This area of the website is my hobby blog, it contains articles about games that I have enjoyed playing together with paining and model making articles.
Perilous Dark is a new supplement for Frostgrave that introduces rules for and scenarios using Solo and Co-operative play modes.
In this video we look at an overview of the contents of the Perilous Dark Frostgrave supplement and then play through the first scenario: Writhing Fumes.
As the supplement has only just been released, and the new miniatures are not yet available, I have used some proxies from my existing collection. The scenario features a pair of Ballista II Constructs which I have represented with some old MageKnight miniatures and lots and lots of large and small vapour snakes which I have used various snake and snake like creatures as stand ins including D&D Naga, the giant snake from Conan boardgame and lots of snakes from Great Escape Games Dead Man’s Hand range.
The scenario calls for a 2.5’ square game board. As all my modular terrain boards are built on Sally 4th 1’ square Terra-Former Tiles, I played on a 2’ x 3’ playing area, which seemed to work OK.
My warband is anthropomorphic. The miniatures are converted from Frostgrave plastic Parts (apart from the Crossbowman who is a metal Wargames Foundry casting) using ‘Critter Conversion Kits’ from the Albedo ACP164 range. The miniatures are based on 25mm clear Perspex bases.
Last Sunday, Doug and I had our second game of Frostgrave:Ghost Archipelago. As a change we opted for the Swamp scenario, as we both liked the idea of trying out the small boat rules.
The scenario in the book is set in a swamp with three islands connected by two bridges and covered in ruins. We decided to use some of our existing Terra-Former terrain tiles as we had plenty of sea and coastline tiles. Terra-Formers are 12" square terrain tiles, available with a wide range of profiles such as roads, rivers, streams, beaches and cliffs and with embedded rare earth magnets to hold them together during a game. The island tiles are just constructed on top of plain sea tiles. The Islands are made out of polystyrene and cork bark. I think our island chain is probably off shore, maybe in a bay as there is a bit more off a swell to the water than in a swamp!
All five treasure tokens are placed on the islands, following the normal rules for treasure placement and each is protected by a Swamp Zombie. Swamp Zombies are not very tough and you get 5 bonus victory points for each one you kill, so archers were positioned in the prow and did there best to take some down as the boats approached the island.
The shark did not feature in the scenario, but is part of the Frostgrave range and looks so good that I could nor resist having it set up on the table for decoration!
The scenario allowed each side to add up to three boats to there roster for free. Doug and I both opted to take two boats, and we both had either a warden and four crew or the heritor and four crew in each boat.
My warden and two crew jump ashore and head for the treasure token while the other two crewmen look after the boat. The rules give a movement for the boat plus an extra 2" for each figure in the boat. We decided that a figure could only give that bonus if they did nothing else that turn to represent them rowing.
This swamp zombie proved to be annoyingly tough and being placed by Doug on the bridge really held my side up.
Dougs side beaches both boats and storms ashore, heading for the treasure. Both our wardens used 'Earth Wave' to good effect to move treasure into more advantagous positions.
Another interesting scenario rule was that when you rolled low for initiative you got to place a swamp zombie on the table. I placed the zombies that I had spawned in this way around Dougs beached boats
Doug's Heritor is in the corner of the ruins, we were eager to get to grips with him but once we had dispatched the swamp zombie, Doug sent a crewman to take his place. At this point my team has already got some loot in the boats and I was considering the merits of having my warden jump into the boat as it passed under the bridge. Unfortunately before she could do this she was cruely taken down by an expertly aimed shot from one of Dougs archers.
At the end of the game, I had won just as I had claimed the major treasure and two minor treasures and we were about equal on scenario special points for killing zombies and visiting Islands, although the victory was at a heavy cost as my Warden had been taken out, hopefully she will make a full recovery before the next game!
I designed the footbridges last weekend to use in this scenario, and we have now added them to our web site, you can take a further look by clicking here; Footbridge Kits
For further information, follow the links below:
Last Monday Doug and I had a first game of Ghost Archipelago.
Both Doug and I had played Frostgrave in the past and had really enjoyed it, so we had been looking forward to trying out this new campaign set in warmer climes. We played on a 3' x 3' gaming area made up of nineSally 4th Terra-Former 12" square terrain tiles. For this game we went with a fairly straightforward set up with 3 beach tiles and six plain tiles. Terra-Former are supplied as kits which are easy to put together, robust and feature rare earth magnets in every side to hold them firmly together and prevent drifting during play.
As this was a first try out of the rules we rolled up our Heritors abilities on the random generation table. First thoughts were that the skills were not as powerful as Wizards in standard Frostgrave, but maybe this is not such a bad thing!
The Frostgrave Plastic Crew box set was a lot of fun to put together. I used one of the metal heritor miniatures, but made the second from plastic parts using a body from the barbarian set with armor and a cloak combind with the eastern head dress and sword option from the crew box.
I used the new Female Earth Warden as my groups Warden and a standard Frostgrave Apprentice Elementalist for Doug's Warden.
We played the 'standard' pick up scenario. Placing an objective token in the centre of the table and then each placing two additional tokens. We played the optional wandering monster rule, where when you recover a treasure you roll a D20 and on a 15+ you get a random encounter. The encounters that we rolled included a Monarch Saurian, Blood Bats and a group of Gorrilas. Rather than carrying a big collection of miniatures around, before the game I'd rolled on the tables for 6 encounters and just packed the miniatures for them. When needed, we rolled a D6 against this collection to see what the actual encounter was.
The first encounter rolled was the Monarch Saurian, probably the most dangerous encounter in Ghost Archipelago. It's presence made us very anxious and certainly influenced movement options. However due to terrain placment it never got a line of sight on a miniature and wandered about harmlesly. WHich is more than could be said of the Gorillas, nut we will get to them later!
Here, one of my crewmen has claimed an objective. Unfortunately I had not read the rules in enough detail before diving in and assembling and painting miniatures. In your group you will normally have 10 miniatures. The heritor and warden and eight crew. Four of the crew can be specialists, at least four have to be standard crew. The standard crew can be equiped with hand weapon, hand weapon and shield or two handed weapon. My though when assembling my miniatures was why would you not take a shield and get that +1 boost to your armor, after all, it's a very dangerous world out there. As a consequence I built two crew with hand weapon and shield and two with two handed weapon for each group. This was a mistake as it is only figures carrying only a hand weapon and no shield whose movement is not halved when they are carrying treasure. That makes the standard sword armed crewman very handy.
The way the crew talked about it afterwards you would have thought they had been attacked by a flying dinosaur! I had not painted any blood bats yet, so this is standing in as a proxie. It slowed my crew down, but when a second crew mate stepped in to help out, it was soon seen off.
The group of Gorrilas were a tougher proposistion. I underestimated there strength. At this point one of my standard crewmen who was trying to exit the board with some treasure is attacked by the brutish pair. He did not live to tell the tale.
My Heritor stepped in to help him out but she is also taken down by them. The last crewman manages to disengage and make a bid for freedom.
When it was time to call it a night we had not quiet got the treasure off the table, because everyone was encumbered and could only move at a maximum of 4 1/2" a turn (using both actions for movement), however we judged that given another turn I'd have recovered 3 and Doug 2, but at the loss of my Heritor, so we settled for the reult being a very close run thing, a lot of fun and worthy of lots more gaming time.