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In the shifting labyrinth of the Ghost Archipelago, there is one group of islands that can almost always be found; the Islands of Fire. Surrounded by a grey haze of sooty smoke, the islands contain numerous active volcanoes. Despite the constant threat of annihilation, many tribal groups call these islands home, building their villages on the rocky slopes or in the black jungles of gnarled and stunted trees that surround the mountains. In this supplement for Frostgrave: Ghost Archipelago, the Heritors lead their crew to these blighted isles in search of clues to the location of the Crystal Pool. Containing a host of new scenarios, crewmen types, creatures, and treasure, this volume also includes guidelines for building unique tribes to use as adversaries in scenarios or as allies to the Heritors in their quest.
In the shifting labyrinth of the Ghost Archipelago, there is one group of islands that can almost always be found; the Islands of Fire. Surrounded by a grey haze of sooty smoke, the islands contain numerous active volcanoes. Despite the constant threat of annihilation, many tribal groups call these islands home, building their villages on the rocky slopes or in the black jungles of gnarled and stunted trees that surround the mountains. In this supplement for Frostgrave: Ghost Archipelago, the Heritors lead their crew to these blighted isles in search of clues to the location of the Crystal Pool. Containing a host of new scenarios, crewmen types, creatures, and treasure, this volume also includes guidelines for building unique tribes to use as adversaries in scenarios or as allies to the Heritors in their quest.
The Ghost Archipelago has returned. A vast island chain, covered in the ruins of ancient and otherworldly civilizations, the Archipelago appears every few centuries, far out in the southern ocean. At such times, pirates, adventurers, wizards, and legendary heroes all descend upon the islands in the hopes of finding lost treasures and powerful artefacts. A few, drawn by the blood of their ancestors, search for the fabled Crystal Pool, whose waters grant abilities far beyond those of normal men. It is only the bravest, however, who venture into the islands, for they are filled with numerous deadly threats. Cannibal tribes, sorcerous serpent-men, and poisonous water-beasts all inhabit the island ruins, guarding their treasure hordes and setting traps for the unwary. This book of fiction collects all-new stories set in the Ghost Archipelago.
The islands of the Ghost Archipelago are covered in the ruins of ancient civilizations, but there is one group whose culture still thrives and whose power still grows – the Dricheans. Divided into many small kingdoms and city-states that wage near-constant war with snake-men, native tribes, and with each other, the Dricheans are renowned for the gleaming bronze of their weapons and armour, and their martial prowess. Organized and militaristic, these formidable warriors pose a new threat to adventurers exploring the Lost Isles. This supplement for Frostgrave: Ghost Archipelago examines the scattered realms of the Dricheans, presenting players with three new mini-campaigns featuring these bronze-armed warriors. Also included are additional rules for using Drichean Crew and Soldiers as well as guidelines for creating your own Drichean kingdoms.
In this fantasy skirmish wargame, wizards do battle amidst the frozen ruins of the ancient city of Felstad in the hopes of discovering the treasures of a fallen empire. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. The wizard's apprentice will usually accompany his master and more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armoured knights and stealthy assassins. Wizards can expand their magical knowledge by unlocking ancient secrets and can learn up to 80 different spells. As they gain power and wealth, wizards can also develop their headquarters on the outskirts of the city, turning one of a dozen different basic locations into bastions of their art, equipping them with alchemical laboratories, mystical forges, astronomical telescopes and other magical resources. While individual games of Frostgrave are quick and can easily be played in an hour or two, it is by connecting these games into an ongoing campaign, that players will find the most enjoyment. The scenarios given in the book are merely the beginning of the limitless, thrilling adventures that can be found amidst the ruins of the lost city.
Samir is a thief, a street-urchin from Yad Sha'Rib, greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Though he dreams of one day saving his people from slavery and oppression, Samir keeps his nascent powers hidden lest he meets the same fate as his father – a slow death in the dungeons, where the grand vizier, Zhar-Marrhad, conducts dark experiments to unlock the Heritors' secrets. When the Ghost Archipelago appears once more everything changes. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Charmed by a self-styled Pirate Prince, shadowed by a beautiful assassin, and hunted by the ruthless Zhar-Marrhad, Samir must navigate a world of treachery and deceit as he sets sail for the Ghost Archipelago. Only there can he unlock the secrets of his Heritor powers. Only then can he answer his destiny's call.
The islands of the Ghost Archipelago are covered in the ruins of ancient civilizations, but there is one group whose culture still thrives and whose power still grows – the Dricheans. Divided into many small kingdoms and city-states that wage near-constant war with snake-men, native tribes, and with each other, the Dricheans are renowned for the gleaming bronze of their weapons and armour, and their martial prowess. Organized and militaristic, these formidable warriors pose a new threat to adventurers exploring the Lost Isles. This supplement for Frostgrave: Ghost Archipelago examines the scattered realms of the Dricheans, presenting players with three new mini-campaigns featuring these bronze-armed warriors. Also included are additional rules for using Drichean Crew and Soldiers as well as guidelines for creating your own Drichean kingdoms.
Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent's Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca. As the expedition approaches its goal, Farwander is entangled in the fight between Lady Temnos and her rival, the monstrous Lord Hekatar, prophet of the cruel sea goddess Scaravayle. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue's life to an abrupt and unpleasant end. Is survival Farwander's only aim, however, or does he have his eye on a greater prize?
The Kingdom of Northymbra is a land in turmoil. King Redwulf is missing, and his son rules as regent in his stead, facing threats from within and without: growing dissention among the knights and nobles of the realm, whispers of revolution from the Freebeasts, Wildbeasts encroaching on the borders, and bandits of all stripes making the most of the chaos. Burrows & Badgers is a tabletop skirmish game set in the ancient realm of Northymbra, a kingdom where mice, badgers, toads and other animals wear armour, wield swords, and cast magic spells. Your tabletop becomes part of the Kingdom of Northymbra, whose ruined villages, haunted forests, and misty marshes play host to brutal ambushes and desperate skirmishes. Lead your warband from battle to battle, and uphold the name of your faction, whether you stand with Reinert's Royalists, the Freebeasts of the Fox Families, or simply for your own glory or survival. Each model in Burrows & Badgers represents an individual character, and can be selected from a wide range of species – from the humble mouse to the mighty badger – and armed and equipped as desired. Scenarios link into ongoing campaigns, where heroes and villains may make their names and the assistance of infamous mercenaries might mean the difference between victory and defeat.
With its fiery breath, scaly armour, and baleful, malevolent stare, the dragon became the ultimate symbol of evil and corruption in European folklore and mythology. Often serving as a stand-in for Satan, or the power of evil gods, dragons spread death and hopelessness throughout the land. Only heroes of uncommon valour, courageousness, and purity could hope to battle these monsters and emerge victorious. Those that did became legends. They became dragonslayers. The list of dragonslayers is small, but it is filled with great and legendary names. Hercules, Beowulf, Sigfried, and Saint George all battled to the death with dragons. Other heroes such as Cadmus, founder of the city of Thebes, Dieudonné de Gozon, the Knight of Rhodes, and the Russian warrior Dobrynya Nikitch might be less well known to western readers, but also fought and defeated dragons. This book retells the greatest legends of this select group of warriors, while examining the myth of the dragonslayer in a historical, mythological, and even theological context.