Frostgrave: Forgotten Pacts
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About this ebook
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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Titles in the series (18)
Frostgrave: The Maze of Malcor Rating: 5 out of 5 stars5/5Frostgrave: Thaw of the Lich Lord Rating: 5 out of 5 stars5/5Frostgrave: Forgotten Pacts Rating: 5 out of 5 stars5/5Frostgrave: Into the Breeding Pits Rating: 5 out of 5 stars5/5Frostgrave: The Frostgrave Folio Rating: 5 out of 5 stars5/5Frostgrave: Second Edition: Fantasy Wargames in the Frozen City Rating: 5 out of 5 stars5/5Frostgrave: Second Chances: A Tale of the Frozen City Rating: 4 out of 5 stars4/5Frostgrave: The Wizards’ Conclave Rating: 5 out of 5 stars5/5Frostgrave: Wizard Eye: The Art of Frostgrave Rating: 0 out of 5 stars0 ratingsFrostgrave: Tales of the Frozen City Rating: 4 out of 5 stars4/5Frostgrave: The Red King Rating: 0 out of 5 stars0 ratingsFrostgrave: Blood Legacy Rating: 0 out of 5 stars0 ratingsFrostgrave: Fireheart Rating: 0 out of 5 stars0 ratingsFrostgrave: Hunt for the Golem Rating: 0 out of 5 stars0 ratingsFrostgrave: Sellsword Rating: 5 out of 5 stars5/5Frostgrave: Dark Alchemy Rating: 4 out of 5 stars4/5Frostgrave: Perilous Dark Rating: 1 out of 5 stars1/5
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Book preview
Frostgrave - Joseph A. McCullough
INTRODUCTION
Three years ago, when I first started working on Frostgrave, I never dreamed that I would one day be writing the introduction to the third, book-length supplement. Thankfully, I can honestly say that my enthusiasm for the game has not dimmed, and I am having just as much fun writing new material as I did those original rules. However, there is one aspect of the game’s success that has given me trouble.
I have always wanted ‘the world of Frostgrave’ to be a very open and loosely defined place, a world of mystery that left players plenty of room to create their own stories. For me, it is this creativity that is the most attractive part of Fantasy wargaming. So, as I have written these supplements, I have sometimes struggled with finding a balance between creating fun material that offers new gaming experiences without imposing too many limitations on individual creativity. As always, I hope players will take what they like from this book and discard the rest.
The central themes of this book are demons and the barbarian tribes that worship them. It opens with an explanation of how wizards can go about forging pacts with some of these ancient and powerful beings, gaining immense rewards but often paying a high price. This is followed by a chapter that looks at demons in great depth, presenting a host of new powers that these extra-planar entities might possess, making demons more individual, and more dangerous than ever before. There is new magic as well. Two new spells are presented, Demonic Servant, and the highly versatile Mystic Brand that is so common among the barbarian tribes. Further options for wizards come in the form of a number of new soldiers, some of whom are especially adept at fighting powerful foes.
For players who want to get straight into the action, the book contains 8 scenarios, including two mini-campaigns, all of which include demons, barbarians, or both! Finally, there is a host of new demonic monsters, including a couple of extremely powerful major demons, and, of course, a whole table filled with never-before-seen magic loot!
Frostgrave is a dangerous place at the best of times, and its northern reaches, dominated by demon-haunted temples and encroaching barbarian hordes, is even more deadly. You have been warned. Don’t blame me if your wizard rolls a 1 on his survival roll...
FORGING PACTS
Most of the great cathedrals, monasteries, and temples that once loomed over ancient Felstad were found in the rocky, northern reaches of the city, an area generally known as The Hallowed. In fact, it was the jagged, broken spires of a few of these great buildings that were the first signs that the city’s ruins had been found. Now, with the thaw having made exploration possible, if still extremely difficult and dangerous, there are many reasons to venture into the northern reaches. The abandoned temples once housed many of the greatest riches in the old empire: gold and silver, exquisite works of art, and the secrets of magic knowledge that have been lost to the modern world. That alone would be enough to convince many adventurers to try their luck. There is one piece of forgotten knowledge, however, that is unlikely to be discovered anywhere else in the ruins of Frostgrave – True Names.
There is a belief amongst most common folk that a wizard possessing the true name of a demon gains full control over it. This is an often deadly misconception. In fact, a wizard in possession of a True Name has the ability to gain greater communion with that entity. It is a key to unlocking a path of communication between the planes of reality. If a wizard is careful, over time he may use this pathway to forge a pact with a specific extra-planar entity, thereby gaining a powerful patron. The wizard must offer up appropriate sacrifices, and maintain these sacrifices for as long as the pact remains, and, in return, his patron will offer him greater power, access to otherwise unknown lore, and potentially even servants that he can employ in his explorations and researches.
It is worth noting, once again, that while most people use the term ‘demon’ to apply to all extra-planar entities, there are many who perceive specific entities as gods, demi-gods, or angels. Extra-planar entities rarely have any concept of human morality, and left to their own devices are just as likely to conform to human conceptions of ‘good’ as they are to ‘evil’. In Frostgrave, one man’s devout supplicant is another man’s demon worshiper.
TRUE NAMES
All major demons have two names, a common name that they use when referring to themselves and a True Name that is actually a fragment of their own existence. True Names are rarely pronounceable by humans, nor can they be written by any known alphabet. Instead, they must be inscribed in mystic