Skip to main content

A Cold Night in Frostgrave...


The Second Saturday Scrum Club met again last weekend in my dining room, with charter member Walt O'Hara organizing an introductory game of Frostgrave for us. I've owned the rules and some of the supplements for Frostgrave for about a year but had yet to play it, so I was especially interested to try what is arguably the hottest miniatures skirmish game on the wargaming circuit these days.

Loyal readers will note that I have played Ghost Archipelago, the sequel to Frostgrave, twice in recent weeks, both times in games organized by Chris Palmer and Don Hogge of the HAWKs club (recap and recap). The core mechanics seemed identical to this untrained eye, though the folks I played Ghost Archipelago with had recently finished a long Frostgrave campaign and claimed that Ghost seems designed to promote more melee combat. While spell casting seems central to both games, Ghost's substitution of a mystically imbued fighter for Frostgrave's wizard protagonist likely explains some of that sentiment.

Since none of us but Walt and his son Garrett had played Frostgrave before, we asked Walt to pre-generate some warbands for us to march to their doom. I rolled poorly and chose fourth, ending up with a warband led by an Illusionist and his apprentice.

Once warbands had been selected, the scenario was designed for two teams, three players to a side. Jared Smith, John Sears, and I formed the "less evil" team, while Walt O'Hara, Garret, and special guest Rich McKee banded together in alliance as the "more evil" team. (It was great getting to play another game with Rich, whom I had met through mutual friend and fellow Scrum Clubber Zach Howard at Trident Con last fall, where Rich ran a fun Tekumel role playing game scenario. If you're going to GenCon this year, sign up for one of Rich's games; he's slated to run several, and I can attest to him being a fun game master.)

The scenario was straightforward and good for a group of newbies like us: Scrape and scrounge around this little corner of the city of Frostgrave looking for loot while contending with the hostility of random monsters and our rivals on the far side of my dining room table. Periodically, a golem of some sort appeared at the periphery of the playing area and started stomping toward the nearest group of figures.

Below is not a traditional battle report, per se, as much as a melange of snapshots from various stages of our game that evening, which carried us from about 6:00 p.m until the self-imposed cutoff of 10:30 (daylight savings time and a long commute back to Virginia for some players helped drop the curtain on our game). Most of the below pictures were snapped by my lovely wife Ellen, who would rather serve as war correspondent than join the fray (those few not by Ellen are likely from the smart phones of me or Jared). All of the miniatures were from Walt's great collection, as was about 80% of the terrain. A few scratch-built buildings came from John's shadowy wargaming past, and I provided perhaps a dozen small pieces of scatter terrain I had recently painted. All in all, it was a suitably dense, atmospheric board on which to play out our treasure hunt.

Golem City


The center third of the battlefield. We were playing on a roughly 40"x72" area, and so even standing on a dining room chair couldn't yield a shot of the full battlefield.
Walt and son Garrett fixing the roofs while the sun still shines.

Pre-game battlefield inspection by one of our new kittens, Cha-Cha. Fortunately, it passed muster, otherwise one of the warbands would have to confront her as a wandering monster during the game.
Some fun photography filters to create the springtime in Frostgrave effect.






A thief from Jared's warband contemplates the risks of dashing across the open terrain toward a treasure pile in the distance. Attacks from crossbows and the like are particularly far ranging in Frostgrave.



A mechanic that Walt introduced into the game involved the need to search various bits of scatter terrain to determine if you actually find any treasure. Jared's men start poking through this stack of barrels hoping to uncover some loot.

One of cultists from Rich's Necromancer warband scaled up the side of the ruined building to see if this candelabra on the second floor was valuable. Being the former residence of Liberace's forefather, the candelabra was indeed a real treasure, which had to then be dragged back down and off the map if Rich's team wanted to claim it for victory points at the end of the game. 
Jared's men fighting one of Reaper's disco zombies.







My Illusionist hoping that there is still enough time to run a treasure off the board if his bowman throws it down to him.

One of Walt's stooges about to grab a treasure chest.

Walt looking up some rules after placing another golem on the battlefield.

"You killed my apprentice! He will be avenged!"

Walt's archer up on the second story of some ruins was giving me a hard time.


My archer trying to decide if he should take the chest and run or keep to his perch for clean shots at Rich's band of necrophiliacs.

This was a nice piece of terrain from Walt's collection, a city gate by Miniatures Building Authority, I believe, with a nifty guard room under the removable roof.

I quite liked those temple ruins, and with Walt's help have tracked down the seller to order my own.

One of Jared's men with his trusty war hound at his side.


Golems sitting idly by at the side of the board until game master Walt mysteriously decides its one of their turns to enter the fray.

New kitten Gigi looks on in horror as the battle rages across our dining room table.

My Illusionist and his henchman, Inigo Montoya.

A possible treasure tucked away in one of John's scratch-built buildings from gaming days of yore. Do you know how many cups of coffee he had to drink to construct this building?!?


Some of Jared's gang making their way through the ruins. That guy poking his buddy in the back with the spear is kind of a dick.


Some loot sitting on these ruins, ripe for the taking.


Another cool building from Walt's collection. Wonder what's inside?


"There might be something valuable in this decrepit, haunted-looking old building...Let's check!"
...and they were never heard from again. 
Why does this feel like a trap?



Rich's Necromancer started the game by summoning a skeleton archer to accompany his warband. Disgusting.

I wonder what the overdue fine is on these?


A stone golem making its way up the back of the hillside creeping on my crossbowman, who is busy taking shots at Walt's men below.



One of my infantryman about to grab some loot...alas, the game ended before getting it off the battlefield.

(clockwise from far left) Jared, John, Garrett, Rich.




My Illusionist and some of his crew near the start of the game. His greatest illusion? Competency.


Walt had some fun miniatures in his collection. I really wanted this dual wielding battle axe mini for my warband, but he wasn't a good fit for any of my profiles. Hopefully next time!




The Forces of Kinda Good (left to right: Joe, Jared, John)


"Why?!?"





Before having to deal with the stone golem, I had to dispatch with these rats nibbling at my heels.





Garrett's crew uncovered the answer to what was inside that large building!

Garrett's men flee the building after disturbing the 1,000-year slumber of a Frost Giant.
Verdict: Cowards!











"Hey! I'm thirsty!"
After drinking some millennium-old liquid from a decanter in the ruins, one of John's thugs wanders off in search of  a bathroom. 

Garret and Rich eventually took this disgusting flesh golem down.


Swarms of rats scurrying through the streets,



Begging for a head shot...


"As the apprentice to the High Illusionist, I claim this treasure as mine!"
(His last utterance.)



Walt's thug rushes in to kill my apprentice...






Garrett and Rich, who enjoyed the game enough to order a copy on Amazon while we were still in the midst of battle.

Final Thoughts and Parting Shots

It was a nice reprieve to have somebody else organize the game this month, leaving me to the mundane work of hosting prep. And it was even more enjoyable to get to see some of the Scrum Club members' miniatures and terrain. I really enjoyed Frostgrave, and I like when folks take core rules and make them their own, as Walt did by adding some narrative bits, like providing every warband with their own secret mission cards that provided the opportunity to score additional points outside of the scenario's main objective of looting the ruined city.

The next time we play, I will try something other than the Illusionist, who had nothing in the way of actual combat spells (which made that wizard type ultimately not a good fit for my typical rough-and-tumble play style). When we play again--and I can easily see us playing again and starting a campaign with games sprinkled into the regular schedule--I will definitely try my hand at working up my own warband, which is often part of the fun of these skirmish-style games.

For anyone keeping score at home, my teammates and I ultimately won the game with a slightly dubious mechanic of rolling the values of each recovered treasure after the game had ended, with no idea of what it was worth until after the fact. The games of Ghost Archipelago I played simply had major and minor treasures worth 10 and five points each, respectively. In Walt's Frostgrave game, depending on that post-game treasure roll, you might have walked away with a chest containing 200 gold or a mere 20. If this were a campaign, it wouldn't matter that much, and would likely even out over time, but in a one-off like this, that's a lot to leave to the dice gods.

But as always...who cares! I took some licks, and got some licks in, and had a generally rollicking time with pals new and old pushing our little lead adventurers around my dining room table. Win or lose, I've won.

In fact, I think we may have landed on a motto for the Scrum Club:

Voluptas supra victoriam!



But wait, there's more!

As usual, Walt, too, has written his own take on our evening's fun. Get a glimpse into the mind of the master over at his blog, Third Point of Singularity.


Comments

Well-thumbed posts

Candid Photos From "Conan the Barbarian" (1982)

This post is barely gaming adjacent, but the Conan stories have informed much of my fantasy gaming since my first forays into the hobby. I've seen the John Milius adaptation more times than any other movie (probably over 50 times, though most of those viewings were on VHS or HBO as a teenager). The 1982 Conan  film was the first R rated movie I saw in a movie theater (age 12). The first convention game I ever played in was one in which I played the barbarian himself. The first convention game I ever ran as game master was an adaptation of Howard's "Beyond the Black River." For good or ill, I've spent a lot of time in that fantasy world. When I stumbled on an online trove of about 400 candid photos from various sets of Conan the Barbarian shot by somebody on the crew, it was oddly visceral for me. It generated a warm feeling getting to see these actors and sets from new angles, both in character and out, in situ and behind the scenes. Seeing Sandahl Bergman, Ge...

Scrum Con IV: Face to Face!

The Second Saturday Scrum Club rejoined the fray on April 8, organizing and hosting Scrum Con IV in Silver Spring, Maryland. Although Scrum Con III was a surprisingly successful virtual convention in 2021 that took advantage of its online format to invite all sorts of participants we couldn't have otherwise (Dirk the Dice of Grognard Files  in the UK ran a game, and I interviewed wargame/RPG historian Jon Peterson via livestream ), Scrum Con V marked our return to an in-person format. Because  Scrum Con 2020 ducked right under the pandemic lockdown on the last weekend of February that year, we were anxious to see if anybody would remember us. Turns out any fears were misplaced...because Scrum Con sold out again this year! In fact, every in-person convention we've organized has sold out, but this year's Scrum Con IV was almost 70% sold out of its 225 badges in the very first week, a pace that frankly caught us off-guard. About a week before the show, we had sold enough b...

Yo Ho! More 'Blood & Plunder'!

About a week ago we asked Peter Megginson to reprise a Blood & Plunder game for some of those in the Scrum Club who were unable to play in our recent foray with these rules . Steve Braun and Josh O'Connor both have the summer months off from work and live close enough that they joined in for a rare weeknight wargame. Peter had taken note of my earlier write-up in which I expressed a desire to try out the Blood & Plunder ship rules to see if I could appropriate and adapt them to the sword & planet skirmish game I'm working on that will feature lots of airship battles and boarding actions in the skies of Mars, so for this game he concocted a scenario that would allow us to do just that. Steve, Josh, and I each helmed a pirate ship sailing toward a Chinese fort full of spices we hoped to plunder before the other had the chance. Peter gamely played the Chinese spice hoarders. One of the highlights this particular evening occurred by happenstance: Peter brought a shor...

Take the High Road: Making Cheap and Easy Dirt Roads

I have wanted some good roads to add to my games for a while now. My first attempt was a couple of years ago when my standards were a bit lower and I wasn't sure how much I was interested in investing in this new hobby. I bought some PDFs of cobblestone roads that I sized, printed, and glued to felt. The result was okay, but the way my laser printer  produced the roads ended up being quite reflective to the point of almost being glossy looking. The combination of glue, paper, and felt also meant the roads had a wavy consistency and almost always curled at the edges. I used them once or twice but was never happy with them. My sub-par first attempt at making roads for my games using felt strips, glue, and printed designs. You can see how shiny and how wavy and curled at the edges they turned out. I never felt good about putting them on the table for our games and eventually stopped altogether. I've been meaning to take another crack at making some roads now that I have...

All Together Now: 'Sellswords & Spellslingers' and the Pleasures of Cooperative Gaming

I've always enjoyed a good competitive match as much as the next guy, whether it was sports in high school or video games (HALO, etc.) in my thirties. But regardless of the game, I've always been partial to team play, and the best cooperative games put all of the focus on succeeding as a team. That's one of the reasons I was enthusiastic about getting Andrea Sfiligoi's latest release,  Sellswords & Spellslingers (Ganesha Games), on the table for this month's Second Saturday Scrum Club gathering. Last year I had organized a Halloween game ( recap ) to beta-test Sfiligoi's Run From the Dead , which is built atop the same cooperative mechanics as Sellswords . I was surprised when I discovered these rules were re-skinned for the fantasy genre and released last December ahead of Run From the Dead . Hopefully, the zombie apocalypse version of the rules is not too far behind because I definitely think  Run From the Dead  is the best tabletop miniatures rule s...

Playing with Yourself: 'Rangers of Shadow Deep' vs. 'Sellswords & Spellslingers'

As the year crawls to an end, I'm looking through this blog and noticing a couple of posts I started and never finished. This is one of them. Back in July 2019, I placed the photos on the page, jotted down a few bullet-point placeholder notes, and then never actually went back and wrote anything to post.   The post was meant to be my informal review of Rangers of Shadow Deep after my first game of it with Josh O'Conner, who set it up for us to try in his basement. I think I never finished this post because I was not very impressed with the game but I knew Josh was, and we hadn't been gaming together long enough for me to be sure my candor about the game wouldn't hurt his feelings and sour a budding gaming friendship. I consider Josh more than a gaming friend these days, and so I'll go ahead and post this with some very short notes fleshing out the bullet points I had left as a reminder for myself back in 2019 (at least the one's I can still decipher the ...