TEXT: I
  
  1
  FOREWORD
  Sellsword is a mini-expansion for Frostgrave: Fantasy Wargames in the Frozen City. 
  This expansion gives wizards the option to hire a captain, a special type of soldier, 
  to help lead their warbands. Unlike other soldiers in the game, captains may 
  choose their own weapons, have a few special abilities known as ‘tricks of the 
  trade’, and gain experience. Of course, such experience and versatility comes at 
  a price, so captains are going to want more than the retainer given to most 
  soldiers – they want a cut of the treasure!
  Including captains in your games of Frostgrave introduces new tactical 
  possibilities and variation. It also, however, adds a bit more complexity and book-
  keeping, which may not be for everyone. Before a player hires a captain, they 
  should discuss it with their regular opponents or gaming group and make sure 
  that everyone is happy to use these rules. The rules for captains are optional and, 
  as such, you should assume they are not being used unless everyone has agreed 
  to do so beforehand.
  Also included in this expansion are three new scenarios designed to give 
  soldiers more of a chance to shine. All feature some type of limitation or obstacle 
  to spellcasting that will hopefully force wizards to think a bit more about how 
  much they rely on their magic.
  Finally, as with all Frostgrave material, use what you like, discard what you don’t, 
  and feel free to change the game in any way that makes it more fun for you!
  INTRODUCTION
  A life devoted to magic leaves little time for anything else. So, while most of the 
  wizards who explore the ruins of Frostgrave recognize the need to hire soldiers, 
  they tend to have little time or inclination to oversee the organization and day-
  to-day running of their warbands. For that reason, many wizards hire captains, to 
  lead their men. These experienced warriors, usually veterans of many battles, are 
  dangerous fighters who have learned a few tricks over the course of their 
  careers…
  1
  
  2
  THE CAPTAIN
  A wizard may hire a captain to lead his warband. He may hire a captain when 
  constructing his initial warband or after any game. A wizard may dismiss his 
  captain after any game and hire another one, but he may never have more than 
  one captain in his warband at any time.
  Captain
  M
  F
  S
  A
  W
  H
  Cost
  Notes
  6
  +2
  +1
  10
  +3
  12
  100gc
  Stat Increase, Additional Equipment, 
  5 item slots, Group Activation, Tricks 
  of the Trade, Experience and Levels, 
  Survivor, Share of the Treasure
  STAT INCREASE
  When a wizard hires a captain, he may choose one of the following stat increases 
  for him: +1 Move, +1 Fight, +1 Shoot, +1 Will, +2 Health. The captain’s stat line 
  should be changed accordingly.
  ADDITIONAL EQUIPMENT
  A captain is experienced in the use of a variety of weapons, and a wizard may 
  pay before or after any game to equip him from the Captain Equipment Table, 
  below. A captain armed with a staff or two-handed weapon may not be equipped 
  with a shield or any other weapon except a bow or crossbow. A captain can have 
  either a dagger or a shield, but not both, and may wear either leather or mail 
  armour, but not both. Each weapon or piece of armour so purchased counts as 
  one item for the purposes of carrying items.
  Captain Equipment Table
  Equipment 
  Cost 
  Notes 
  Hand Weapon
  Free
  Leather Armour
  Free
  +1 Armour
  Dagger
  5gc
  +1 Fight if used in conjunction with a hand weapon
  Bow
  5gc
  Crossbow
  5gc
  Two-Handed Weapon
  5gc
  Staff
  5gc
  Mail Armour
  5gc
  +2 Armour, -1 Move
  Shield
  5gc
  +1 Armour
  5 ITEM SLOTS
  A captain may carry up to 5 items, including any of the standard weapons and 
  armour purchased as above.
  A captain may be given any type of magic weapon, provided none of the 
  equipment combination rules above are violated. Unlike other soldiers, any 
  magic items given to a captain are considered to be his personal equipment, and 
  may not be taken back by a wizard or redistributed to another member of the 
  warband. A wizard may order his captain to switch any of his current items for 
  new ones, but any items so replaced are considered lost for campaign purposes. 
  If a captain is dismissed from the warband, he takes whatever items he is carrying 
  with him.
  2
  
  3
  GROUP ACTIVATION
  Captains activate just like any other soldier with one exception. If the captain is 
  activating in the Soldier Phase, he may declare a Group Activation with one 
  other soldier within 3” of him who has not yet been activated in the turn. The 
  captain and this soldier may both move and then both take their second actions.
  TRICKS OF THE TRADE
  Unlike other soldiers, captains have unique abilities known as 
  ‘tricks of the trade’. A starting captain has two different tricks, 
  which must be chosen from the table below when he is hired.
  Each trick may be used once, and only once, during a game, 
  so it is important to keep track of which tricks have been used.
  Using a trick does not require a special action to be taken 
  – a player simply declares that it is being used at the
  appropriate moment, as noted in the Tricks of the Trade
  Table, below. There is no limit to the number of tricks that
  may be used with a single action or in any one turn. A captain
  may use a trick even if he is not currently being activated (e.g.
  he may choose to employ a Furious Attack in response to being
  attacked by an enemy model), and if two captains are duelling, 
  both may employ as many tricks as they feel are needed to
  carry them to victory.
  Tricks of the Trade Table
  Trick
  Effect 
  When to Declare 
  Furious Attack
  +3 Fight for one attack
  Before the rolls are made
  Riposte
  +1 Fight for one attack
  After the rolls are made
  Coup de Grâce
  +2 Damage to any hand-to-hand attack that has 
  dealt at least 1 point of damage
  After damage is calculated
  Steady Hand
  +3 Shoot for one attack
  Before the rolls are made
  Dead Eye
  +1 Shoot for one attack
  After the rolls are made
  Brace
  +3 Armour for one attack
  Before the rolls are made
  Dodge
  +1 Armour to one attack
  After the rolls are made
  Nerves of Steel
  +4 Will for one Will roll
  Before the roll is made
  Iron Heart
  +2 Will for one Will roll
  After the roll is made
  Sprint
  +2 Move for the rest of the turn
  Upon activation
  Leadership
  If using a Group Activation, the captain may 
  activate up to three soldiers within 3" who have 
  not already been activated in the turn
  Upon activation
  EXPERIENCE AND LEVELS
  Like wizards, captains gain experience and can exchange experience for levels. 
  Captains earn experience during games as follows:
  Captain Experience Table 
  Experience
  Achievement 
  +10
  For each game in which the captain takes part
  +10
  For finishing the game without being reduced to 0 Health
  +10
  For each enemy soldier or neutral creature the captain takes out of the game
  +20
  For each enemy spellcaster the captain takes out of the game
  3
  
  4
  Like a wizard, when a captain reaches 100 experience he may convert it into a 
  level. All captains start at level 0 and may reach a maximum of level 10. Every 
  time a captain gains a level, he may select a new trick. This must be a trick he 
  does not already have. Alternately, he may increase his Health by +1 (this advance 
  may be chosen up to two times) or his Will by +1 (this advance may be chosen 
  only once).
  SURVIVOR
  If a captain is knocked out of a game (i.e. reduced to 0 Health or less), he rolls 
  on the Survival Table for wizards and apprentices instead of checking for survival 
  as with other soldiers. All results are handled exactly as they are for spellcasters, 
  with one exception.
  If a roll on the Permanent Injury Table ever results in the captain suffering a 
  Smashed Jaw, the following effect is applied instead:
  SMASHED JAW (CAPTAIN)
  A captain with a Smashed Jaw may not use group activation, even if he has the 
  Leadership trick. A captain can only receive this injury once. Any further 
  Smashed Jaw results must be re-rolled.
  SHARE OF THE TREASURE
  In addition to the 100gc retainer a wizard must pay to gain the services of a 
  captain, he must also promise him a share of all gold that is found or acquired 
  during their exploration of Frostgrave.
  A wizard must pay his captain a percentage equal to the captain’s level + 10, 
  rounded down, of all gold acquired by the wizard by any means, including the 
  sale of items. So, for example, a level 3 captain must be given 13% of all gold 
  acquired.
  A captain does not take a share of magic items unless they are sold or given to 
  him (see above). If a captain is dismissed after a game, he must still be paid his 
  share of the gold for the previous game.
  * * * *
  Note: An Illusionary Soldier cannot be a captain.
  
  5
  S C E N A R I O  O N E
  The STarS are 
  Wrong
  The exact nature of the relationship between magic and the movement of 
  heavenly bodies is a much-debated topic in magic academia. For the most part, 
  the alignments of the planets and stars are only important when attempting the 
  most powerful spells and have little impact on day-to-day magic. Still, anyone 
  who has used magic consistently has occasionally felt a slight push or pull on 
  their spellcasting at certain times.
  Sometimes though, when venturing into the ruins of the Frozen City, wizards 
  just end up in the wrong place at a very wrong time...
  Set-Up
  Set up the table as per a standard game of Frostgrave. Once this is done, take six 
  pylons or pillars and place them within 1” of the board edge. One pillar should be 
  placed on the board edge from which each warband enters. Each of the other two 
  board edges should have two pillars. The exact placement of the pillars does not 
  matter, but no pillar should be placed within 6” of a corner, nor within 8” of 
  another pillar. It is best if none of the pillars are directly across from each other.
  Special Rules
  Before the game starts, each player should take a slip of paper and write down the 
  name of one school of wizardry. Immediately before the first initiative roll of the 
  game (thus after any out of game spells have been cast), each player should reveal 
  their chosen school of wizardry. For the duration of the game, no spells may be cast 
  by any player from the chosen schools of wizardry, including through the use of 
  scrolls. This special rule has no effect on spells that have already been cast.
  During the course of the game, if any player rolls a 1–4 for their initiative, a 
  bolt of eldritch energy immediately fires between two of the pillars (limit this 
  occurrence to a roll of 1–3 if there are three players, 1–2 if there are four or 
  more). Randomly determine two of the pillars, then draw an imaginary line 
  between them. Any figure is within 1” of that line, is struck by a +3 attack. If the 
  initiative rolls of two (or more) players qualify, then two (or more) bolts of 
  eldritch energy will fire – the pillars are still determined randomly for each bolt, 
  but multiple bolts may fire to or from the same pillar. If a figure is in contact 
  with one of the pillars when it fires, it suffers a +3 attack regardless of whether 
  or not it is on the line between the two pillars.
  Treasure and Experience
  Treasure is determined as per a normal game of Frostgrave.
  Experience is also determined as normal with the following changes:
  • 20 experience points if a wizard is struck by at least one bolt of eldritch
  energy.
  • 5 experience points for each bolt of eldritch energy that fires during the
  game (to a maximum of 10 bolts / 50 experience points).
  5
  
  6
  S C E N A R I O  T WO
  WiTh MagneTic 
  Force
  The warbands have stumbled into the ruins of an ancient magic factory. Very 
  little remains except broken walls and crumbling towers, but under the snow and 
  ice is a solid metal floor that used to be part of a complex magnetic transportation 
  system. Unfortunately for the wizards and their warbands, it malfunctioned long 
  ago and now flickers on and off, creating chaos for both metal and magic.
  Set-Up
  Set up the board as for a standard game of Frostgrave.
  Special Rules
  When the game begins, the giant magnets under the floor are off. They will 
  switch on the first time a player rolls a 19–20 on any roll. The next 19–20 rolled 
  will switch them back off, and so on, until the end of the game.
  Every time the magnets switch on, every treasure token that is not being 
  carried by a figure will move 3” in a random direction, stopping if it hits any 
  intervening terrain or figure. If a treasure token moves off the board, it is lost and 
  cannot be claimed by any player.
  While the magnets are on, figures wearing mail armour have -1 Move and all 
  shooting attacks (including magic shooting attacks) are at -4. Additionally, any 
  time a spellcaster rolls to cast a spell, he immediately takes 1 point of damage. 
  This is in addition to any other results from the casting roll.
  Treasure and Experience
  Treasure is determined as per a normal game of Frostgrave.
  Experience is also determined as normal with the following addition:
  • 5 experience points for each spell that is successfully cast while the magnets
  are on. This is in addition to the normal 10 experience points for successfully
  casting a spell.
  6
  
  7
  S C E N A R I O  T H R E E
  The PiTS oF null
  Back in the days of Felstad, when great magic universities were common, a few 
  eccentric wizards experimented with a mysterious force known as ‘null’ or ‘anti-magic’. 
  Although the story is now long forgotten, one of those experiments went badly wrong 
  and unleashed a small army of ‘nullmen’ upon the city. Immune to almost all forms of 
  magic, these strange creatures killed dozens of wizards before they were finally 
  contained by an improvised force of demons, constructs, and undead. After this 
  incident, the city banned all research into null, but a few wizards carried on regardless.
  As the wizards explore the ruins of the city, they come across the shell of a once 
  great house. Its former owner, however, was one of those underground null researchers, 
  and a few of his experiments have survived…
  Set-Up
  First, place a small pit or well (2–3” across) in the centre of the table. Then place 
  four identical pits on the diagonals between the central pit and the four corners of 
  the table. If the table is 2’ x 2’, these pits should be 6” away from the central pit. 
  Add a further 6” to this distance for each additional foot squared of table size (so 
  12” for a 3’ x 3’ table, 18” for a 4’ x 4’ table etc.). Place four nullmen (see below) 
  on the table, one at each mid-point between the central pit and the other pits.
  Cover the rest of the table in ruins as normal and place treasure as per the 
  standard rules.
  Special Rules
  At the start of every Creature Phase from the second turn onwards, place an 
  additional nullman on the table at the centre point of a randomly determined 
  pit. This nullman may act as normal right away.
  The pits themselves are null fields and prevent the operation of all magic. A 
  figure inside or in base contact with one of the pits may not:
  • Cast a spell.
  • Be targeted by a spell.
  • Be the subject of an active spell – any active spell effect (e.g. Elemental
  Shield, Strength, Beauty) is immediately dispelled.
  • Use a magic item, potion or scroll.
  • Benefit from any bonus associated with a magic weapon or armour – any magic
  weapon or armour is treated as if it were a mundane item of the same type.
  Demons, constructs and the undead do not suffer any additional effects beyond 
  those listed above. So, for example, a zombie subject to a Control Undead spell 
  would not crumble into dust, although the wizard’s control over it would be 
  broken; a demon being controlled by a wizard would not be banished, but the 
  Bind Demon spell would be dispelled.
  Treasure and Experience
  Players who recovered treasure during the scenario may exchange one of their 
  rolls on the treasure table for 50gc and The Book of Null. Players must make this 
  decision before they roll on the treasure table. A player may only ever have one 
  copy of The Book of Null, and it may never be bought or sold.
  7
  
  8
  For this scenario, players should ignore the normal rules for gaining experience 
  and use the one below.
  • 50 experience points for each treasure recovered by the
  wizard’s warband.
  • 20 experience points for each different spell successfully
  cast by the wizard or apprentice during the scenario (to a
  maximum of 5 spells / 100 experience points). 
  • 10 experience points for each pit contacted by the wizard
  during the scenario.
  • 5 experience points for each nullman killed by the wizard’s
  warband.
  THE BOOK OF NULL
  A wizard who owns this book may spend some time after each game running 
  experiments drawn from the text. In this case, roll a die. On a roll of 1, the wizard 
  temporarily forgets one spell that he knows. Randomly select this spell from 
  those known by the wizard. Neither he, nor his apprentice, may cast this spell in 
  the next game. On any other result, the wizard gains 10 experience points.
  BESTIARY
  Nullmen
  Nullmen are infrequently encountered and poorly understood. They do not fit 
  well into any traditional category and are certainly not undead, demons, 
  constructs or animals. In terms of appearance, they are nearly featureless humans 
  who glow slightly with an unearthly grey light. They display no signs of 
  intelligence and never attempt to communicate. If there is any purpose to their 
  movements, it has never been determined. Among wizards they are loathed for 
  their complete immunity to magic.
  Nullmen
  M
  F
  S
  A
  W
  H
  Notes
  6
  +1
  +0
  12
  +10
  5
  Drawn to Magic, Immune to Magic
  DRAWN TO MAGIC
  Nullmen follow all of the normal rules for creatures with one exception. If a 
  nullman is called upon to make a random movement, it will instead make one 
  move in a direct line to the highest-level wizard within 18” (or the closest if 
  multiple wizards within this range are of the same level). If there are no wizards 
  within this radius, the nullman will move towards the apprentice to the highest-
  level wizard, provided that apprentice is within 18” (again, going for the closest 
  in the case of a tie in levels). If there are no spellcasters at all within 18”, the 
  nullman will move randomly.
  IMMUNE TO MAGIC
  Nullmen are completely immune to magic. They may not be the target of any 
  spell. They will never take damage from any kind of magic attack. A figure in 
  combat with a nullman may not use any magic item, and any magic items being 
  carried will temporarily lose all bonuses or effects. A figure may fight with a 
  magic weapon, but treat it as a mundane example of the weapon.
  8
  
  Wizard:
  School:
  M 
  F 
  S 
  A 
  W 
  H 
  Level:
  Experience:
  Current Health:
  Items (max 5):
  Notes:
  Apprentice:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (max 4):
  Notes:
  The Wizard SheeT
  Chronomancer 
  Elementalist 
   Crumble
   Petrify
   Call Storm
   Elemental Hammer
   Decay
   Slow
   Destructive Sphere
   Elemental Shield
   Fast Act
   Time Store
   Elemental Ball
   Scatter Shot
   Fleet Feet
   Time Walk
   Elemental Bolt
   Wall
  Enchanter 
  Illusionist 
   Animate Construct
   Enchant Weapon
   Beauty
   Invisibility
   Control Construct
   Grenade
   Fool's Gold
   Monstrous Form
   Embed Enchantment
   Strength
   Glow
   Teleport
   Enchant Armour
   Telekinesis
   Illusionary Soldier
   Transpose
  Necromancer 
  Sigilist 
   Bone Dart
   Reveal Death
   Absorb Knowledge
   Furious Quill
   Bones of the Earth
   Spell Eater
   Create Grimoire
   Power Word
   Control Undead
   Steal Health
   Draining Word
   Push
   Raise Zombie
   Strike Dead
   Explosive Rune
   Write Scroll
  Soothsayer 
  Summoner 
   Awareness
   Reveal Invisible
   Bind Demon
   Planar Tear
   Combat Awareness
   Reveal Secret
   Imp
   Plane Walk
   Forget Spell
   Will Power
   Leap
   Possess
   Mind Control
   Wizard Eye
   Plague of Insects
   Summon Demon
  Thaumaturge 
  Witch 
   Banish
   Heal
   Animal Companion
   Familiar
   Blinding Light
   Miraculous Cure
   Brew Potion
   Fog
   Circle of Protection
   Restore Life
   Control Animal
   Mud
   Dispel
   Shield
   Curse
   Poison Dart
  Vault
  Home Base
  The Treasury (gc) 
  
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health 
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health:
  Items (standard equipment + 1): 
  Notes: 
  Soldier:
  Type:
  M 
  F 
  S 
  A 
  W 
  H 
  Current Health: 
  Items (standard equipment + 1): 
  Notes: 
  Captain:
  M 
  F 
  S 
  A 
  W 
  H 
  Level:
  Experience:
  Current Health:
  Items (max 5):
  Tricks of the Trade:
  Notes:
  
  11
  First published in Great Britain in 2015 by Osprey Publishing,
  PO Box 883, Oxford, OX1 9PL, UK
  PO Box 3985, New York, NY 10185-3985, USA
  E-mail: info@ospreypublishing.com
  Osprey Publishing, part of Bloomsbury Publishing Plc
  © 2015 Joseph A. McCullough
  All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or 
  review, as permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication may 
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