Frostgrave: Ghost Archipelago
CONTENTS
CHAPTER ONE:
Introduction
CHAPTER TWO:
Drichean Kingdoms
Finding Favour
Privileges
Drichean Soldiers
Drichean Artillerist
Drichean Blade-Dancer
Martial Disciplines
Creating a Drichean Kingdom
Sample Drichean Kingdoms
Bandari
Norcofai
Olusis
Tencerie
CHAPTER THREE:
New Specialist Crewmen
Cabin Boy
Demon Hunter
Shipwright
CHAPTER FOUR:
New Weapon
Ballista
CHAPTER FIVE:
The Ancient Garden Campaign
Scenario One: Border Clash
Scenario Two: Guardians of the River
Scenario Three: The Garden of Good and Evil
CHAPTER SIX:
The Dread Lighthouse Campaign
Scenario One: The Lands of the Lentreon
Scenario Two: The Bronze Sentinels
Scenario Three: The Dread Lighthouse
CHAPTER SEVEN:
The Underworld Campaign
Scenario One: The Singing Stones
Scenario Two: The Guardian of the Underworld
Scenario Three: Crossing to the Other Side
Scenario Four: The Palace of Chains
Scenario Five: The Golden Ship
CHAPTER EIGHT:
New Treasure
CHAPTER NINE:
Bestiary
Animals
Enormous Lion
Constructs
Bronze Giant
Demons
Calaxis
Procrates
Saurians
Dredlos
Sentient Races
Groggers
Lentreon
Undead
Drichean Revenant
Will-o’-the-Wisp
CHAPTER ONE
INTRODUCTION
It is hard to believe that I’m writing the introduction to the third expansion for Frostgrave: Ghost Archipelago. What began as a spin-off to the original Frostgrave has now taken on a life of its own and become a fleshed-out and highly developed setting. That said, I have tried, and will always try, to make sure there is plenty of open space, plenty of ‘grey area’, left for players to forge their own narratives, invent their own locations and races, and generally make the setting their own. Balancing these two ideas has been the biggest challenge, but also the most rewarding part, of writing these supplements.
And so, we come to Cities of Bronze, which takes the numerous small kingdoms of the Dricheans as its central theme. These Bronze Age-style peoples possess the most ‘civilized’ of civilizations within the Ghost Archipelago, but that doesn’t mean they are safe havens for outsiders. In fact, earning the trust of these kingdoms is one of the main goals presented in the book. But, I’m getting ahead of myself…
Much as the last supplement, Gods of Fire, presented rules for creating different Tribal groups, this book contains rules for creating your own Drichean kingdoms. While all these kingdoms have some similarities, they all feature different martial traditions that go a long way to determining their military tactics. Also, while some kingdoms are centres of trade and craftsmanship, others focus on knowledge and learning, and still others are more mystically inclined and consult with seers to read signs and portents. These differences become increasingly important as Heritors work with a specific kingdom and potentially gain access to their soldiery, their libraries, or other resources.
Of course, gaining the trust of these kingdoms is no easy feat. Only Heritors willing to take on desperate and dangerous quests have any hope of surviving behind Drichean walls. The heart of this book is three campaigns: two with three scenarios each, and one with five. These are all tough missions, and probably better suited to Heritors that have a few levels under their belts. Over the course of these adventures, the Heritors will have to fight past enormous lions and bronze giants, attempt to destroy an ancient and evil magic, and even descend into the forbidding darkness of the Drichean underworld. The risks are great, but so are the rewards!
Some players, upon reading these adventures, may feel a slight sense of familiarity. That is understandable. More than ever before, I have drawn upon on a specific source for inspiration. In this case, Greek mythology. For as long as I can remember, I have been fascinated by the tales of Jason and the Argonauts, Hercules, and the other ancient Greek heroes, and I have used that love and enthusiasm to drive my scenario writing in this book. In many ways, the Heritors are like those ancient heroes – mighty individuals, defined by their bloodlines and capable of feats that most mortals could never attempt. This is not a book about Greek heroes though, and so, while some of the monsters or situations might have mythic parallels, players will hopefully find that they have their own place in the Lost Isles and add to the richness of the setting.
Beyond Drichean kingdoms and the eleven scenarios, the book also contains a few new resources to aid the Heritors. Five new specialist crewmen are available to hire, from the deadly Drichean blade-dancer to the lowly cabin boy! In some scenarios and situations, Heritors will also be able to control allied Drichean soldiers, with their distinct martial disciplines. The book also contains a new treasure table filled with strange items that can be found during these adventures.
Finally, I would like to once again thank everyone who has supported my efforts to develop this game as well as the original Frostgrave. It is largely because of your continued support and enthusiasm that I have had the opportunity to grow as a games writer, to add new aspects to these games, and to devote so much of my attention to this fantastical world. I hope you enjoy Cities of Bronze and hope to see you again in the Lost Isles!
If you would like to learn more about the game and interact with other explorers of the Lost Isles, join the Frostgrave: Ghost Archipelago Facebook group or the Frostgrave page on the Lead Adventure Forum. If you would like to keep up with my work, and hear about what I’m currently up to, check out my blog: therenaissancetroll.blogspot.co.uk.
CHAPTER TWO
DRICHEAN KINGDOMS
Hidden away amidst the dense jungles and crumbling ruins of the Ghost Archipelago, the scattered city-states of the Drichean kingdoms stand as small bastions of civilization in the untamed wilds. Protected by heavy stone walls and guarded by warriors encased in bronze armour, many have stood for centuries and developed their own complex and unique cultures. And yet, despite often extreme differences of attitude, belief, and politics, there is clearly a common ancestry. Physically, Dricheans tend towards dark eyes, olive complexions and thick, dark hair. Rarely, a child will be born with striking blonde hair or bright blue eyes – this is generally considered an omen, the exact nature of which varies from kingdom to kingdom.
The Dricheans all speak the same language, though there are many different dialects, a few of which are sufficiently removed from each other to cause confusion between speakers of different kingdoms. The written language seems to have retained a ‘purer’ form, however, and is nearly identical throughout the kingdoms. The unique, semi-pictographic alphabet allows even non-Dricheans to occasionally grasp the meaning of a text. It should be noted, however, that Dricheans use many poetic forms, especially in writing, so it can sometimes be difficult to know if a text is being literal. Achieving fluency is a long and laborious undertaking, but basic communication can be achieved easily enough with a modicum of tuition.
The most famous feature of nearly every Drichean kingdom is its martial society. While
the arts and sciences are valued, all fields of study are considered secondary to that of warfare, from grand strategy to field tactics and the martial skills of the individual warrior. This is perhaps the only reason that these kingdoms have been able to survive, and even thrive, in such a harsh environment. Dricheans begin their warrior training as soon as they can walk. While this training is not exclusive, and other subjects are taught, it remains an important focus throughout their lives. Training includes fighting with various melee weapons, most notably swords, spears, and heavy, two-handed axes. They learn to fight both with shields and without, and while wearing heavy bronze armour. Unlike nearly every other group in the Ghost Archipelago, the Dricheans will often fight in formation, grouping into small battle-lines and shield-walls to face an enemy. Dricheans also practice several forms of unarmed combat, including wrestling and boxing. Although trained in archery from childhood, few Dricheans will use a bow in battle once they come of age. Warriors-in-training may be tasked with providing ranged support in the field and a few dedicated scouts or hunters will continue to focus on archery, but most Dricheans seek the glory of personal combat. In times of danger, however, everyone must fight, and youths, the elderly, pregnant women, and the like can be found drawing bows and manning the light artillery pieces that often sit atop their city walls.
Most Drichean societies are split into two levels, with the ruler and the extended royal family – serving as government ministers, officials, military commanders, and priests – at the top. Below them sit the free men and women that make up most of a kingdom’s population. Some Drichean kingdoms also maintain a third level – slaves. These slaves are usually captives taken from neighbouring tribal groups or rival kingdoms, although it is not unknown for Heritors and their crews to fall prey to a Drichean raiding party.
All Dricheans are polytheistic and worship a pantheon of gods that personify aspects of the natural world. While the names and forms of these gods may vary from kingdom to kingdom, their core aspects tend to be recognizable in any Drichean society. Worship takes the form of sacrifice, from setting aside a portion during a meal or an offering of wine, up to or including human sacrifice, depending on the kingdom, the god, and the desired outcome.
There is no doubt that the ancestors of the Dricheans were capable of great and powerful magic – many of their works may still be explored, their spells still active. Somehow, for reasons that are now more myth than history, much of this knowledge was lost. Modern Drichean magicians display powers similar to those of Wardens and maintain that these abilities are blessings from the gods.
Nearly every Drichean kingdom counts a few Heritors amongst its soldiery, usually members of the ruling family, although it is not unknown for a ‘commoner’ to rise as a hero of the people. Interestingly, most Drichean Heritors seem ignorant of the Crystal Pool and instead claim descent from one of the gods (if not more than one), believing that it is this heritage that accounts for their abilities. Regardless of the source of their powers, a Heritor that has undergone the intense martial training of a Drichean soldier makes for a truly fearsome warrior.
Centuries of hard-earned experience has taught the Dricheans that most of the world seeks their destruction, so their reactions to outsiders tend to range from guarded to immediately hostile. If approached with caution and deference, however, some kingdoms will open their gates to outsiders. Although friendship and trust will come slowly, once it is earned, Dricheans make staunch allies, and will stand with their friends against any danger. Even if trust is in short supply, more commercially minded Dricheans may trade with outsiders, often exchanging gold, gems, and bronze artworks for iron or steel tools and weapons.
While the Dricheans are usually considered ‘one people’, explorers would do best to treat each kingdom as a separate and unique culture and make no assumptions before first contact. Having befriended one kingdom may make no difference when engaging with another – indeed, such is the web of feuds and alliances between kingdoms, that a friendship with one might be more a hinderance than an advantage…
FINDING FAVOUR
During their explorations and adventures, Heritors may have the chance to work with specific Drichean kingdoms. Perhaps a king or queen would like the Heritors to recover a lost artefact, slay a troublesome monster, or even lead a raid on an enemy kingdom. If a Heritor manages to accomplish this feat, he will likely gain the favour of that kingdom, and be granted access to some of its resources. In the wilds of the Ghost Archipelago, having such a haven can often prove lifesaving.
In game terms, some scenarios and/or campaigns will have the ‘Favour of…’ listed as one of the potential rewards. Favour is always specific to a certain kingdom, so whenever it is gained, a player should write ‘Favour of Tencerie’ (or whatever the kingdom’s name is) on their crew sheet. It is possible for a Heritor to hold the Favour of more than one Drichean kingdom at once. Furthermore, Heritors can achieve multiple levels of Favour with a kingdom. So, the first time the Favour of the kingdom is gained, ‘Favour of Tencerie’ would be noted; the second time, ‘Favour of Tencerie II’; and so on. The highest Favour a Heritor can hold with any one kingdom is level III.
Each level of Favour a Heritor holds grants him a certain Privilege within that kingdom, such as the freedom to hire Drichean soldiers, consult with their seer, or buy and sell items at their markets. Each kingdom will have a different set of Privileges that are granted with each level. To take advantage of these Privileges, whenever the Heritor is permitted to sail to the mainland, they may instead visit one of the Drichean kingdoms where they hold Favour. Only one kingdom may be visited after each game. While visiting the kingdom, the Heritor can take advantage of any Privileges open to him.
Note that all Favour is held by the Heritor personally, not by the crew in general. If the Heritor is killed, then all Favour is lost, even if the crew continues its adventures.
Privileges
LIBRARY
The Heritor and his Warden are granted access to the kingdom’s library, along with the librarians and translators needed to help them make use of it. Most Drichean libraries contain varied works of history, science, philosophy, poetry, and, of course, military studies. Every time a visit is made to the library, the Heritor and Warden gain 5 experience points each.
MARKETS
The Heritor is granted access to the city’s markets, where any treasure can be sold. As these items are more common in the Ghost Archipelago than on the mainland and the Dricheans drive hard bargains. Heritors receive only one quarter of the cost of an item in payment. At the same time, a Heritor may see if any rare items are for sale. They may make one roll on the Treasure Table (either the one in the main rulebook, here, or the Cities of Bronze Treasure Table). The item identified by this roll is available to buy at full price.
ROYAL WEAPONSMITH
The Heritor can purchase weapons directly from the royal weaponsmith. Each time the Heritor visits, he may purchase one superior weapon that does +1 damage at a cost of 100gc. This weapon may be of any type found on the General Arms and Armour List (Rulebook, page 24).
THE SEER
The Heritor is given permission to visit and make offerings to one of the kingdom’s great prophets. Upon visiting the seer, the Heritor must make an offering worth at least 100gc. This can take the form of actual gold crowns or items equal to or greater in cost. Once the Heritor has made their offering, they should roll on the table below and add their Will Stat to find out the effect of the seer’s prophecy.
Seer’s Prophecy Table
Die Roll Will Effect
4 or less The seer prophesizes pain and death. After the next game, all crewmen receive -1 to their survival rolls.
5–10 The seer speaks in meaningless riddles. Nothing valuable is gained from the visit.
11–15 The seer speaks of great riches to be found. You have the option of adding +2 to one treasure roll after the next game. This is not cumulative with any other bonuses (such as for recovering the
central treasure). You must declare which treasure roll is the potential recipient of this bonus before rolling. After rolling the die, you must then choose to apply the +2 bonus or not. In either case, the prophecy is completed and the bonus is spent. If the player has no qualifying treasure rolls after the next game, then the bonus is lost.
16–20 The seer speaks of hidden treasures and where they might be found. You have the option of adding +2 to all your treasure rolls after the next game. If you recover the central treasure in the next game, add +3 to this roll instead of the normal +2.
21+ The seer speaks of the future and the trials to come. Immediately gain +20 experience points. Furthermore, if your Heritor is reduced to 0 Health in the next game, they may roll twice for their survival roll and choose which result to take.
SOLDIERS
The Heritor has been granted permission to hire Drichean soldiers, but it takes more than gold to convince a Drichean to leave his city-state and go adventuring around the Lost Isles. The Heritor may make one Will Roll with a Target Number of 16. If successful, he can hire as many Drichean soldiers as he can afford and can legally have in his crew. If the roll is failed, the Heritor is unable to find any warriors willing to sign on, although he may try again during his next visit. All Drichean soldiers count as specialists.
TUTOR
The Heritor can hire a Drichean tutor for the cost of 200gc. The tutor travels on the Heritor’s ship and is treated as a ship upgrade for all intents and purposes. If a Heritor has a tutor on board, he receives +4 to all Will Rolls to hire Drichean soldiers. Furthermore, the tutor can also serve as a translator for any Drichean books, scrolls, or other texts that are brought back to the ship. This will be noted in a magic item’s description.
DRICHEAN SOLDIERS
The Dricheans would never refer to their fighting men and women as ‘crew’, even when they are on ships, but for game purposes the terms ‘soldiers’ and ‘crew’ are interchangeable. The Drichean kingdoms employ a variety of soldiers, some of which vary from their mainland counterparts. For that reason, a full list of Drichean soldiery is presented here. All the soldiers on this list are considered to be specialist crewmen.