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Frostgrave: Dark Alchemy
Frostgrave: Dark Alchemy
Frostgrave: Dark Alchemy
Ebook32 pages20 minutes

Frostgrave: Dark Alchemy

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About this ebook

Dark Alchemy is an ebook only mini-expansion for Frostgrave that includes a three-scenario campaign which can be played by either solo by one player or by two players working co-operatively. It also includes an expanded potions table, with numerous new magical elixirs, as well as new rules for the buying, selling, and creation of potions.
LanguageEnglish
Release dateApr 21, 2016
ISBN9781472818447
Frostgrave: Dark Alchemy
Author

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

    FOREWORD

    THE DARK ALCHEMY CAMPAIGN

    SCENARIO ONE: ALCHEMICAL MONSTROSITY

    SCENARIO TWO: SKELETAL RUN

    SCENARIO THREE: THE SPREADING FLAMES

    DARK ALCHEMY TREASURE TABLE

    BESTIARY

    POTIONS IN FROSTGRAVE

    FOREWORD

    Welcome to Dark Alchemy, the third mini-supplement for Frostgrave: Fantasy Wargames in the Frozen City. This supplement is divided into two main sections. The first is the Dark Alchemy Campaign, a set of three scenarios which is designed for either a solo player or two people playing cooperatively. Writing a set of adventures where the players essentially play against the scenario is something I have wanted to do ever since Frostgrave was first published. I believe it is a rare and, perhaps, neglected area of wargaming. It is also an extremely difficult one for a scenario writer – each scenario has to be carefully balanced so that it provides an interesting and challenging game without feeling either too easy or completely impossible to the player. This is even more difficult in a game like Frostgrave where wizards can have wildly different capabilities. In this campaign, some wizards will have an easier (or tougher!) time in specific scenarios but, over the course of the campaign, I think it should more or less balance out.

    The second half of this supplement is devoted to potions. I have always been a little disappointed with the potions table in the main rulebook, so I have taken this opportunity to present a new, expanded table for the potions that can be found in the ruins. There are also a few new rules, especially for those who want to brew the more powerful potions.

    So,

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