Frostgrave ghost archipe.., p.7
Frostgrave: Ghost Archipelago, page 7
WHISPERING BLADE
This is a magic hand weapon of beautiful construction. When the blade is swung it produces a slight whispering that, while indistinct, sounds very similar to human speech. Although the blade is capable of inflicting truly grievous wounds, its ‘whispers’ are distracting – its wielder suffers -1 Fight but inflicts +4 damage.
WILL-O’-THE-WISP JAR
This magic jar or lantern is designed to capture and hold a will-o’-the-wisp. If a figure carrying this jar is in contact with a will-o’-the-wisp, it may spend an action and make a Will Roll with a Target Number of 16. A failure has no effect, but a success sees the will-o’-the-wisp trapped inside the jar. A jar holding a will-o’-the-wisp can be sold for 700gc on the mainland.
CHAPTER NINE
BESTIARY
Unlike previous supplements, Cities of Bronze does not include its own random encounter table. That is because most of the new monsters presented in this book are rare or unique, and should only be encountered in the scenarios presented, or in scenarios of the players’ own creation. When rolling for random encounters, use the table presented in the main rulebook.
ANIMALS
Enormous Lion
The Ghost Archipelago is populated by many species of big cats, some of them easily as large as a man. On a few islands, however, exposure to various forms of magic has caused them to grow even larger – up to the size of small elephants. Thankfully, these cats seem unable to stray too far from the source of the magic that augmented them. Thus, for the most part, they can be avoided.
If an enormous lion activates within 6” of a figure, but is not in combat, it will use its first action to pounce on the closest figure. This allows the lion to combine a move and attack into one action. Furthermore, the lion receives +1 Fight for this attack. If the lion wins the fight, it will stay in combat and use its second action to fight again. If the lion loses the fight, it will use its second action to move back into combat, but it will not pounce a second time in the same turn.
Enormous Lion
M F S A W H Notes
6 +5 +0 12 +4 16 Animal, Large, Powerful (treat as using a two-handed weapon), Pounce
CONSTRUCTS
Bronze Giant
Placed as guardians by ancient Drichean wizards, these giant statues vary in height, typically standing between two and four times the height of a man, but are almost always cast in the image of a mighty warrior. These giants stand silent sentinel until called to action – somewhere on each giant are carved the words that will bring it to life.
Unlike most uncontrolled creatures, when a bronze giant wins a fight it will push back its opponent. So forceful are its attacks that it will push back its opponents by 4” instead of the usual 1”. If the bronze giant has an action remaining, it will follow the normal priority for determining this action, possibly moving back into combat with the figure it just defeated, or into contact with another figure if closer.
Bronze Giant
M F S A W H Notes
5 +5 +0 16 +5 25 Construct, Large, Huge Weapon (treat as using a two-handed weapon), Push Back (4”), Immune to Critical Hits, Immune to Poison, Amphibious
DEMONS
Calaxis
According to Drichean myth, Calaxis was a normal snake until one of the gods picked her up, breathed upon her, and set her as the guardian of a magical garden. Since that day, she has grown larger and larger, and is now queen of all serpents. According to legend, she cannot be slain by a Drichean hand.
As guardian of the garden, Calaxis behaves differently from most uncontrolled creatures. Calaxis will never make a random move, if called upon to do so, she will instead move directly towards the central tree of the garden. Because of her size, she is never treated as in combat for the purposes of movement. She can always move out of any combat and will even force combat with a figure that moves within 1” while she is in base contact with another. When activated, Calaxis will use her first action to move into combat with a random figure that is within 7” and will attack with her second action.
Calaxis’ breath is poison. Whenever she activates, all figures within 6” must make an immediate Will Roll with a Target Number of 12 or be poisoned.
Calaxis is used to fighting multiple enemies at the same time. Supporting figures only grant a +1 bonus (instead of the usual +2) and the highest bonus any figure can claim from supporting figures is +2.
Calaxis is immune to critical hits, save for those delivered by a Heritor or Warden.
Calaxis
M F S A W H Notes
7 +7 +0 15 +9 22 Demon, Large, Crushing Jaws (hits do double damage), Never in Combat, Poison Breath, Partially Immune to Critical Hits, Immune to Poison
Procrates
Procrates is a giant who guards the docks in the Underworld. While his upper body is like that of a human, he has three massive serpent-like tails that serve him in place of legs and a pair of huge eagle wings growing out of his back. While Procrates is intelligent, he is devoted to guarding the docks and cannot be dissuaded from attempting to slaughter any living thing that dares venture into his cavern. He will not, however, attack or pursue anyone who leaves the cavern, even if they are on one of his ships.
Thanks to his serpent-legs, Procrates is adept at fighting multiple enemies at the same time. Any figure in combat with Procrates counts as having one supporting figure fewer (to a minimum of 0) than is actually the case (e.g. a figure with two supporting figures receives only +2 Fight). Furthermore, the maximum supporting figure bonus that can be claimed by any figure in combat against Procrates is +2.
If Procrates wins a combat against a figure, but that figure is not killed, Procrates will fling that figure 8”. If playing Scenario 5: The Golden Ship, Procrates will fling the figure directly towards the player’s edge. In any other scenario, Procrates will fling them in a random direction. Procrates cannot fling creatures with the Large trait and will remain in combat with them as normal.
Procrates is so large and heavy that he cannot be pushed back by a figure, unless that figure has the Large trait, or is using some special ability (such as a Heritor Ability). If a figure wins a combat against Procrates they may step back as normal.
Procrates does not follow the usual methods of determining actions for uncontrolled creatures. Instead, he follows this priority list:
•If Procrates is not in combat, select a random crewmember that is within 12” and in line of sight. Procrates will use his first action to move towards that figure. For his second action, he will fight if he is in combat, or continue to move towards the same figure if he is not.
•If Procrates is in combat, he will use his first action to fight. If he can take a second action he will move towards a random crewmember that is within 12” and in line of sight or move randomly if there are no such eligible targets.
•If there are no crewmembers within 12” and in line of sight, Procrates will make one random move and then check again. If there are still no crewmembers within 12” and in line of sight, his activation ends. If there are, he will use his second action to move directly towards one of the eligible targets (determine which randomly).
Procrates
M F S A W H Notes
6 +6 +0 14 +8 26 Demon, Large, Flying, Powerful (treat as using a two-handed weapon), Amphibious, Multiple Legs, Fling Opponent, Cannot be Pushed Back, Immune to Poison, Immune to Critical Hits
SAURIANS
Dredlos
Dredlos is a gigantic, two-headed saurian that guards the entrance to the Drichean underworld. Despite his unusual size, and extra head, he appears to be a natural creature.
Thanks to his extra head, Dredlos is well suited to fighting multiple opponents at the same time. Any figure in combat with Dredlos counts as having one supporting figure fewer (to a minimum of 0) than is actually the case (e.g. a figure with two supporting figures receives only +2 Fight).
Dredlos is very familiar with his territory and possesses extremely acute senses. Accordingly, Dredlos can always draw line of sight to any crewmember on the table, regardless of intervening terrain or any other effect, magical or mundane.
Dredlos’ blood is mildly acidic. Whenever a figure does damage to Dredlos in melee combat, there is a chance its weapon will be damaged – roll immediately on the Warp Weapon table (Rulebook, page 104), adding any modifiers as appropriate. If the figure was not wielding a weapon, it suffers 1 point of damage instead.
Dredlos is so truly terrifying that only the bravest warriors will attack him. If a figure wishes to move into combat with Dredlos, it must first make a Will Roll with a Target Number of 10. If this roll is failed, the figure moves to within 1” of Dredlos and then its activation ends.
Dredlos
M F S A W H Notes
6 +6 +0 14 +6 18 Saurian, Large, Always Has Line of Sight, Crushing Jaws (hits do double damage), Two-Headed, Acidic Blood, Terrifying
SENTIENT RACES
Groggers
Sometimes called ‘sea trolls’ even though there is no connection between the two species, groggers are a sentient race, known for attacking small boats that venture into their territory. Groggers resemble scaly humans with frog- or fish-like heads, webbed hands and feet, and short tails. The most commonly encountered groggers are about the size of trolls, while the more numerous, but more reclusive, ‘lesser groggers’ are only a little smaller than a human.
Groggers are carnivores and will eat just about any type of flesh, though they seem to have a particular taste for humans. They are also smart enough to realize that humans do not fight well while in the water.
If using the optional rules for capsizing boats (Gods of Fire, here), whenever a figure in a small boat loses a fight to a grogger and rolls a natural 1–3 on its Move Roll to stay in the small boat, the boat capsizes.
Groggers will also attempt to drown their prey. If a figure activates while in deep water and in combat with a grogger, it receives a -2 to its Swimming Roll.
Groggers are amphibious, but spend most of their time underwater, and are both slower and less agile on land. This is represented by their split Move stat – the first number is their Move when in water, the second is for when they are on land. If they are in water at the start of an action, they use the first stat.
Grogger
M F S A W H Notes
6/4 +4 +0 12 +2 16 Amphibious, Large, Powerful (treat as using a two-handed weapon), Attempt to Capsize, Attempt to Drown
Lesser Grogger
M F S A W H Notes
6/4 +2 +0 11 +2 12 Amphibious, Attempt to Capsize, Attempt to Drown
Lentreon
The Lentreon are a sentient species of that live in some of the rocky mountains within the Ghost Archipelago. With the lower body and legs of a big cat and the upper body of a human, the Lentreon resemble feline versions of the centaurs found in Drichean legends. They are a primitive people but display a talent for the construction of simple tools and the working of wood and leather.
Thanks to their natural claws, a Lentreon is never considered to be unarmed and always uses the stats below, regardless of whether it is empty-handed or equipped with the stone-tipped spear and hide-covered shield typically carried into battle.
Lentreon are extremely stealthy hunters, skilled at making use of whatever cover is available. No figure may draw line of sight to a Lentreon if it is behind cover and more than 16” away.
Despite their awkward-looking form, Lentreon are skilled climbers and capable of jumping or falling considerable distances. When determining falling damage for a Lentreon, subtract 2” from any distance fallen (so, a Lentreon can fall 5” before it takes any damage).
In battle, Lentreon suffer from a nearly uncontrollable bloodlust – they will never push back a figure if they win combat (this rule is generally only relevant if a Lentreon is a member of a crew).
Lentreon
M F S A W H Notes
7 +4 +0 10 +4 14 Never Unarmed, Stealthy, Controlled Fall, Never Push Back
UNDEAD
Drichean Revenant
Revenants are a semi-ethereal form of undead that, apparently, can only survive underground. At least, no-one has ever reported seeing one above ground, and it is not known what effect exposure to sunlight would have. In appearance, they look like a shadowy or spectral human, fading away towards the ground. Drichean revenants are blood-drinkers and will temporarily grow in power if they consume fresh blood.
If a Drichean revenant causes damage to any living (i.e. non-undead) creature, it gains +1 Fight, +1 Armour, +4 Will, and does +2 damage for the rest of the game.
Because they are semi-ethereal, revenants can pass through solid objects. They are also partially immune to non-magic weapons.
Whenever a revenant is damaged by a non-magic weapon, the damage they take is halved, rounded down.
Dricheans have many legends about revenants and are especially fearful of them, seeing in them their own potential future. All Dricheans receive -1 Fight when in combat with a Drichean revenant.
Drichean Revenant
M F S A W H Notes
6 +2 +0 12 +0 10 Undead, Semi-Ethereal, Blood-Drinker, Partially Immune to Non-Magic Weapons, Feared by Dricheans
Will- o’-the-Wisp
Glowing balls of phantasmal energy said to lure men to their deaths, will-o’-the-wisps are nearly impossible to study or classify, and no-one knows if they possess a spark of sentience or are simply a magical effect that occasionally mimics intelligence. Either way, they are extremely dangerous, and best avoided if possible.
Will-o’-the-wisps do not follow the usual rules for uncontrolled creatures – they do not activate, never take actions, and never force combat. A figure may attack a will-o’-the-wisp as normal.
If a player ever rolls a natural 20 for initiative when a will-o’-the-wisp is on the table, they may move one will-o’-the-wisp up to 6” in any direction, ignoring all terrain for the purposes of this movement. If more than one player rolls a 20, roll again – whichever player rolls highest gets to move it. Will-o’-the-wisps may freely move out of combat.
Any figure that activates while within 10” and in line of sight of a will-o’-the-wisp must make a Will Roll with a Target Number of 16. A failure means that the figure must use one action to move directly towards the will-o’-the-wisp. The figure’s activation then ends. This movement must be made, even if it causes the figure to fall, enter deep water, walk through fire, etc. A figure need only test for the nearest will-o’-the-wisp, even if within 10” of more than one.
Will-o’-the-Wisp
M F S A W H Notes
6 +5 +0 20 +20 1 Undead, Flying, Ethereal, Immune to Normal Weapons, Immune to Critical Hits, Immune to Poison, Never Activates, Player-Controlled Movement
Frostgrave: Ghost Archipelago: Farwander
ISBN: 9781472832726
UK: £8.99
US: $8.99
CAN: $11.99
Fleeing yet another sticky situation, the rogue Farwander lands aboard a ship bound for the mysterious Ghost Archipelago. Unwittingly, he has joined the Heritor, Lady Temnos, on her expedition to the fabled isle of Penitent’s Landing, where a mighty treasure is said to lie at the pinnacle of the volcanic Mount Golca. Sea battles, creatures from the deep, and the myriad other perils of the Lost Isles threaten to bring the rogue’s life to an abrupt and unpleasant end. Is survival Farwander’s only aim, however, or does he have his eye on a greater prize?
Frostgrave: Ghost Archipelago: Destiny’s Call
ISBN: 9781472832702
UK: £8.99
US: $8.99
CAN: $11.99
Samir is a thief, a street-urchin from Yad Sha’Rib, the greatest city in the Empire. Like the city itself, he carries a secret; Samir is descended from the Heritors, powerful warriors who once drank from the fabled Crystal Pool. Feeling the pull of the Lost Isles in his blood, Samir suddenly finds himself the centre of attention after a life of anonymity. Encountering a tribal warrior maiden, a self-styled Pirate Prince, a beautiful assassin, and hunted by his enemies, Samir must navigate a world of treachery and deceit as he sets sail to answer his destiny’s call.
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ACKNOWLEDGMENTS
Artwork: Dmitry Burmak and Kate Burmak.
Official Frostgrave: Ghost Archipelago Figure Design: Giorgio Bassani, Mike Owen, Nick Collier, Alex Huntley, Bob Naismith, Mark Copplestone, and Bobby Jackson.
Other Figures: North Star Military Figures, Copplestone Castings, Crusader Miniatures, Artizan Designs, Mantic Games, Wargames Factory, and the Honourable Lead Boiler Suit Company.
Figure Painting: Dave Woodward, Kevin Dallimore, Mark Wheatley, and Nick Eyre.
Photography: Kevin Dallimore and Wargames Illustrated.
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This electronic edition published in 2019 by Bloomsbury Publishing Plc
OSPREY GAMES is a trademark of Osprey Publishing Ltd
First published in Great Britain in 2019


