Frostgrave: The Maze of Malcor
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About this ebook
With a titanic crash, an immense ice shelf tears free from the mountains that that loom above Frostgrave, revealing the lost Collegium, and the race for its secrets begins. The Maze is known to have contained many rare and unique treasures, and who knows what may have survived...
This new, expanded supplement for Frostgrave contains a host of new adventures, treasures, and creatures to challenge players. It also includes its own, unique campaign and experience system, as well as information about several of the mythical lost schools of magic.
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
Introduction
Rules Update
Placing Treasure Tokens
Securing Treasure
Stat Rolls: Automatic Success and Failure
Experience
Casting Rolls
Scrolls
Uncontrolled Creature Actions
Balancing Scenarios
Black Market Contacts
Creating Experienced Wizards
The Campaign
Playing the Campaign
Scenario One: The Relic Room
Scenario Two: The Great Hall
Scenario Three: The Aviary
Scenario Four: The Furnace
Scenario Five: The Gondola Docks
Scenario Six: The Cloister
Scenario Seven: The Wheel
Scenario Eight: The Echodrome
Scenario Nine: The Astracarnum
Scenario Ten: The Bender
Scenario Eleven: The Necropolis
Scenario Twelve: The Headmaster’s Office
The Aftermath
The Schools of the Pentangle
The Pentangle
Astromancer
Distortionist
Fatecaster
Sonancer
Spiritualist
Lost Spells
Astromancer
Distortionist
Fatecaster
Sonancer
Spiritualist
New Treasure
New Base Resources
Bestiary
Acrisbird
Advisory Council
Alentha Lemedes, Spiritualist (Wizard Shade)
Banshee
Bloodwave
Bog Man
Coal Man
Collegium Porter
Florissa Undine, Sonancer (Wizard Shade)
Glass Spider
Kalish Kareen, Distortionist (Wizard Shade)
Mantodeus
Ordovacer Nords, Fatecaster (Wizard Shade)
Phase Cat
Shrieking Wolf
Starfire Elemental
Tuvith Reginold, Astromancer (Wizard Shade)
The Wraith of Malcor
INTRODUCTION
The Maze of Malcor is the sixth expansion I have written for Frostgrave: Fantasy Wargames in the Frozen City, but it is a first in many ways. It is the first of a new size of supplement, fifty percent longer than the books that have proceeded it. This has allowed me greater freedom to design a more complex campaign, featuring a number of unique characters, and more room to include marginal, but fun, items such as the sky gondolas. It is also the first campaign to include new schools of magic – five of them, in fact. These aren’t really designed for players to use when creating wizards, but players will hopefully find them a fun addition to the game. Finally, this book is the first that proposes several significant changes to some of the core rules of Frostgrave. This is not something I have taken lightly, and if some players think that some of these alterations are overdue, I can only say that I didn’t want to rush to make changes until I was sure that they made the game more enjoyable, and were thus the right ones to make! Players can, of course, make up their own minds about whether to use these changes or not.
I started work on The Maze of Malcor just as I was making a major change in my life. After eleven years living in the wonderful city of Oxford, my family and I decided to move down to the coast to be closer to relatives and to the sea. While I believe this was the right decision, it is with some regrets that I left Oxford behind. In many ways, the campaign presented here is about my time living in the old university city. That wasn’t my intention when I started, but I think it has helped bring the whole campaign together in ways I never expected.
Actually, the campaign itself is also a first. It is the first time that a significant portion of the scenarios are designed so that a player can play the ‘bad guys’. This isn’t necessary – all of the characters can be used with their own unique priority systems – but I think it makes for a more compelling (and much, much harder) adventure if the forces of Malcor have a guiding intelligence.
There is a lot of new material in this expansion. As usual, players are encouraged to take what they want, use it how they wish, and discard the rest. The only way you can really be playing wrong is if you are not having fun.
I hope you have better luck in the maze than most of my playtest wizards did. Either way, stop by the Frostgrave Facebook page or the Lead Adventure forum page and let me, and all of the other players, know how it went. And, if you want to keep up with everything that is going on with my writings, and the world of Frostgrave, check out my blog: therenaissancetroll.blogspot.co.uk.
RULES UPDATE
Since Frostgrave was released, I have played, watched, and read reports of hundreds of games. In that time, I have been loath to tinker with the rules. Except for a few mistakes and clarifications that were addressed as errata, I didn’t think there were any problems so major that they required changing. At the same time, I wanted the core rules of the game to be contained in that original rulebook, not spread over a number of supplements. In that way, new players could buy that rulebook and feel confident that they were playing the same core game as everyone else.
Now, however, with the benefit of time and study, I believe there are a number of changes that could be made to those core rules to make the game more consistent, fair, and tactically interesting. In short, to make the game more fun.
The rules presented here are all optional, and it is up to individual players or gaming groups to decide if they wish to implement some, all, or none of them. Just make sure that everyone knows which of these rules are in effect before starting a new campaign.
PLACING TREASURE TOKENS
Before players roll to determine their starting table edges, they should place treasure tokens. To begin, one treasure token should be placed in the exact centre of the table, or as near to that point as is feasible. Each player should then place one treasure token within 8 of the central treasure token, but no closer than 6
to any other treasure token. Finally, each player should place one final treasure token anywhere on the table, provided it is more than 9 from any table edge and more than 6
from any other treasure token. Remember to count vertical distance when checking how far treasure tokens are from one another.
SECURING TREASURE
A player secures treasure tokens by having a figure under their control exit the table while carrying the token. At the end of the game, a player also secures any treasure tokens that are currently being carried by members of their warband or figures under their control. If there are unclaimed treasures on the table when the game ends, and one player still has figures on the table, that player may roll one die for each treasure token. On a 15+ the player secures that treasure token. On any other result, the treasure token is lost.
According to the rusted plaque, the courtyard had been left as a memorial to the students who died when a rain of burning-hot copper coins mysteriously fell from the sky…
STAT ROLLS: AUTOMATIC SUCCESS AND FAILURE
Whenever a figure is called upon to make a Stat Roll with a Target Number and they roll a natural 20 on the die, the Stat Roll is automatically successful. This is true even if the Target Number was mathematically impossible for the figure to achieve. Conversely, any roll of a natural 1 is an automatic failure.
This rule does apply to Will Rolls to resist spells or to break their effects.