Frostgrave: Ghost Archipelago
Osprey Games · Frostgrave · 2017
Official websiteFrostgrave spin-off set on tropical islands with new crew types, beasts, and treasure tables. Keeps core Frostgrave mechanics with exploration and naval themes. In this new wargame, set in the world of Frostgrave, players take on the role of Heritors, mighty warriors whose ancestors drank from the Crystal Pool. These Heritors lead their small, handpicked teams of spellcasters, rogues, and treasure hunters into the ever-shifting labyrinth of the Ghost Archipelago. Using the same rules system as Frostgrave, this standalone wargame focuses on heroes who draw on the power in their blood to perform nigh-impossible feats of strength and agility. This game also includes 30 spells drawn from five schools of magic, a host of soldier types, challenging scenarios, treasure tables, and a full bestiary of the most common creatures that inhabit the Lost Isles.
- Designer
- Joseph A. McCullough
- Players
- 2
- Board size
- 3x3
- Movement
- Free Measurement
- Base type
- round
- Chance
- D20
- Minis agnostic
- Yes
- Companion tools
- Frostgrave Warbands
From Frostgrave
- Frostgrave Warbands
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Factions
Beastwarden
Ghost Archipelago warden branch; communes with beasts and island predators of the Lost Isles.
Chronomancer
School of time magic; masters of haste, decay, and temporal manipulation in the Frozen City.
Earthwarden
Ghost Archipelago warden branch; stone, soil, and the bones of forgotten ruins.
Elementalist
School of elemental magic; commands fire, ice, lightning, and earth across Felstad's ruins.
Enchanter
School of enchantment; strengthens gear, constructs, and allies with enduring magical effects.
Illusionist
School of illusion; misdirection, concealment, and tricks that turn the ruins against rivals.
Necromancer
School of necromancy; death magic, undead servants, and forbidden rites among the ice-bound dead.
Sigilist
School of sigil magic; runes, wards, and structured spells favoured by Felstad's old orders.
Soothsayer
School of divination; foresight, curses, and magic that reads fate in the Frozen City.
Stormwarden
Ghost Archipelago warden branch; wind, lightning, and the fury of tropical squalls.
Summoner
School of summoning; binds demons and conjured creatures to serve the wizard's warband.
Thaumaturge
School of thaumaturgy; holy and restorative magic amid the profane ruins of Felstad.
Vinewarden
Ghost Archipelago warden branch; plants, growth, and the choking jungles of the archipelago.
Wavewarden
Ghost Archipelago warden branch; tides, water, and the drowned secrets between islands.
Witch
School of witchcraft; hexes, curses, and volatile hedge magic scorned by northern academies.
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