r/frostgrave • u/MyrdWyrlyrck • 16h ago
Battle Report 10 games from "Thaw of the Lich Lord" in 6 days
galleryFrom Sunday to Friday last week, my two brothers and I ran the whole Thaw Of The Lich Lord campaign. 10 Scenarios in 6 days.
Everything was hosted at my place and prepared by me - I thought you guys might enjoy this little "recap"-Post. :)
Preparation:
I speedran building a gaming table by relying on tabletop scenics' official frostgrave MDF-Terrain line and making it look "icy" only by using rattlecans of different shades of blue.
For Random Encounters I crunched through over 80 Minis in two (extensive) painting sessions. For the effect of the enemies/undead/creatues being surrounded created made of green miasma, I just dipped minis that were primed white in green speedpaint. Giving everyone a fancy base "sold" the look and made them look not-"lazy", haha.
All in all I'm super happy with my decisionmaking in this process, as our table and creatures served it's purpose very well but kept the focus on our intricately painted warbands.
Additionally, to save us time, I prepared engaging map-layouts for all 10 scenarios beforehand, so my brothers only needed to recreate the "map" (with enough room for deviation), while I read the scenario to them.
Houserules:
Apart from a few houserules and "patches" for 2nd edition (using 5 treasures with 1 center-treasure instead of 6 normal treasures for each scenario etc.) we used a homebrew-"supplement" to activate random "mods" for each game (If you wondered what the black cards are for in the pictures).
The supplement took a lot of work and already functions very well. So I'll be able to share the whole thing here soon. :)
Before Scenario 10 I announced to them, that one of our Wizards secretly was working for the Lichlord and sacrificed itself and his warband-members to him. We then all rolled a D20 and the one with the highest roll was allowed to control the Lichlord and his guard during Scenario 10 (I won the roll and proxied Death Cultists with my warband).
As my little brother's beastmen warband needed a bit more space for deployment, we agreed to have a 4" x 4" square available in each corner of the map. This rule will stay, as it didn't hurt anybody and makes things easier if you decide to go for larger minis/bases.
Warbands:
The ideas/builds of our warbands were:
Pirates (Enchanter):
- Enchant and Embedd Weapons
- Use Telekinesis to steal treasure
- Have a Wizard with high fight and use Heal to make up for low HP-stat
(Mostly Reaper Bones Minis with a lot of Kitbashing and Sculpting Beards, Eyepatches, Pirate-Hats, ... The Gorillas are Bears and the little monkeys are Warhounds)
Bees (Chronomancer):
- Be speedy with Time Walk and Fleet Feet
- Play the Objective
- Manipulate uncontrolled creatures using Control Undead, Fast Act and Elemental Hammer
(Halfling Beekepper Minis with Beefolk "specialists" and monsterously large killer-bee Snow Leopards)
Zoo (Elementalist):
- Buff already strong units with Strength
- Decimate enemy warbands with Elemental Ball
- Make up for slow(er) movement with Wall
(Chunky Citadel Beastmen minis including an Owlbear mommy and cubs (Bear and Ice Toad) and a menacing undead minotaur used as a Knight)
Photos:
For most games I did not document everything that happened to a degree to be able to make a battle reports. But I took photos of some highlights where I can give some context. (I will probably make another / multiple other posts for this)
Conclusion:
Pros:
The campaign and setting were a ton of fun. My brothers and I will remember this week for our whole lifes.
For:
the Scenarios full of variety,
the uncontrolled creatures that gave us immense trouble sometimes,
how frustrating Frostgrave is, when you have bad luck
how godlike you feel, when you somehow roll 15+ for an entire game and steamroll everything in your way
and (most importantly)
the fun we had on and off the table.
This game truly is a gem.
Cons:
Hosting the campaign in the matter we did (little time between games) required a lot of preparation (which is not the issue) but even with all the effort I did (preparing trap doors, doorways, the treasure room and the cauldron for example), I would have wished to know beforehand, that some scenarios need a bit of an overwork to "function".
Some scenarios (most noticably the "Run Of The Rangifer") seem like a vague but not entirely fleshed out idea - where the mechanics to make the Scenario work as intended are not present in the book. (In this case: No way to deliberately spare and escort rangifers off the table)
Also, Scenario 10: The Final Battle wrongfully presents itself as a cooperative scenario. In my opinion, having 2-3 players work togehter to kill the lichlord and his guard is child's play. Players that enjoy a challenge are better off fighting for treasure while the Lichlord is a disturbing factor / additional XP-objective for them.
I will definitely soon design a "Scenario 11" for my brothers, where the Lichlord's final form will give them trouble and cooperation is needed in order for them to have a chance.
All in all the campaign was a massive success for me and my brothers and I can definitely imagine a re-run in a few years. :)
Thanks for reading!