by Matthew Ward
She fell silent for a moment. Yelen knew her sister was recalling the moment of Kardish’s death. They’d not spoken of it yet, but Yelen could well imagine the guilt Mirika felt. In its way, it wasn’t so different to the burden she still carried over Kas and Darrick.
‘Anyway,’ Mirika went on. ‘I’m staying, and I’d rather you stayed with me. Whether you believe it or not, I’d be lost without you.’
Yelen looked away, cheeks warming with embarrassment. Outside, the wind rose to fresh heights. Her reflection in the window, as downcast in appearance as she was in mood, shook with the rattling panes of glass.
‘I’m not sure I know where I want to be any longer,’ Yelen said at last. ‘Perhaps it doesn’t matter where I am, as long as I’m me.’ She took a deep breath, let the lingering aroma of fire-smoke fill her. ‘I’ll come back to Rekamark. Beyond that, I don’t know. I’ve a promise to keep.’
‘Cavril’s sister?’
Yelen closed her eyes, recalling Magnis’ earnest plea. In hindsight it was obvious that he’d known how events would unfold. ‘Yes. I don’t know how I’m to help Elien. Hells, I don’t even know where to begin…’
Mirika flashed a grin. ‘Actually,’ she said, ‘I’ve an idea or two about that. So does Serene, oddly enough. But we agreed not to tell you until you get some sleep. How long has it been now?’
Yelen opened. ‘Too long. Alright, you win. Go on. I’ll be through in a moment.’
Mirika lingered a moment longer, then slipped back through the doorway.
Yelen listened as her sister’s footsteps faded. Mirika was right. Maybe she was owed a little happiness. Coming to a decision, she levelled a stare at her reflection in the glass. Blue eyes gazed back; serious, but with a hint of mischief. Or so Yelen hoped.
‘Get some sleep, Yelen Semova. It’s a long road ahead.’
She laughed, the stern expression in the glass collapsing into mirth.
Blue eyes flickered crimson then back to blue.
Yelen froze, heart pounding, uncertain of what she’d seen. She pressed fingers against the pane, examining her features once again. Blue eyes stared back. She sighed with relief.
‘Just your imagination,’ she muttered. ‘Mirika’s right. You need to sleep.’
‘You do indeed, poppet,’ breathed a familiar voice. ‘Like you said, it’s a long road ahead. You and I? We’re not done.’
SCENARIO
We hope you have enjoyed Frostgrave: Second Chances by Matthew Ward. This book is the first novel based on the popular tabletop wargame, Frostgrave: Fantasy Wargames in the Frozen City by Joseph A. McCullough. If you would like to learn more about the game, you can join the Frostgrave: Fantasy Wargames in the Frozen City Facebook group, or order the rule book from www.ospreygames.co.uk.
For readers who are already fans of the game, we present this exclusive two-player Frostgrave scenario, loosely based upon events in the novel.
* * *
CORPSEFIRE
By Joseph A. McCullough
The excursion into the Lower Reaches has proved more successful than anticipated, and several of the party are laden down with treasure. Night is falling, though. Better to make camp for the evening than to risk moving through the ruins at night. Thankfully, you brought several corpsefire lamps to protect you from the wraiths that roam this area. Unfortunately, it appears yours is not the only crew of explorers in the area tonight...
Set-Up
Before set-up, each player should roll a die. The player that rolls highest is the ‘encamped player’. The other player is the ‘raiding player’.
This scenario should be played on a 3x3’ table. The table should be covered in ruins as per a standard game of Frostgrave. After the ruins have been set up, place six ‘corpsefire’ markers on the table so that they roughly form a 12” circle around the centre of the table. The encamped player should then place his entire warband inside this circle. Two of his figures (including either the wizard or apprentice, but not both) should be awake and standing up. The rest of the warband is asleep, and the figures should be placed on their sides. The encamped player should also place four treasure tokens anywhere he wants inside the circle, provided they are at least 1” from any of his figures.
The raiding player should then place all of his warband within 2” of a board edge of his choice. The raiding player should also place two treasure tokens anywhere on the board within 18” of the board edge opposite his starting edge.
Finally, the raiding player should place three wraiths (see Frostgrave) anywhere within 2” of the board edge opposite his starting edge.
Special Rules
Do not roll for initiative on the first turn. The encamped player automatically has the initiative.
All but two of the encamped player’s figures begin the game asleep. These figures will not activate while asleep. To wake up a figure, the encamped player must make a move action and end that action in base contact with one of the sleeping figures. He may then wake up one figure as a free action. This figure stands up immediately, but cannot activate until the following turn. If an enemy figure moves into combat with a sleeping figure, or makes a shooting attack against a sleeping figure, that figure immediately stands up.
The three wraiths follow the standard rules for uncontrolled creatures with the following exception. If a wraith is ever called upon to make a random move, it will instead move directly towards the closest corpsefire marker. The wraiths cannot enter the circle made by the corpsefire markers until one of those markers is destroyed.
Any figure that is in base contact with a corpsefire marker, without an enemy figure within 1”, may spend an action to destroy the corpsefire marker.
A figure within 1” of a corpsefire marker is treated as having a magic weapon while fighting against the wraiths.
Figures may exit any board edge in order to secure treasure.
Due to the darkness, the maximum line of sight in this scenario is 14”.
Treasure and Experience
Treasure is gained as normal in this scenario. Experience is gained as normal with the following additions:
•+20 experience points for the encamped player if he has no sleeping figures on the table at the end of the game.
•+20 experience points for the raiding player if he destroys at least two of the corpsefire markers.
•+25 experience points for each wraith killed by a wizard or a member of his warband.
Osprey Games, an imprint of Osprey Publishing Ltd
c/o Bloomsbury Publishing Plc
PO Box 883, Oxford, OX1 9PL, UK
www.ospreygames.co.uk
This electronic edition published in 2017 by Bloomsbury Publishing Plc
OSPREY and OSPREY GAMES are trademarks of Osprey Publishing Ltd, a division of Bloomsbury Publishing Plc.
First published in Great Britain in 2017
© 2017 Osprey Publishing Ltd
All rights reserved
You may not copy, distribute, transmit, reproduce or otherwise make available this publication (or any part of it) in any form, or by any means (including without limitation electronic, digital, optical, mechanical, photocopying, printing, recording or otherwise), without the prior written permission of the publisher. Any person who does any unauthorised act in relation to this publication may be liable to criminal prosecution and civil claims for damages.
A CIP catalogue record for this book is available from the British Library. Matthew Ward has asserted his right under the Copyright, Designs and Patents Act, 1988, to be identified as the author of this book.
ISBN: 978-1-4728-2464-6 (PB)
ISBN: 978-1-4728-2465-3 (eBook)
ISBN: 978-1-4728-2466-0 (ePDF)
ISBN: 978-1-4728-2467-7 (XML)
Cover and interior artwork by Dmitry and Kate Burmak
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