The wizards of Frostgrave must choose — do they stand and fight, or do they abandon this great repository of mystical knowledge to the ravages of unearthly fire? In this sprawling, epic campaign, wizards will be pushed to their limits, fighting not only against one another and the perils of the Frozen City, but also against an invading army. As the Red King's power grows, the laws of magic and nature will start to bend.
Can the wizards put aside their differences long enough to oppose this common foe, or will greed and mistrust doom them all? 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 Amidst the frozen ruins of an ancient city, wizards of different creeds are locked in a ferocious struggle.
Each of them must seek to discover the treasures of a fallen empire and master long-forgotten but incredibly powerful magical lore. Each player takes on the role of a wizard from one of ten schools of magic, and builds his band of followers. While the wizard's apprentice will usually accompany his master, more than a dozen other henchmen types are available for hire, from lowly thugs to heavily armored knights and stealthy assassins.
Wizards can build their magical knowledge by unlocking ancient secrets, with the potential to learn up to 80 spells in total.
As players gain power and wealth, they can 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. Even before the original Frostgrave rulebook landed in players' hands, its artwork, previewed in the run-up to release, attracted widespread attention and acclaim. Today, some eight volumes, two novels, and multiple boxed sets of plastic miniatures later, Dmitry and Kate Burmak have produced more than 85 illustrations, guided by the concepts developed by Frostgrave creator Joseph A.
Together, these three have breathed life into the Frozen City, depicting the wizards, warriors, and creatures that call it home. Frostgrave: Second Edition - Spell Cards. Frostgrave: Perilous Dark. Frostgrave: Ghost Archipelago.
Downloadable Scenery:. Ruins 1: One storey house with window and floorboards print in Landscape Ruins 2: Ground-floor ruins with broken window print in Landscape Ruins 3: Ground-floor ruins with large doorway print in Landscape.
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. This includes Hunt for the Golem, a three-scenario campaign in which the warbands hunt down a rogue golem, Sellsword, which introduces rules for experience-gaining captains to help lead warbands, Dark Alchemy, which expands the rules for potions and potion brewing, and Arcane Locations which gives additional options for bases and base upgrades.
The book also includes a completely new mini-supplement, The Ravages of Time. Collecting nearly two years' worth of Frostgrave material, this collection is a necessary addition to any wizard's library. 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 exactly 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? 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. It remains fully compatible with all previously published Frostgrave supplements, allowing players to revisit past adventures as well as face new challenges.
Choose a wizard from one of ten schools of magic, and select from a list of eighty spells. Hire a warband filled with soldiers, from lowly thugs and thieves to mighty knights and barbarians, then lead your men into the frozen ruins of the magic city of Frostgrave on the hunt for ancient treasures and the secrets of lost magic.
Be warned — it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. Do you dare enter the Frozen City one more time? Wizards tend to be secretive and solitary, rarely sharing their knowledge, and associating with only a select few apprentices, followers, and henchmen. It is rare that they spend time in the company of other spellcasters, and rarer still that they work together. Now, however, something is about to take place that has not occurred since the great days of Felstad — a gathering of wizards.
In this new supplement for Frostgrave, some of the biggest names in gaming turn their creative powers towards the Frozen City, each contributing a scenario and adding their own flair to the game.
Featuring scenarios by Alessio Cavatore, Alex Buchel, Andy Chambers, Gav Thorpe, Chris Pramas, Daniel Mersey, Andrea Sfiligoi, and many more, this tome provides a collection of adventures that will pit players against unimaginable foes and challenges, pushing their wizards and warbands to new limits.
The Frostgrave Folio is the complete collection of all previously released Frostgrave mini-ebook supplements in one printed volume. This includes Hunt for the Golem, a three-scenario campaign in which the warbands hunt down a rogue golem, Sellsword, which introduces rules for experience-gaining captains to help lead warbands, Dark Alchemy, which expands the rules for potions and potion brewing, and Arcane Locations which gives additional options for bases and base upgrades.
The book also includes a completely new mini-supplement, The Ravages of Time. Collecting nearly two years' worth of Frostgrave material, this collection is a necessary addition to any wizard's library. With this new supplement for Frostgrave, players can lead their warbands into the vast network of catacombs, sewers, and dungeons that run underneath the Frozen City.
It was in these dark confines that the ancient wizards known as Beastcrafters experimented on living creatures, creating strange hybrids and deadly monsters, many of which still roam the forgotten passageways. Along with a host of new scenarios, treasures, soldiers, and creatures, the book also contains rules for the traps and secret passages that are often found in the dungeons.
With wonderful and rare magical treasures to be discovered, will players risk taking their warbands down into the Breeding Pits? Part magical university, part museum, part tourist attraction, the great Collegium of Artistry had flourished in Felstad's final days. Under the leadership of the seemingly immortal Malcor the Mad, the vast complex expanded, with new wings being built wherever they would fit, including up and down the rock face, and even buried within the mountain itself.
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