairly smoothly.  If memory serves, multi-player play is built into the core rules.

 

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