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Frostgrave, Towers of Power

Edition 1.04

Frostgrave, Towers of Power is a self-published, fan-made supplement for

Frostgrave, Fantasy Wargames in the Frozen City, by Osprey Publishing and

written by Joseph A. McCullough.

The written content of this supplement was generated by the author, but all

images contained herein were sourced from the internet and the rights to them

belong to their respective artists, however they choose to assert them. I have

made no effort to find or list the artists. Their works are included here as a

homage to the collective talent of humanity. The format for this supplement

was carefully re-created (I rolled a natural 20 for Create Grimoire) to match

the aesthetic of the Osprey publications, but it is not intended by the author to

be passed off as an official Osprey publication.

This document may be printed and freely distributed, but it is not to be sold

for profit (I have no issue with people covering the cost to print and bind as a

service for others).

Feedback, comments, and suggestions for further improvement are warmly

welcomed. Please join and leave your comments on the Frostgrave Towers of

Power Facebook Group.

Please enjoy.

-Shiaic, January 2017

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CONTENTS

Introduction 4

New Soldiers 6

Mason 6

Builder 8

The Campaign 9

Building a Wizard’s Tower 9

General Tower Features 9

Construction Phase 11

Construction Problems 12

Ending the Campaign 14

Optional Rule: Special Tower Enhancements 15

Grand Orrery Planetarium 15

Conservatory 16

Imbuing Forge 16

Hall of Mystic Mirrors 16

Crypt 17

Warded Archive of the Occult 17

Dark Retreat Chamber 18

Portal Arch 18

Crystal Meditation Sanctum 19

Grove of Tranquillity 19

Vivisectionist’s Lab 19

Reliquary 20

Scenario 1: Location, Location, Location 21

Scenario 2: The Quarry 22

Scenario 3: Labour Strike 24

Scenario 4: Defend the Tower 25

Scenario 5: Moving Day 26

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INTRODUCTION

Every wizard aspires to occupy their own tower.

A wizard’s tower is his sanctum and keep. While a wizard’s keen mind might

roam the transcendent planes of the meta-verse and probe the ancient mysteries

of lost arcana, such lofty pursuits are inarguably better conducted without the

prosaic distractions inflicted upon the body by poor weather and climate.

In short, even the mightiest of wizards need shelter. Invariably, they are

attracted to the subliminal and imposing display of architectural might inherent

in the vertical form of rock stacked upon rock. For some wizards, their tower

may only be a temporary abode; with their ambition set ultimately upon fame

(or infamy) in view to reach the golden heights of a palace spire. For others,

their first tower will serve as a life-long abode; a sanctum of solitude and study,

or a repository for their collections of arcana and the results of magical

experimentation.

Whatever the motivation, every wizard aspires to occupy their own tower.

Up until this point, your wizard has been happy to occupy his base in the ruins

of Frostgrave. Whether it be an inn, a temple, or library, this base has served its

master well as a temporary staging area for further exploration into the frozen

city. But as the city continues to thaw, and more and more explorers and

fortune-seekers continue to arrive at the city, it seems as though the ruins may

soon be reclaimed.

As one of the earliest explorers to arrive at Frostgrave, it would seem that this

gradual encroachment by late-comers might eventually lead to the reoccupation

of the city. Much danger still abounds, and this process would be difficult and

long-enduring; but shrewd as ever, your wizard has realised that, given time,

Felstad might once more become the powerful capital of a new magical empire.

There is advantage and power to be gained by positioning yourself early. Your

wizard has decided that there is merit in building a more permanent structure

to house his apprentice and hirelings, and more importantly, permanently stake

a claim upon the frozen city and whatever legacy it marks for the future.

But no sooner has your wizard conceived of his plans for a tower and sought

out the services of a mason, then rumour reaches his ear: Alculmulous the

Thaumaturge has already laid down the foundations for his own tower.

It seems that wizard’s towers will soon be appearing all over Frostgrave, and the

race for position, pre-eminence and power has begun…

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NEW SOLDIERS

MASON

The mason is both the master designer and foreman of building projects using

stone as the predominant construction material. The art of building in stone is

often passed on only to extremely talented and promising builders, selected as

apprentices by the master masons that they have worked for. A mason

understands the art of stone selection, quarrying, cutting stone, mixing mortar,

as well as sound architectural design to account for the weight and load-bearing

properties of stone.

To construct a tower, a wizard must engage a mason, who replaces one of the

other eight standard members of the wizard’s warband. If no free positions

within the warband are available, another soldier must be let go. A mason is

required for all building phases of the wizard’s tower construction, lest

unsupervised work result in damage or structural collapse instead. If the mason

is killed or lost during forays into the city of Frostgrave, no construction on that

wizard’s tower can occur during the post-game campaign sequence construction

phase. Instead, the wizard must seeks out a new mason, who then spends the

time familiarising himself with the construction project in its current state.

The process of tower construction is detailed more fully elsewhere.

Mason

M F S A W H Cost Notes

6 +1 +0 10 +0 12 80gc Dagger, Staff

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BUILDER

A builder is distinguished from a common labourer in that they have some

previous experience in construction, and more importantly, they come equipped

with their own tools ready to work. This usually includes a large sledge hammer

or crow-bar, which doubles very well as a weapon in the frozen city, and also

ensures that their ‘collective bargaining power’ can be enforced when several

builders band together, as often occurs.

Builders often start out as common labourers until they can earn enough to

purchase their own tools, and demand more pay for their acquired skills. This

often gives builders a stout but strong physique, and grants them the capacity to

carry a little more load than other soldier types. Consequently, builders have

two items slots.

Builder

M F S A W H Cost Notes

6 +1 +0 10 +0 12 30gc Two-Handed Weapon, 2 Item Slots

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THE CAMPAIGN

BUILDING A WIZARD’S TOWER

The wizard’s tower is constructed between games of Frostgrave during the post-

game campaign sequence. A basic tower can take between four and ten post-

game campaign sequences to construct – give or take, depending upon the

success or otherwise that the wizard and his warband experience during game

play. Additional features and enhancements can continue to be added after the

basic tower is complete.

There are five specific tower-building scenario included as part of this

campaign pack. These can be played over again multiple times, or you can

intersperse these specific campaign scenarios with a standard game or standard

scenarios from the Frostgrave core rulebook, or other Frostgrave supplements.

The general tower features required for a basic wizard’s tower are outlined in

the general tower features table. Features that are noted as ‘essential’ must be

constructed before work on subsequent general tower features or special tower

enhancements can be constructed.

General Tower Features Table

Tower

Feature Effects

Purchase

Price of

Material

Foundations Essential – Required for a basic wizard’s tower. 500gc

Structure 1 Essential – Required for a basic wizard’s tower. 300gc

Structure 2 Essential – Required for a basic wizard’s tower. 300gc

Structure 3 Essential – Required for a basic wizard’s tower. 300gc

Structure 4 Essential – Required for a basic wizard’s tower. 300gc

Stairs Essential – Required for a basic wizard’s tower. 300gc

Roof Essential – Required for a basic wizard’s tower. 200gc

Quarters 1 Essential – The wizard’s own quarters. Required for a basic wizard’s tower.

300gc

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Quarters 2 Additional – The apprentice’s quarters. Having separate quarters from his apprentice allows the wizard to clear his mind. Grants +2 bonus to Reveal Secret spells.

200gc

Quarters 3

Additional – The barracks for the warband members; although cramped, it has enough room for the soldiers and their gear. The maximum warband size, including the wizard, is increased to 11.

200gc

Study

Additional – A place where the wizard can spend some time contemplating his most recent experiences in the frozen city and compare it with the written notes he’s taken from previous visits. A wizard gains 10 experience points after each game.

200gc

Dungeon

Additional – A secure hold built within the foundations of the wizard’s tower. It holds his experimental notes and the less-than-savoury products of these experimentations. A wizard gains 10 experience points after each game.

400gc

Kitchens Additional – Spell-casters receive a +1 bonus to any castings of Miraculous Cure or Restore Life spells.

150gc

Cellar Additional – The warband gains an additional 10gc after each game through the sale of excess stock.

150gc

Out House

Additional – Small comforts or amenities offered by employers often count for a lot to soldiers for hire. All new soldiers hired by the wizard cost 5gc less than the standard price.

75gc

Practice Hall

Additional – A place where experienced soldiers can train and up-skill other less experienced soldiers. All soldiers (including the apprentice) in the warband get a minimum fight stat of +2 (Note: soldiers with a base fight stat of +3 or higher do not get any further bonus from this feature).

400gc

Observatory

Additional – The observatory is a natural place for divination and fulcrum for magical rejuvenation. The observatory allows the wizard to recharge an Orb of Power with up to five points of power (it can never reach the original eight points, as when it was new).

700gc

Special Enhancement 1 – See the optional rules below. 250gc

Special Enhancement 2 – See the optional rules below. 350gc

Special Enhancement 3 – See the optional rules below. 500gc

Special Enhancement 4 – See the optional rules below. 750gc

Special Enhancement 5 – See the optional rules below. 1000gc

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Construction can take place to build up to two general tower features during

each post-game campaign sequence. This occurs during a new special

construction phase. The construction phase takes place after the standard post-

game campaign sequence (e.g., after injury and death, experience and level,

counting treasure, and spending treasure).

The wizard must have the gold crowns available to be able to pay for the

material and resources needed for the construction of a chosen tower feature.

Additionally, there must be a mason included within the warband before any

work can occur. Furthermore, each feature being constructed requires two

builders to assist the mason with the physical work. A mason can oversee two

simultaneous tower feature construction tasks per post-game campaign

sequence - construction phase; and as a result, there is only a requirement for

one mason per warband (you can always have another mason for redundancy,

but this does not allow you to conduct any more tower feature construction tasks

than two!). Therefore, for an optimally productive construction phase, the

wizard would require one mason and four builders.

A single builder (per construction task) can be substituted with two standard

soldiers to act in his place as common labourers, but there may be additional

issues associated with this (see construction problems, below). A builder must

be substituted for no less than two standard soldiers to do the equivalent work.

This accounts for the specific skill and experience lacking for want of the absent

builder. Furthermore, any soldier, substituted in such a way may miss the next

game of Frostgrave played by the warband on a D20 roll of 1–4, due to

exhaustion or minor injury from the work. Builders do not need to make this

roll.

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Construction Problems

Construction tasks can encounter problems for a variety of reasons. To

determine if construction problems occur, roll a D20 for each separate tower

feature construction task being performed in the post-game campaign sequence

- construction phase. On a result of 20, a problem has befallen that particular

tower feature construction task. Note, if substituting a builder with standard

soldiers as common labourers, a construction problem is encountered on a D20

roll of 17+, instead.

If a construction problem has befallen, roll another D20 and consult the

construction problems table below.

Construction Problems Table

d20 roll Result

1–4

The tower feature being constructed teeters for a little, but the builders and labourers are quick to apply reinforcement braces and save the feature from collapse. The construction of this tower feature is delayed as the reinforcement is made permanent. Luckily the gold crown investment in material resources is not lost. The tower feature can be completed in the next post-game campaign sequence – construction phase, but counts as one of the two build tasks that can be done during the next construction phase.

5–11

The tower feature being constructed teeters and the builders run clear as it partially collapses. Unfortunately, it now needs to be re-built and the rubble cleared away. Additionally, the existing gold crown investment in material resources is lost and new construction material will need to be purchased to rebuild it. The tower feature can be rebuilt in the next post-game campaign sequence – construction phase, but counts as one of the two build tasks that can be done during the next construction phase.

12–17

The tower feature being constructed unexpectedly shifts and completely collapses, creating extensive rubble and debris. Unfortunately, the rubble needs to be cleared away before it can be re-built. Additionally, the existing gold crown investment in material resources is lost and new construction material will need to be purchased to rebuild it. Due to the extent of the collapse, it will take another entire construction phase to clear the debris. The tower feature cannot be rebuilt in the next post-game campaign sequence – construction phase, instead the clearance of rubble counts as one of the two build tasks that can be done during the next construction phase. After the rubble is cleared, the tower feature can be rebuilt in a subsequent construction phase.

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The tower feature being constructed unexpectedly shifts and completely collapses, creating extensive rubble and debris. Unfortunately, the rubble needs to be cleared away before it can be re-built. Additionally, the existing gold crown investment in material resources is lost and new construction material will need to be purchased to rebuild it.

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Distressingly, the builders or labourers involved in this tower feature build have also been trapped in the debris. For each trapped soldier, roll for soldier injury and death (per the Frostgrave core rulebook, page 50). The remainder of this construction phase is used to retrieve them from the debris. The remainder of this construction phase is used to retrieve them from the debris, preventing the completion of any other tower feature construction tasks being performed in this construction phase (this feature can be completed in a subsequent construction phase without further cost, but counts as one of the two build tasks that can be done during that subsequent phase). Due to the extent of the collapse, it will take another entire construction phase to clear the debris. The tower feature cannot be rebuilt in the next post-game campaign sequence – construction phase, instead the clearance of rubble counts as one of the two build tasks that can be done during the next construction phase. After the rubble is cleared, the tower feature can be rebuilt in a subsequent construction phase.

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The tower feature being constructed catastrophically collapses and also destroys one other randomly determined feature of the tower that has been previously built. Additionally, the existing gold crown investment in material resources for all tower features destroyed is lost and new construction material will need to be purchased to rebuild it. Distressingly, the mason and all builders or labourers involved in this tower feature build have also been trapped in the debris. For each trapped soldier, roll for soldier injury and death (per the Frostgrave core rulebook, page 50). The remainder of this construction phase is used to retrieve them from the debris, preventing the completion of any other tower feature construction tasks being performed in this construction phase (this feature can be completed in a subsequent construction phase without further cost, but counts as one of the two build tasks that can be done during that subsequent phase). Due to the extent of the collapse, it will take another entire construction phase to clear the debris. The tower features cannot be rebuilt in the next post-game campaign sequence – construction phase, instead the clearance of rubble counts for two of the build tasks that can be done during the next construction phase. After the rubble is cleared, the tower features can be rebuilt in a subsequent construction phase.

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The tower feature being constructed catastrophically collapses and also destroys two other randomly determined features of the tower that have been previously built. Additionally, the existing gold crown investment in material resources for all tower features destroyed is lost and new construction material will need to be purchased to rebuild it. Tragically, the mason and all builders or labourers involved in this tower feature build have also been killed outright in the collapse. Due to the extent of the collapse, it will take another entire construction phase to clear the debris. The tower features cannot be rebuilt in the next post-game campaign sequence – construction phase, instead the clearance of rubble counts for two of the build tasks that can be done during the next construction phase. After the rubble is cleared, the tower features can be rebuilt in a subsequent construction phase.

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Once all of the ‘essential’ tower features have been constructed, the wizard has

built a basic wizard’s tower. Building a basic wizard’s tower signifies the end of

the campaign, in its simplest setting, and the winner of the campaign is the

wizard who accomplishes this feat first.

But of course, the wizards of Frostgrave are ever ambitious, and there are

additional tower features and special enhancements included in this campaign

that a wizard may like to incorporate once he has completed the basic tower.

Players can agree to extend the campaign and instead see it end with the

completion of an enhanced wizard’s tower with all the additional features as

well as one special tower enhancement (see optional rule: special tower

enhancements, below). The benefit associated with a special tower

enhancement may then constitute the ‘reward’ for completing this campaign.

Should players wish to continue to use the mechanics and scenarios in this

campaign, they can continue to build up to a maximum of five special tower

enhancements, or embark on building a second tower for their apprentice…

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A wizard will often choose to enhance his tower with additional features that

reflect his unique magical focus or research interests. A wizard’s tower may only

ever have a total of five enhancements, as they become successively more

difficult to bolt-on or cram into the tower. These enhancements also become

progressively more expensive, as the mason and builders are required to extend

the height of the tower, or overcome unique engineering challenges to build

overhanging annexes or accommodate the wizard’s magical specifications.

Although the special tower enhancements are aligned to the various schools

of magic, there is nothing to stop a wizard from choosing any of the

enhancements for their tower, as the effects apply equally to all wizards,

regardless of their chosen magical school. The alignment becomes important

when the special tower enhancement is combined with a specific relic, which is

detailed elsewhere.

GRAND ORRERY PLANETARIUM

Chronomancer

The Grand Orrery Planetarium is an immense, magically-driven, mechanism

of models that mirror the movement of the celestial heavens and planetary

bodies. The Chronomancer is able to use this to glean insights into the deeper

weave of patterns embedded within the fractal repetition of time-eternal.

When casting the Time Store spell, the wizard no longer loses the second

action on the turn that he casts the spell and may move, shoot or fight as usual

(but not cast another spell that turn).

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CONSERVATORY

Elementalist

This conservatory is not designed to protect the wizard from the elements,

but rather to contain them. An Elementalist might use this conservatory to

practice spells that call forth and manipulate weather.

The wizard gains +2 to the casting roll for the Call Storm and Elemental Bolt

spells.

IMBUING FORGE

Enchanter

No Enchanter can truly ascend to mastery of their chosen craft if their

interests are limited only to simple tricks of animation. There is a deep root of

magic to be tapped in the art of fabrication, where the practice of enchantment

can applied at an elemental level to the raw material itself. This forge, whilst

ostensibly no different to a common smithy, allows the wizard to imbue the very

substance of matter with magical energy that is subsequently called forth more

strongly during incantations of animation after that material has been worked

and tempered into practical implements or weapons.

The Imbuing Forge allows the wizard to create one magical item from the

Magic Weapon and Armour Table (Frostgrave core rulebook, page 62) between

games. During the post-game campaign sequence, roll for this item as per

determining treasure during the Counting Treasure phase. The item can be

equipped on a warband member or sold for half of the price listed in the table.

HALL OF MYSTIC MIRRORS

Illusionist

The Hall of Mystic Mirrors has been assembled by collecting many shards and

reflective surfaces from among the ruins. It has been imbued with a deep strain

of illusionary magic that blends reality into distortion and madness.

Favoured by Illusionists, such halls are used as a defence against those who

harbor ill intent towards these wizards, preventing them from proceeding

further into their towers by trapping them in an echo of their own malefaction.

Some victims are simply unable to find a way through the hall, while others are

reduced to vacant, drooling husks; and yet others disappear altogether in the

maze, occasionally to be seen as reflections, trapped on the other side of the

mirror. A wizard’s own servants may occasionally disappear for a few hours (or

years) in the Hall of Mystic Mirrors.

The Hall of Mystic Mirrors grants the wizard a single Illusionary Soldier for

the next battle without having to cast the Illusionary Soldier spell. If the wizard

also knows the Illusionary Soldier spell, they may also separately attempt to cast

this in the usual fashion. In this way, the Hall of Mystic Mirrors enables a

warband to have two illusionary soldiers at the beginning of a game.

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CRYPT

Necromancer

The wizard has established a crypt deep beneath the tower and his minions

routinely collect fresh corpses to keep it fully tenanted. A Necromancer will use

this tomb-stock for experimentation and to draw forth newly reanimated

reinforcements for the warband when journeying out into the Frozen City.

The wizard gains +2 to the casting roll for the Raise Zombie and Bones of the

Earth spells.

WARDED ARCHIVE OF THE OCCULT

Sigilist

All of the great magical colleges and academies have their own libraries. And

at the heart of these repositories there usually lies a collection of tomes on

advanced or unstable magic, rare compendiums on forbidden sorcery, or ancient

and cursed grimoires of unspeakable truth and evil. Such books are typically

sequestered within special vaulted archives that are sealed by magical wards to

keep inquisitive novices and impatient prodigies out; or to keep the cursed

magics contained within.

Many recluse wizards also eventually amass large collections of similarly rare

tomes on the magical occult and establish their own warded archives to house

them. The reputation of some of these privately-held repositories rivals even

that of the prestigious schools, and thus need to be protected from envious rivals.

The wizard gains +2 to the casting roll for the Draining Word spell and may

choose two spells to affect, instead of one. However, both spells must come from

different schools of magic.

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DARK RETREAT CHAMBER

Soothsayer

Only the grand masters of the ancient mystics were traditionally allowed to

enter the dark retreat chambers of Yog’ri-la. The privilege of possibly achieving

transcendent oblivion was reserved only for those who had specifically spent the

decades required preparing their minds to handle such a potentiality, against the

miniscule chance that they should be fortuitous enough to actually achieve it.

However, this Dark Retreat Chamber grants a Soothsayer temporary relief

from the constant bombarding harassment from omens, signs and portents. By

clearing all other sensory feeds, the Soothsayer can eliminate extraneous meta-

physical distraction and focus solely on the cosmic emanations perceptible only

to the mind’s inner eye. In this state, they might hope to experience a profound

divination, or perhaps even the fabled ‘immaculate prognostication’ itself.

The wizard may start the game with a single Wizard’s Eye spell in effect,

anywhere on the game board. It must be declared to the other players before the

game commences, but the Wizard’s Eye marker is placed after all warbands have

deployed.

PORTAL ARCH

Summoner

An ornately engraved arch with no

apparent function beyond decorative

presence. However, when invoked with

summoning magic, a shimmering portal

to elsewhere surges into existence. A

wizard may use this portal to travel to

other places or planes, or summon forth

demonic entities from beyond the void.

In addition, the portal arch has the

property of compact vertical storage, a

comparative advantage over the more

traditional horizontally-laid summoning

circles when factored into the

penthouse lifestyle of high-rise dwelling

within a wizard’s tower.

The wizard gains +2 to the casting roll

for the Plane Walk spell. Additionally,

the Portal Arch grants the wizard a

single bound demon for the next battle

without having to cast the Summon

Demon spell. Roll as usual to determine

the type. Any attacks resulting from a

roll of 1 take place on turn one.

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CRYSTAL MEDITATION SANCTUM

Thaumaturge

A perfect crystal sphere with an internal hollow, this is the Sanctum wherein

resides a fractional aspect of the Cosmic Deity. The Crystal Meditation Sanctum

allows the Thaumaturge to connect with the supreme godhead to achieve a unity

of being and touch divinity. Although this experience subjectively feels like an

eternity, it may transpire in the merest micro-second and never be repeated

again in a true-seeker’s lifetime. In truth, few ever actually achieve this, but a

Thaumaturge may meditate upon the soft internal light to seek blessings of

protection.

The wizard gains +1 to the casting roll for the Circle of Protection spell.

Additionally, the wizard can now maintain up to two circles of protection

simultaneously, or a single circle of protection with a maximum diameter

extending to 6”. Casting a second circle of protection reduces any existing, prior-

cast, 6” circle down to 3” (measured from the centre).

GROVE OF TRANQUILLITY

Witch

A small Werewood grove has been established within an enchanted atrium

that maintains the temperate climate necessary for a micro-forest habitat to

thrive. Many Witches believe that the spirits of their ancestors and other

powerful witches and druids return to nature after death to reside in favoured

trees, groves, ponds, and the like. The Werewood thrives all year round, even

amid the freezing chill of Frostgrave in the deepest midnight of winter. This

carefully tended natural grove allows the wizard to ground himself in serene

harmony with his forbears and the Great Nature Spirit itself, all the while

enclosed in tranquillity and separate from the frigid outer city.

A wizard with a Grove of Tranquillity may have a maximum of two animal

companions, but must still successfully cast the Animal Companion spell for

each as usual and adhere to the applicable warband member size limit.

VIVISECTIONIST’S LAB

Beastcrafter

The vivisectionist's laboratory is a terrible place established for the dark

purpose of surgical and magical experimentation upon living creatures. Here,

beastcrafters carve and assemble new forms of life out of the still-living parts of

animals, and occasionally people. Lasting success is infrequent, and unstable

beast-forms are often doomed to a lingering, suffering existence until a wistful

death claims them.

The Vivisectionists’ Lab grants the wizard the ability learn the Animal

Mutation spell (Into the Breeding Pits, page 28) at the Beastcrafter II trait level

(instead of at Beastcrafter III); and a +2 bonus to cast this spell at the Beastcrafter

III trait level. (Note: the wizard must still acquire and learn the spell in the usual

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fashion, they are simply more advanced at an earlier trait level due to the use of

the Vivisectionists’ Lab.)

Additionally, the Vivisectionist’s Lab means that all human soldiers cost an

additional 5 gold crowns to hire (this amount is added to the additional hire

costs associated with Beastcrafter trait levels (Into the Breeding Pits, page 25-6).

RELIQUARY

All Schools

This special reliquary is a

small shrine that amplifies the

natural magic associated with

any ancient relic housed

within. Relics are special

magical or non-magical

artefacts from the ancient

empire of Felstad that can be

found in the ruins of

Frostgrave.

The reliquary initially

contains a non-magical relic.

Magical relics are obtained

separately from the reliquary

and can only be found during

specific game scenarios (these

scenarios and the interactions

of the magical relic with the

reliquary are detailed

elsewhere).

On its own, the reliquary

attracts a small but frequent

stream of dedicated pilgrims

to visit the tower, each

seeking a blessing or vison of

the artefact within. The

authenticity or provenance of

a relic is often a matter for

debate, but regardless, the pilgrims still come. Often they will leave a small

tithe for the privilege of a viewing.

During the post-game campaign sequence, roll one d20. On a result of 2–18,

add that many gold crowns to the warband treasury. On a result of 19, add 100

gold crowns. On a result of 20, the warband is gifted a treasure by an especially

rich and devout pilgrim – determine exactly what it is as per treasure captured

during a game.

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S C E N A R I O O N E

LOCATION, LOCATION,

LOCATION

During past forays into the ruins, the wizard has taken note of a location that

would be particularly suitable for his soon-to-be-built wizard’s tower.

Coincidently, so has another wizard. As they both lead their warbands back to

this spot, neither wizard is willing to yield their claim and a fight is inevitable.

Lay out the table as per the rules for a standard game, including the placement

of treasure (Frostgrave core rulebook, page 26).

The wizard must bring the mason with him to survey the location. Four of the

treasure tokens represent a specific spot that the mason may wish to check. The

remaining two tokens are standard treasures. Players should determine and agree

upon which is which before game-play begins. During the battle, the mason

must visit at least three out of the four locations to perform his survey

measurements (by simply declaring and spending one action to do so).

The scenario is won by the warband that can complete a minimum of three

surveys and drive off the opposing warband.

Additional experience is gained in this scenario as follows: 80 experience points

are gained by the wizard whose warband eliminates an opponent’s mason. 50

experience points are gained if the mason completes a fourth survey.

The wizard whose warband wins the scenario gains an advantage at the very

commencement of building of his tower. This player may start the build of his

wizard’s tower with the foundations already complete.

Alternatively, if the players have agreed to use the optional rules in this

campaign supplement, the winner of the scenario may choose a tower special

enhancements for free, instead of the tower foundations.

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S C E N A R I O T W O

THE QUARRY

Stone abounds in the Frozen City, but much of it lies strewn under ice or

crumbling in ruin. Despite this, the wizard’s mason is confident that there is

enough stone nearby to complete the tower. However, he would prefer to

quarry and cut the key structural stones himself, to guarantee his work and

reputation.

Fortunately, there is a quarry nearby, with strange runic markings upon the

rock.

Lay out the table as per the rules for a standard game, including the placement

of treasure (Frostgrave core rulebook, page 26).

Four of the treasure tokens represent special Rune Stones. The remaining two

tokens are standard treasures. Players should determine and agree upon which is

which before game-play begins.

The Rune Stones are very heavy and weigh twice as much as a standard

treasure. They will need a builder or pack mule (Thaw of the Lich Lord, page

26) to be carried.

Each Rune Stone is worth an extra 150 gold crowns if sold.

Each Rune Stone possessed by the wizard at the end of the game reduces the

cost of a structure tower feature by 200 gold crowns.

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S C E N A R I O T H R E E

LABOUR STRIKE

The builders hired by the wizard and mason have banded together to demand

better pay. Travelling deep into the Frozen City was never part of the original

agreement! These builders are fired up and have rallied with another band of

rogue builders a short distance away. But the wizard is determined to break this

strike immediately… the old-fashioned way.

Place three treasure tokens and up to eight builders in the middle of the game

board. The builders should be gathered around the treasure tokens in groups of

up to three, no more than four inches apart from each other, and with a

minimum of eight inches between distinct groups (and treasure).

Builders who are part of the wizard’s warband cannot be deployed under his

control for the purpose of this scenario. However, the wizard may hire other

soldiers as ‘strike-breakers’ immediately prior to the game to temporarily replace

them and bolster the warband.

The builders behave as per other creatures (Frostgrave core rulebook, page 45),

except that where possible they will not split up and act separately. Rather, they

will remain in groups of builders, except to move to join another group if they

find themselves alone (further than four inches away from another builder).

The wizard gains 25 experience points for each builder his warband takes out of

the game. These represent the builders they have bludgeoned unconscious and

forced back to work.

If the wizard can bludgeon five or more builders, he can effect a special (one-

off occurring) third wizard’s tower feature construction in the post-game

campaign sequence – construction phase after this game. If he bludgeons less

than four builders, he may only perform one tower feature construction in the

construction phase after the game.

Remember, where necessary after the game, the wizard must also dismiss

some of the extra soldiers or builders in order to adhere to the warband size

limit.

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S C E N A R I O F O U R

DEFEND THE TOWER

Construction on the wizard’s tower is progressing well, but envious and

vindictive rivals abound, some of whom have resolved to actively sabotage the

current progress.

Lay out the table as per the rules for a standard game (Frostgrave core rulebook,

page 26), but place a large tower ruins terrain piece (or cluster of ruins terrain

pieces) in the centre. This will represent the tower under construction and

should cover an area of 10” square, and be at least two stories high.

Instead of treasure as usual, place nine structural support tokens between 5”

and 7” from the exterior of the tower, spread with at least two at each cardinal

point of the tower. Additionally, place a single treasure token in the centre of

the tower at ground level.

One player is the defender of the tower, and the other is the attacker. The

attacker can deploy as usual on any table edge, or even split the warband to

deploy from multiple table edges simultaneously. The defender must deploy

within the perimeter of the tower, and all members of the warband must start

at ground level.

A figure can fight the structural support tokens to destroy them. The structural

support tokens have a Fight stat of +0, and do not deal damage in return. Any

successful attack against a structural support token is sufficient to destroy it.

The defending player cannot pick up the treasure in the centre of the tower.

For each structural support token left intact at the end of the game, the

defending wizard gains 25 experience points. Additionally, for every three

structural supports that remain intact, the defending wizard may roll once for

treasure on the Treasure Table (Frostgrave core rulebook, page 57).

For every structural support destroyed, the attacking player gets 50 experience

points. Additionally, for every three structural supports that are destroyed, the

defending wizard must roll once on the Construction Problems Table.

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S C E N A R I O F I V E

MOVING DAY

The tower is nearing completion, so much so that the wizard has decided to

move into it as soon as possible. Of course there is much that has been collected

and stored in his old base that will need to be moved. With rolls of the eye, the

hired soldiers load up for the day of moving ahead.

But elsewhere, a band of fortune hunters see this as a chance at easy pickings.

Lay out the table as per the rules for a standard game (Frostgrave core rulebook,

page 26), except do not place any treasure tokens. The game board should be

set up in a rectangular shape (five by four foot is suggested), and terrain should

allow for some broad avenues of movement both across the table and along the

length. These represent roads and alleyways. Of course, the roads will still be

blocked by rubble and debris in some places.

One player will be the wizard’s moving warband, and the other player will be

a band of opportunistic fortune hunters. The moving warband starts on one of

the short edges of the board and must move off the opposite short edge, moving

along the long axis of the game table. Each soldier of the wizard’s moving

warband starts the game carrying a treasure.

The fortune hunters can deploy anywhere within the middle third of the table.

Movers s

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Fortune hunters

deployment zone

Movers e

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e

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The player acting as the band of fortune hunters can use their own wizard’s

warband, or generate a new group of no more than 12 soldiers from the soldier

table (Frostgrave core rulebook, page 23) with a 400 gold crown total spending

limit.

If a new fortune hunter band is used, specify one soldier to be the fortune

hunter leader and another to be a deputy. These two figures will act in the

wizard and apprentice phases, respectively. Both the fortune hunter leader and

deputy should be a soldier type worth 80gc, at least, and gains an additional 12

health points for this scenario (they gain endurance in lieu of spell-casting

abilities), plus one free magic item each (Frostgrave core rulebook, page 63).

The wizard has been moving all of the previous base’s resources to the new

tower. For each soldier in the wizard’s warband that successfully moves off the

game table at the movers end zone with a treasure, he can transfer one of the

existing base resources (Frostgrave core rulebook, page 71) from his old base to

his new wizard’s tower.

If the wizard’s moving warband only succeed in moving less treasure than his

old base has resources, he has lost a base resource. The fortune hunter player

can chose which of those base resources that the wizard has lost. Lost base

resources must re-purchase if the wizard still wishes to have them in effect at

the new wizard’s tower.

For each base resource lost by the wizard, the fortune hunter band gains 300

gold crowns. For each base resource/treasure that the wizard’s moving warband

makes off the table at the movers end zone, the wizard gains 10 experience

points.

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n this new campaign, the wizards of Frostgrave are slowly

realising that the frozen ruins of the once great city of

Felstad represent more than just the remnant of a bygone

age, fit only for opportunistic pickings. As the ancient city

slowly thaws, rumour and tale of the Frozen City have

spread far, and more and more fortune hunters arrive

each day to seek their fate within the ruins. These new-

comers have prompted the original explorers to consider

not only what Frostgrave once was, but what it might

again become. Some are even beginning to see that amid

the ruins of the ancient magical empire, a new power

might arise. In this vision, there is advantage and power

to be gained by positioning yourself early. And so, many

wizards are seeking to establish a more permanent abode

within the city. Thus begins a new race for power and

pre-eminence, as from the ruins of Frostgrave arise new

Towers of Power.

I