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Frostgrave: Dark Alchemy

Frostgrave: Dark Alchemy

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Frostgrave: Dark Alchemy

оценки:
4/5 (1 оценка)
Длина:
32 страницы
23 минуты
Издатель:
Издано:
21 апр. 2016 г.
ISBN:
9781472818447
Формат:
Книга

Описание

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.
Издатель:
Издано:
21 апр. 2016 г.
ISBN:
9781472818447
Формат:
Книга

Об авторе

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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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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