Frostgrave: Ghost Archipelago: Lost Colossus
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About this ebook
In this expansion for Frostgrave: Ghost Archipelago, players lead their warbands through a series of interlinked scenarios in a race to discover the secrets of the Colossus. Along the way, they will encounter new monsters, discover new treasures, and even recruit a few new specialist warriors to their cause. Perhaps, if they are successful, the knowledge they obtain will help point them towards the ultimate treasure!
Joseph A. McCullough
Joseph A. McCullough's first brush with writing for games was as co-author of The Grey Mountains supplement for the Middle-Earth Role-Playing Game, and he has remained passionate about Fantasy gaming since, going on to become an award-winning game designer. He is the creator of the “Frostgrave Family” of skirmish wargames (the Fantasy titles Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, and the Sci-Fi evolution, Stargrave) and of the Oathmark Fantasy battle game and The Silver Bayonet, a game of Napoleonic Gothic Horror. The latest information on his game design and other writing can be found at: josephamccullough.com.
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Book preview
Frostgrave - Joseph A. McCullough
CONTENTS
CHAPTER ONE:
Introduction
CHAPTER TWO:
The Campaign
Playing the Campaign
Scenario One: The Plinth
Scenario Two: The Broken Hand
Scenario Three: The Bridge of Tears
Scenario Four: Death’s Garden
Scenario Five: Rolling Thunder
Scenario Six: The Standing Eye
Scenario Seven: The Ring of Five
Scenario Eight: The Hand of Glory
Scenario Nine: The Dragon-Bull
Scenario Ten: The Heart of Gold
CHAPTER THREE:
New Specialist Crewmen
Bosun
Topman
CHAPTER FOUR:
Snake-Men
Snake-Man Magic
CHAPTER FIVE:
New Treasure
Expanded Weapons and Armour Table
CHAPTER SIX:
Bestiary
Animals
Firejackets
Glider Snake
Goliath Scorpion
Demons
Ancient Guardian
Plants
Mantrap
Thornspitter
Saurians
Dragon-Bull
Sentient Races
Hemata
Skarak, Protector of the Golden Heart, Snake-Man Priest
Snake-Men
CHAPTER ONE
INTRODUCTION
Welcome to Lost Colossus, the first supplement for Frostgrave: Ghost Archipelago. In these pages you’ll find a ten-scenario campaign that will send your Heritors travelling around the Isles in search of the pieces of an ancient statue that hold clues to the location of the Crystal Pool. While it is possible to play these scenarios as standalone adventures, the campaign has been designed to tell one continuous story, and there are rules for how ‘winning’ one scenario will give the player a slight advantage in the next, and even, in some cases, choose the next scenario that will be played.
In the introduction for the main rulebook, I called Ghost Archipelago a ‘narrative wargame’, and it is my hope that this supplement demonstrates that philosophy and gives players an example of how to construct a larger story with each game that they play. I have found that the more I focus on this overarching narrative aspect in my own games, the more I enjoy each one I play, win or lose, and the more I enjoy other aspects of the hobby as well – painting, modelling, scenario writing etc.. I hope you will find the same.
Most of the scenarios in this book call for rather specific pieces of terrain – namely, the pieces of the Colossus. I am aware that most people do not have giant stone hands and legs in their terrain collection. Now, if you were looking for an excuse to add these items, here it is! Otherwise, don’t worry too much about matching the terrain called for in the set-up exactly. All of the dimensions given are approximations, and rarely will a couple of inches here and there in the size of a terrain piece make much difference. Additionally, it doesn’t really matter if that stone bridge across the river is a perfectly modelled ruin of a giant stone leg, or if it is a roll of tinfoil. As long as the players have a decent imagination there is still plenty of fun to be had with more mundane scenery.
Along with the scenarios, this book also contains a couple of new specialist crewmen to aid your Heritors on their explorations, a load of new monsters to fight, and a new table filled with wondrous new treasure to find. Also included is a new, expanded system for magic arms and armour which vastly increases the variety of items that can be found. I think this is one area of the main rulebook that probably didn’t get as much attention as it deserved.
Finally, I just want to reiterate something I’ve said before: all of the rules and scenarios presented here are just ideas. Players are encouraged to change them to their hearts’ content, just so long as everyone involved in a game or campaign are in agreement. There is really only one way to play Ghost Archipelago wrong, and that is to not have fun.
If you are enjoying Ghost Archipelago and would like to hear more about the game and see what other players are up to, join us on the Frostgrave: Ghost Archipelago Facebook page, on the Frostgrave page at the Lead Adventure Forum, and follow my personal ramblings on my blog: therenaissancetroll.blogspot.co.uk.
CHAPTER TWO
THE CAMPAIGN
Long ago, the great Colossus of Argantheon stood upon one of the outer islands. Its body was engraved with the stories of the Lost Isles, and its vast, outstretched arm pointed the way to the Crystal Pool. Or so the ancient texts claim. Then, during some forgotten war, the Colossus was shattered, and its parts flung across the Archipelago