The player may activate these figuresin any order; the wizard does not have to activate first. If you want a powerful wizard who throws balls of fire and can call down lightning, youll probably want to play an Elementalist. To get more targeted content, please make full-text search by clicking. This book was released on 2020-08-18 with total page 225 pages. For simplicity, the same word is used for both the type of wizard and theirschool of magic. A few soldiers are free, meaning thatno retainer is necessary to recruit them. Of the 80 spells presented in the first edition,about 20 were probably never used because they were too weak or too situational.So, I went through each spell, tightening the wording, tweaking the mechanics insome, changing them in others, and, in just a few cases, replacing old spells withcompletely new ones. Essentially, they are toy soldiers made out of metal, resin or plastic, oftensculpted to an extremely high level of detail. Each school is aligned with three others, neutral towards five and directly opposed to one. Chronomancers tend to be gamblers and risk-takers those who prefer a quick path to power. The table should becrowded with terrain, leaving only a few areas or avenues of open ground, andgiving figures plenty of places to hide and take cover. Available in PDF, EPUB and Kindle. A figurewearing heavy armour receives +2 Armour but suffers -1 Move. This can happen at any point in the path of a figures movement.This rule means that that a figure cannot run right past an opposing figure, andit allows figures to guard narrow passageways and protect treasure and otherfigures. These days she combines her work as a sculptorwith her work as a freelance illustrator, and has providedillustrations for various Spanish RPGs, books, and card games.ACKNOWLEDGMENTSArtwork: aRU-MOROfficial Frostgrave figure design: Giorgio Bassani, MarkCopplestone, Mike Owen, Mark Sims, Bob NaismithFigure painting: Kevin Dallimore and Paul CubbinPhotography: Kevin DallimoreSpecial thanks to: Phil, Nick, Kev, Brent, Bobby, Cory, Teras,Ash, Owen, Andrew, and Jim.ContentsForeword 6 The Soldier Phase 41Chapter One The Creature Phase 41Wizards and Warbands 10 Activation 43 Group Activation 43Introduction 10 Stat Rolls 44What You Will Need to Play 13 Movement 45Creating a Wizard 17 Obstructions 46Wizard Type 18 Rough Ground 46Chronomancer 18 Movement Into Combat 47Elementalist 18 Forcing Combat 47Enchanter 19 Movement by Spell 49Illusionist 19 Movement off the Table 49Necromancer 20 Jumping 49Sigilist 20 Falling 50Soothsayer 21 Swimming 51Summoner 21 Combat 52Thaumaturge 23 Multiple Combats 53Witch 23 Combat Summary 55Choosing Spells 24 Optional Rule: Critical Hits 55The Stat-Line 25 Shooting 57Split Stats 25 Shooting Defence Modifiers 58Items 26 Shooting Into Combat 59Assembling a Warband 26 Shooting Summary 59The Apprentice 27 Damage 60Apprentice Stats 27 Poison 60Apprentice Items 29 Optional Rule: Wounded 60Apprentice Spells 29 Spellcasting 61The Soldiers 29 Success and Failure 62Creatures in Warbands 32 Empowering Spells 64General Arms and Armour List 33 Casting Roll Minimum 65Chapter Two Resisting Spells 65Playing the Game 38 Cancelling Spells 65 Targeting Figures in Combat 65Setting Up the Table 38 Casting Spells from Scrolls 65The Turn 40 Using Potions 66Initiative 40 Collecting Treasure 68Phases 40 Creature Actions 69The Wizard Phase 40 Ending the Game 71The Apprentice Phase 40Chapter Three 73 Chapter FiveThe Campaign Scenarios 138Injury and Death 73 The Well of Dreams and Sorrows 140 The Mausoleum 142Soldiers 74 The Silent Tower 143 The Library 144Wizards and Apprentices 75 The Living Museum 145 The Worm Hunts 146Permanent Injuries 77 The Haunted Houses 148 The Genie in the Bottle 148Out of Game Spells 81 The Keep 150 The Complex Temple 151Experience and Level 82 The Orb 153 The Ice Storm 155Experience 82 The Summoning Bell 156 The Right Hand and the Left Hand 157Level 83 The Treasure Phantasmal 160 The Mine Cart 161Improving a Stat 83 The Lock Box 165 The Steam Vents 167Improving a Known Spell 84 The Swirling Mist 170 The Mine Field 172Learning a New Spell 84 Optional Rule: Balancing Scenarios 174Counting Treasure 85Gold Crowns 86Potions 86Scrolls and Grimoires 95Magic Weapons and Armour 97Magic Items 100Spending Treasure 103Recruitment 103New Soldiers 103New Apprentices 103New Wizards 103 Chapter SixBuying and Selling 104 Bestiary 176Optional Rule: Black Market Contacts 104 Optional Rule: Random Encounters 176Establishing a Base 106 Animals 179Base Resources 107 Constructs 183Chapter Four Demons 184Spells 108 Miscellaneous Creatures 187 Undead 190Note on Definitions 108 Creature Traits 193Spell Descriptions 109 AppendixName 109 Frostgrave Supplements 198 Spell Cards 204School 109 The Wizard Sheet 215Base Casting Number 109Category 110The Spells 112Optional Rule: Transcendence 137 4LtkOhaTnwecnnoioThormhdrilwnemyhofdytalweelermesenmiaode,tte,lpheginpb.c nooeftaiuA,ndwesrn,lwreesuegFaeytislnwmceitsiitllaabengwlsoamprtrgetgrbeaasoiaiomwzesrncir,dlsetalii,a.yheeotrrdsvprhasfaodIedemawesttesdafesteps,odielegstclorru.rehatceelneddoplidanasitiwentgdhhtsfahgrcetenolcwhrirtewnimdiia,aetpnigyanzovltgioatniihmnosotserdiopstnfgdsmiepistscrcFtouttiiahetrahorpbnylegeyfkseosllitiehetcau,zaathlarwrzoafdlseeeadaaashdaldarbtseeesdegagadyvfdoemreter,tn.evrarihmtaanaadAahamdnsttncshttaedtf,ata.iutnrshngfhpnIowadnreieeomtoclsaltcszocyictleoeoneolainonnmoetnotfxstwtisarnewuip,sewcemtrlotsdaoooieowcoeymfsdrfsrttmtsoe.yhkebtracllBesylifsaatscuhuo,tmnm,achlowtiadlta.peatyn.eonsgrd.dickupnnhnteoeorhaopwveweprcaederllAreeednyramd.uifanlgtsnlpFmeegoeroil,urbleeroaedlaysnsnttghuwhdoeonfpoxhFoFsdupporereesgeloosaraiosrwntidtnttmahtguhddecraennoarnbyhei.v.ttaiea.steysates.,urtehskIrbat,eeestepinahnsdaoneeenawaudafrdnneedblriclysaloeywnvvasviienihlimmrn,ldeultadadaeng.rtazrneeIinedhscet,sdghacectesborohbsonunp,eyusiaclchtsdeasiratoisulpnywllecildgntarhes.sigvcag,Teleshi.trehs,htaTee-iencoicttsrqhlneeituictgihonsysiarwekecraidysofnuenfwgaiaonrf,e 5ForewordI love games that tell stories. 29Each wizard may recruit up to eight soldiers to join their warband, of whicha maximum of four can be specialists. The Red King is the first supplement designed for Frostgrave: Second Edition. This new edition of the multi-award-winning fantasy skirmish wargame offers improved rules based on years of player feedback, a revised spell list, and a host of brand-new scenarios. TWO-HANDED WEAPONThis includes any kind of heavy melee weapon that requires two hands to wield,such as two-handed swords, battle-axes, polearms, large flails, and heavy spears.These weapons do +2 damage. After this move, its activation ends. They are in combat with an enemy model and have two supporting figures assisting them (+4 Fight). Each soldier also has a standard set of equipment, as listed in the Notescolumn on the Soldier Tables. Frostgrave: Second Edition: Fantasy Wargames in the Frozen City Joseph A. McCullough Bloomsbury Publishing, Aug 20, 2020 - Games & Activities - 144 pages 0 Reviews Reviews aren't verified,. So, I went through each spell, tightening the wording, tweaking the mechanics in some, changing them in others, and, in just a few cases, replacing old spells with completely new ones. It remains fully compatible with all previously published Frostgrave supplements, allowing players to revisit past adventures as well as face new challenges. I have endeavoured to eliminate the rules that never quite worked, or led to strange, unwanted results, and I have tried to increase the balance, both during a game and over the course of a campaign. Apprentices offer a huge degree of tacticalflexibility and are the only way to have a second spellcaster in the warband. In this phase, the primary player must activate theirapprentice and 03 soldiers of their choice within 3 and in line of sight of theapprentice. However, because the apprentice is still learning and becausesecretive wizards rarely share all the information in their mystical libraries, evenwith their own apprentices, these young spellcasters are less proficient at castingthe spells. Heis also the creator of Frostgrave and Frostgrave: Ghost Archipelago, and co-wrote The Grey Mountains, asupplement for the Middle-Earth Role-Playing Game.His continued ramblings can be read at: therenaissancetroll.blogspot.co.ukILLUSTRATORaRU-MOR was born in Tarragona, Spain, and studied FineArts at the University of Seville, specializing and working onartwork restoration. Be warned it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. This is explained in Chapter Three: TheCampaign (page 73). Games of Frostgrave are generally quick, and once you have learned the rulesyou should have no problem completing a game in a couple of hours. Finally, one of the best parts of wargaming is that it is a social activity. While the setting assumes that all the wizards are human, the rules dont care if your wizard and warband are elves, orcs, dwarves, or even anthropomorphic mice. HAND WEAPONThis includes any kind of weapon that is commonly wielded with one hand,including swords, scimitars, hand axes, maces, and even light spears. During this phase all uncontrolledcreatures are activated in a manner specified by their rules. These are all generalizations, and it is perfectly acceptable to have a wizardwho acts or dresses contrary to the norm. LIGHT ARMOURThis represents any type of lighter armour that is mostly made from leather orother non-metal material. Access full book title Frostgrave: Second Edition by Joseph A. McCullough. Like this book? Youcan even give them all names if you wish (but it is best not to get too attachedto them).Standard Soldier TableSoldier Move Fight Shoot Armour Will Health Cost Notes +0 10 -1 10 Free Hand WeaponThug 6 +2Thief 7 +1 +0 10 +0 10 Free DaggerWar Hound 8 +1 +0 10 -2 8 10gc AnimalInfantryman 6 +3 +0 11 +0 10 50gc Two-Handed Weapon, Light ArmourMan-at-Arms 6 +3 +0 12 +1 12 75gc Hand Weapon,Apothecary 6 +1 +0 Shield, Light Armour 10 +3 12 75gc Staff, Healing Potion 30Specialist Soldier TableSoldier Move Fight Shoot Armour Will Health Cost Notes +2 11 +0 10 75gcArcher 6 +1 +2 11 +0 10 75gc Bow, Quiver, +0 11 +2 12 100gc Dagger, LightCrossbowman 6 +1 +2 11 +1 12 100gc Armour +0 13 +1 12 125gcTreasure 7 +3 +0 12 +1 12 125gc Crossbow,Hunter 7 +1 +2 11 +2 12 125gc Quiver, Dagger, +0 10 +3 14 125gc Light ArmourTracker +2 12 +1 12 125gc Hand Weapon,Knight 5 +4 Dagger, Light ArmourTemplar 5 +4 Staff, Bow,Ranger 7 +2 Quiver, Light ArmourBarbarian 6 +4Marksman 5 +2 Hand Weapon, Dagger, Shield, Heavy Armour Two-Handed Weapon, Heavy Armour Bow, Quiver, Hand Weapon, Light Armour Two Handed Weapon, Dagger Crossbow, Quiver, Hand Weapon, Heavy Armour WAR HOUNDSAs animals, war hounds cannot pick up treasure tokens and have no item slots. 14TerrainThe Frozen City is a twisting maze of ruins and rubble and, to represent theseclose confines, the table should be filled with terrain. Ina standard game, the players should take the terrain they have available and setit up on the table in a mutually agreeable fashion. Here you will find extracts,author interviews, details of forthcoming events and the option to sign up for our newsletter.AUTHORJoseph A. McCullough is the author of several non-fiction books including A Pocket History of Ireland, Zombies:A Hunters Guide, and Dragonslayers: From Beowulf to St. George. The wizard takes one look at this violet pool and sees all the bodies and bits of bodies floating in it. , allowing players to revisit past adventures as well as face new challenges this violet pool and sees all bodies! First supplement designed for Frostgrave: Second Edition by Joseph A. McCullough acts or contrary. Directly opposed to one suffers -1 Move published Frostgrave supplements, allowing players to revisit past adventures well. Joseph A. McCullough is a social activity and directly opposed to one ( Fight. 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