Category: Frostgrave
Review: Frostgrave – Thaw of the Lich Lord
Frostgrave is a game I enjoy and really scratches that itch of a quick and dirty fantasy skirmish game with a smattering of D&D like progression. You command a wizard and their retinue of mercenary followers as they scour frozen city ruins seeking treasure. Osprey publishing has recently released Thaw of the Lich Lord, a campaign expansion which provides more scenarios and other bits for your Frostgrave games.
There are 10 scenarios which revolve around the awakening of a great undead wizard that was sealed away when the city was originally blasted with ice and snow. The scenarios are a pretty good mix of different locations and most have some special rules with terrain or hostile opposition that each wizard warband has to tackle with. The locations also for the most part strive for a narrative tale like a hall, a frozen river, or in a district section which has levitated above the frozen city.
However most scenarios are still pretty much a loot grab where gaining the most treasure is the primary objective. An interesting twist is that the final campaign scenario is somewhat a cooperative affair where each player tries to gain the fame and glory of personally defeating the lich lord themselves. In fact it’s recommended that a neutral player referee the final scenario, taking control of the lich directly, as it works best for the scenario (however rules are provided to give the lich an AI of sorts).
There are three new spells which primarily deal with the undead. One is a useful homunculus spell which decreases the stats of the wizard, but makes a duplication. If the wizard dies, the homunculus creation replaces them. Soldier followers that die can be revived as a revenant undead creature. Lastly there is a spell that can transform a player into a lich themselves if desired. It’s a tricky spell to cast that can incur permanent stat decrease on failure, but if successful makes the wizard a powerful spell caster adding +10 to their will. These spells are only gained through grimoires or the result of some particular scenarios.
Along with the scenarios and limited spells are new treasures, additional soldier followers, and more creatures to add to your game. The treasure and creatures have their own tables which can integrate into ones listed in the original rule book. Some magic items add bonuses to the campaign game, along with tactical benefits. A nice touch is that the table lists supplement the original (so no need to convert your own).
There are a few more soldier options also. A welcome addition are options like a falconeer and javelin thrower which are nice choices to round out more ranged troops. There is also a pack mule follower for hauling loot and gear (which is a fun choice). Also a bard is available for boosting other troops’ will, and some odd creature followers that can be gained through spells.
More of the creatures added to the game are primarily undead based. There are also rangifers which are reindeer man-type creatures of nature. They are relatively neutral, will attack any undead, and can be added as a warband follower through magic treasure.
The Good – I dig that Frostgrave is exploring different scenario setups. While most still revolve around getting as much loot as possible, there are some with objectives (like stopping a neutral unit from leaving the table, etc.) which is cool. I like how new treasure and monsters can be easily added to the game with new charts. The book is well organized and has great artwork and photos as usual.
The Bad – I’m disappointed with the campaign. There is no real outcome that carries over by winning or losing each scenario, or for the campaign itself overall. Much of scenario outcome rewards are tied into gaining specific magic item treasure. Also the campaign structure and rules are still unchanged and I’ve found some community suggestions are better (of which I stole and tweaked myself). The magic spells offer some cool choices but are still limited in scope. A branching campaign might have been better choice.
The Verdict – Thaw of the Lich Lord is an okay book. Rabid fans will certainly like it. Having new monsters, treasure, and soldiers are always good additions. The campaign scenarios overall are pretty cool and certainly offer something different. However there still is a glaring issue of that gap where some warbands potentially run away with victories while others get mired in a chain of defeats. Some optional campaign structure rules would have been a wonderful addition to curb that. In the end I find Thaw of the Lich Lord an okay expansion, just not quite the must have book I was hoping it would be.
Tweaking Frostgrave campaign rules
I’m on a bit of a Frostgrave kick as of late and it should be no surprise as I’m a fan of the game. One big draw is the campaign system and it really has that Mordheim feel of progression. You slowly accrue power and wealth, tricking out your wizard and warband. It’s fun.
But I think there are a few stumbling blocks with Frostgrave’s campaign game. The first is the focus on wiping out the enemy. Sure you can scramble to try and take off treasure, but you get more experience for your wizard personally wiping out enemy troops. Plus if you kill every soldier to the man, you get all the unclaimed treasure. Lastly, there is no turn limit. So you can take your damn sweet time hunting down the enemy rather than trying to scoop and scoot all the treasure in the field.
The other issue is the snowball effect with winning. You get to do a lot out of game. Open recruitment, buying any desired magical items, upgrading your base as you like, it all allows players to do so much which is great. But if you are slipping behind in gold and XP, you start trailing. Sure a few games it’s okay to lose some. But eventually if you’ve gotten the snot beat out of you for a few games, you aren’t ever going to catch up.
I’m certain other folks have noticed this. In fact a few people whipped up their own tweaks to the campaign system. Much of what has been circulated around is great stuff but sadly have gone the way of lost files and broken links. So I went ahead and compiled some changes I liked and added my own.
One big change was the experience system. Too much emphasis was on wiping out the other player. That’s been removed and instead casting XP for any in-game spell has been increased. I didn’t want to completely remove the impetus for killing troops though. You end up getting experience from your warband survivors. So while you no longer get experience for killing enemies, you can certainly curtail the XP your opponent gains after the battle putting their soldiers to the sword (or making them a smoldering pile of ashes).
The other big change was awarding treasure XP. Having limited game turns and XP only guaranteed for yourself by taking treasure off the table, now it’s more of an objective-driven game. Standing treasure on the board now awards XP to both players, so if wanting a bigger share of the booty you’ve got to haul that gold off the board.
Another small tweak was the loss of wizards. Now they can’t be permanently killed. They can be bloodied and saddled with permanent injuries, but they’ll always manage to crawl back to camp. With the game being so centered around your wizard, the option of them being wiped out due to some bad die rolls left a sour taste. Having a chance to let them redeem themselves just fits better.
Lastly, the out of game actions are better structured and curtailed some. Buying magical goods is no longer a free shopping experience and the stocks are limited. Even more so, you are limited to choosing a few actions out of game. This makes the whole campaign experience a little more strategic.
Much of these changes are from the community in general but I’ve added my own bits as well. You can find a complete document in the downloads section. Hope folks find some use from them for your games.
A wound system for Frostgrave
I like Frostgrave. There are some rough spots but as a fun skirmish game with a fantasy twist, it gets a lot more right than wrong. One really hangup for me though was the damage system. I just really hated the idea of recording actual health points.
For Wizards and Apprentices, I totally get it. You need that gradation of health point pools. There is so much that revolves around it and the entire system of casting spells requires you ticking off those individual points. If you try to break it up using tokens or markers, it just takes too much away from the game.
But for soldiers and followers, well they are meant to be cannon fodder. I just didn’t get the idea why some other method couldn’t be used to record damage. I feel I’m just too used to other systems that have easier record keeping. So I decided to work on something similar for Frostgrave.
I’ll freely admit this makes the game especially deadly. Most grunt soldiers are usually going to be dropping in 2 hits. Also, you’ll be losing some granularity with damage due to using wound tokens instead of health points. Folks might want to consider just using it for creatures instead, but I find the easier tracking of health totals worth it.

So here are a few things I adopted for my games. Spellcasters (Wizard and Apprentice) suffer damage and gain healing unchanged from the rule book. But for followers and creatures, they no longer have point totals for health. Instead damage is tracked by wounds and possibly marred conditions. The pool of wounds that soldiers and creatures have is their health total divided by 4, rounded down. So a Thug with 10 health points would have a wound pool total of 2 (10/4 and rounding down).
You determine damage normally from combat or casting spells. But for for every 4 points a model suffers in damage, they take a wound removing it from their health pool. For every fraction of 4 (i.e. 1-3 points damage), they receive a marred condition. If a model has 2 marred conditions, those conditions are removed and a wound is immediately taken from their pool of wounds instead. Note that healing works the same for spellcasters, but for soldiers they only restore one wound of damage.
As an example, a thug is hit for 5 damage. One wound would be removed from its pool and it gains a marred condition. On the next turn, the thug is hit again for only 2 damage, giving it another marred condition. As this is the 2nd marred condition it has, it immediately takes a wound, removing the marred condition markers. Further, since the thug has a health pool of 2 wounds, its health has dropped to zero and is removed from the game.
I also introduced a handful of characteristics for soldiers and some creatures. The idea was to cover the bases with creatures that have less than 4 points of health and also add some variety with soldiers that straddle the line of between health totals in increments of four. A more detailed list of these rules can be found in the downloads section. I think they work pretty well and allow for a little easier bookkeeping during the game, but still captures the flavor of Frostgrave combat.
Verdantia – an alternate setting for Frostgrave
I enjoy Frostgrave. Yet I’m not too keen on collecting a bunch of terrain and rebasing models to fit in the ice and snow setting of the game. One plus I found was that the background for Frostgrave was paper thin. As long as it was in decaying city ruins, you could plop that down anywhere. I embraced this and decided to create a different place. Another sprawling labyrinth of decaying city ruins… Verdantia.
Long ago were the Dragonborne, a reptilian race of people that were infused with the arcane powers of dragons. Their empire flourished in the hot lands of lush jungles and scorching deserts, with only tepid cities built skirting much of the colder lands to the north. It is said their reign was for 5,000 years and then overnight, their kind disappeared. Thousands of years since their demise many of their mysterious monuments still litter the landscape.
Some legends say that they fell into warring factions, wielding powerful magics that resulted in the destruction of their race. Other legends speak of a great religious movement which rebelled against their affinity of the arcane, choosing instead to worship primal gods. The winning faction of this war were the followers of primitive nature, resulting in the savage lizardmen seen in the world today. No one can claim the true reason for the fall of the Dragonborne. What cannot be refuted is that this grand civilization reached an epoch, and in the matter of years slid into obscurity, utterly wiped from existence.
However now many state that it was the great network of portals, created by the Dragonborne, which lead to their downfall. These portals weakened the normal boundaries of the physical world. They allowed primal, chaotic aberrations to slip in, and brought destruction to their great civilization. A statement which is supported in grave hindsight to the terrible fate that had befallen Verdantia.
Twelve standing portal gates scattered among the lands were remains of the Dragonborne and their enigmatic past. These portals were widely distributed not only among different regions in the southern lands, but also a few sparse regions to the north, as well as the western coast that lay beyond the great mountains. The portals themselves were made of thick stone etched with arcane script and large enough for a cart of oxen to pass through. Once one entering the glowing stone arch a traveler would instantly appear from another paired portal gate, safe but unable to enter another portal for a full day.

All of the 12 portals congregated at one location, a sprawling set ruins within a steaming jungle. The gates were arranged in a circle on a great stone platform within the center of a crumbling city. Even stranger, a 13th portal structure was at the center of these gates. This 13th portal appeared as a standing, empty stone ring yet much larger than the other portal gates. This last grand portal appeared to be non-functional however, either never completed or its paired portal location destroyed somehow.
This far off region soon became a nexus of trade. A small community sprung up as brave merchants were willing to travel through the portal gates, spend a day within the hazardous jungle and decaying city, only to travel through another shimmering stone arch and reach far off cities. Soon the community grew and adopted the name Verdantia, taken from the lush jungle surroundings. It was in the year 400 of the Imperial Calendar that Octavius VI endeavored to make Verdantia part of the grand human empire.
Octavius entered Verdantia with his great army and cleansed the decaying ruins of all manner of creatures that remained there. He oversaw the reconstruction of the city, and in many cases simply built anew over the carcass of the old foundations. The college of Imperial Wizards relocated to the recovering city, its members eager to scour the ancient ruins for long lost arcane knowledge. Coin flourished in Verdantia and it became the hub of world trade. Warehouses sprung up as brokers for staple and speculative goods haggled among the crowded streets of local merchants. Money lenders and currency changers of different regions also congregated within Verdantia. Yet despite the successful efforts to rebuild the city, Verdantia was far from peaceful. It was ever under threat from the surrounding jungle which held many horrible creatures, cunning goblin clans, and savage lizardmen tribes.
In Y700 IC, rumors were spread far and wide of an ancient chamber discovered within the labyrinth of catacombs that ran under Verdantia. Within this chamber was a tome of necrotic spells that held secrets of the undead. A treasure of knowledge for those seeking greater understanding of the dark arts. This tome became the unrelenting focus of the terrible lich, Ulaam the undying.
His great undead army sacked Nordia, the western coastal city of frigid waters, and using the portal gate located there Ulaam poured his legions of skeletal and ghoul warriors into Verdantia. For over a month humans and undead creatures openly fought within the city streets. Imperial wizards flung spells at undead lichs and other necromancers that had joined under Ulaam’s dark banner. While the city was in chaos, the palisades were no longer manned and goblins, gnolls, and lizardmen warbands struck deep within Verdantia, further inflaming this chaotic war.
In ensuing battles as the human forces were buffeted by these other newly arrived factions, Ulaam was finally able to make a decisive strike. He spearheaded an attack into the Imperial Wizard library and was able to capture the necrotic spell book he so prized. Within days, he was able to decipher a great spell that would turn the tide of the battle towards his favor. It is rumored he emerged from a tower, his gaunt form encircled with a clinging dark yellow mist that appeared to be billowing from his mouth which was constantly muttering an incantation.
This yellow mist flowed over the city seeping into the lower recesses of Verdantia. Living creatures within this poisonous cloud choked and died. To the horror of living creatures that managed to stay above this yellow haze perched atop buildings, comrades and creatures slain by the sorcerous fog shambled to life and began to shuffle towards any living being, eager to tear them apart or drag them down into the suffocating poison mist. Legends from survivors speak of the horrible visage of Ulaam cackling on the steps of the ring of portals, leering down at the undead havoc he had wrought. But this victory was fleeting. The doom that visited the Dragonborne empire so long ago came to Verdantia then.
The sky became dark and the sun was blotted out from an eclipse. The 13th portal, this dormant gate that was silent for millennia shimmered and forms became to pour forth. All manners of demons and elemental creatures spilled into the city. Chittering demons of chaos fluttered above, and huge lumbering golems and elementals ran amok unfazed by the poisonous fog. They tore into living and undead forces alike, imbued with primal magic. It was said the footsteps of some elementals appeared as roots seeping into the cobbled stone roads, breaking them apart, and leaving footprints of lush green plants.
As the darkness faded from above and the sun slowly seeped out, the central portal stone frame cracked, and exploded into a shower of fragments. Each gate in turn shattered and exploded, as if the elemental energy within the air was finally able to dispel the arcane power which enchanted the portal gates. Verdantia was lost, secluded from the world, and again a crumbling city deep within a foreboding jungle.
The decaying ruins are now home to all manners of venomous creatures and savage beasts. Cunning goblins, gnolls, and fierce lizardmen are rumored to reside there. Ulaam’s necrotic presence still taints it, as undead continue to shamble among the ruined streets (darker tales say that Ulaam still lives in undeath, hidden away within the bowels of the city). Along with these creatures are far greater threats of demons and great elementals which still can be seen lurking within Verdantia.
But the faded seclusion of fallen Verdantia was not to last. There are too many riches deep within those crumbling ruins. Too many magical treasures and arcane texts to ignore. Wizards which covet such great power gather soldiers and fledgling apprentices under their wing to undergo perilous expeditions into Verdantia. It is a lost city, but one with wealth and great arcane power for those steely enough to take it.
Review: Frostgrave
Swerving a bit off the beaten path of military and sci-fi war games, Osprey press has recently released Frostgrave. Set in a cursed city of ruins and perpetual ice and snow, players create a small warband headed by a fledgling wizard in search of powerful artifacts and treasure. It’s a small skirmish game of up to 10 figures per side and may have the occasional few neutral monsters thrown into the mix (that will attack anyone in sight). The game is designed around 28mm models on a small 3’ x 3’ table. It’s certainly not far in theme and concept from Games Workshop’s defunct game, Mordheim.
Each member of a player’s warband has a stat profile expressing armor, movement, fighting and shooting skills, their defense to ward off spells, and health pools. Turn order is a segmented IGOUGO. Players roll off for initiative and the winning player activates their wizard along with up to 3 followers within 3″. Afterwards, their opponent does the same. Then if a side has an apprentice, they can activate (with the same restrictions for followers) and alternately the opposing player activates their apprentice. Lastly, the sequence is repeated for any soldier followers that did not activate in the previous phases. A special end of turn phase occurs for any independent creatures on the table.
When a model activates, they can take up to two actions. If they take two actions, one of them must be a movement action. So no double attacks, but it allows for a little flexibility like a model shooting and then returning into cover. All rolls in the game are based on a d20. For melee attacks, players roll and add their fighting skill. Whoever rolls the highest wins the round and can then inflict damage. For shooting, it follows similar process but a player compares their shooting skill vs the target’s fighting skill with modifiers for cover benefiting the target. The difference is in shooting, the player simply misses with no repercussions unlike in hand to hand combat.
For scoring wounds, the same roll to hit is then compared to a target’s armor value. Most units will have an armor of 10-14. Players subtract a target’s armor from the attack roll and each positive number indicates points of damage the target suffers. Health point totals are also typically from 8-14 points. You’ll quickly find with some lucky die rolls followers in your warband will be dropping like flies.
Movement is a simple system based on inches with any terrain requiring double the rate. There are simple rules for scaling walls, jumping and falling damage. There are few weapon options with most being either small defensive weapons, run-of-the-mill weapons, or great weapons that do more damage. As missile weapons go, you can have bows or slower firing (but higher damage) crossbows. There are no individual armor options. In truth most of these slight variations in gear get wrapped up in the profile of specific followers. So you can have that high health, quick moving, heavy hitting, berserker barbarian. Or instead opt for a slower, hard-hitting but high armored heavy knight to add to your warband.
Of course what’s central about Frostgrave is your wizard. They start off with a selection of spells from a particular school of magic and a few other related schools. Each school of magic has 8 spells within them. Your apprentice has the same spells to access, they just aren’t as effective at casting the spells.
Each spell has a target number for casting ranging from 8 up to 14 for the more powerful spells. Roll equal or higher than the target number and the spell is successfully cast. If you fail, you’ll take 1-2 points health damage. Essentially this helps curb the amount of casting as botched spells slowly drain the health of your wizard and apprentice.
Tacked onto this are the different schools of spells and casting difficulty. Even casting spells aligned with your school incurs a +2 penalty to the target casting number. Neutral spells have a penalty of +4 and this penalty is greater for opposed spells. So even the easiest spell cast still has roughly a 50/50 chance of fizzling and damaging the caster. To get around this somewhat, the wizard can self inflict damage to boost the die roll ensuring a spell is successfully cast. So if you absolutely have to get a spell off, you’ve got that (dangerous) option.
What seems central to Frostgrave is encompassing a larger campaign. After each battle the wizard of a warband will earn experience and treasure. Treasure can be spent to alter the composition of the warband, while XP is used to improve the wizard’s abilities and expand their knowledge spells. They can even reduce the casting penalty for a spell, lowering the chance of any backlash for failure. Some treasure can be magical imparting bonuses to your wizard or soldiers if equipped. And if taken out of the game, each soldier has a chance to recover while wizards and apprentices might gain permanent injuries.
There are 10 scenarios listed in the book but basically all of them are smash and grab encounters. They suggest a general board layout and some unusual terrain feature, or add the appearance of a neutral monster type, but that’s about it. The campaign goals themselves are pretty sparse. This is a game about gaining as much fame, booty, and power as possible. That’s about it for the campaign game.
The Good – Frostgrave is a pretty enjoyable fantasy skirmish game. The mechanics themselves are simple to grasp and don’t get bogged down in a lot of simulation detail. There are enough situational modifiers and gradations of soldier followers to give each warband some flavor. But at the same time not so much there is an extensive list needing a multi-page quick reference sheet for play. Add to this the 10 different schools of magic with 8 spells each, and you’ve got a lot of list building toys to play with. It seems to capture enough chaotic action with a low figure count to make for a fun fantasy-themed skirmish game.
The book is hardbound and an easy set of rules to read through. Plenty of color artwork and photographs are liberally spread among the pages which effectively spark that excitement of sword melee and spell-slinging battles.
The Bad – It’s odd that for all the streamlined modifiers and gear, you seem to get bogged down in a lot of bookkeeping. What especially stands out is the way damage is inflicted. You compare a high attack roll to an armor value and take the difference off a model’s health total. Yes, you’ve got hit points. This is a hair’s breadth away from being something you’d see in a RPG rule book. I appreciate how casting spells are related to health totals. Unfortunately this seems to carry over to rank and file units. Yes, the game can be exceptionally lethal. But it can also end up with models having a lot of minor fleshwounds. Expect to have a warband roster sheet at the table with a pencil handy to keep track of health totals.
Sadly this also does not stay with just hit points… err.. health totals, but also with wizard XP. Experience is liberally gained during a fight which is cool. But you have situations where XP is gained for each successful spell and personal kills are made. Not to mention for each bit of treasure collected. Yes it’s fun to earn oodles of XP but the excessive bookkeeping can become a chore.
The longer campaign rules are nice but you begin to notice how hollow they are along with the scenarios. It’s truly similar to a kick-in-the-door-kill-the-monster-get-the-loot kind of game. The campaign is about gaining the most stuff and becoming the most powerful wizard. There really isn’t anything else besides that. There is an optional rule where a player can attempt to cast an instant campaign win spell. It requires the accumulation of several spells and even more advancement effort into casting the spell (which is essentially impossible until spending several experience points in reducing the casting penalty).
It’s a shame as so many out of combat spells and parts of the game revolve around campaign play. Clearly that is what the game is designed around. It’s just that an overall campaign (and the scenarios that support it) never provides anything more aside from the winning player having the warband with the most gold and XP.
Lastly, the game world is set in a labyrinth set of ruins covered in snow and ice. You might be able to get away from the arctic theme, but the game is designed around having tables with lots of high cover and isn’t that flexible in terrain layouts.
The Verdict – I was hopeful for Frostgrave and it got some things right. I like the relatively streamlined task resolution and the game doesn’t seem to get bogged down in movement, spell, and combat mechanisms. The idea of rolling off d20s against each other is quick and engaging. There is a little back and forth play as you’ve got some alternate unit activation and as enemies have limited reactionary movement, you can also take the initiative some forcing a melee combat out of turn. The tinkering of warbands and spells for your wizard is fun along with deciding how to spread out magic items and potions. That thrill of expanding your warband, spells, and allocating treasure after a successful battle is a fun concept.
What mars this a tad is the excessive bookkeeping for damage and XP gain. You are going to need a few sheets of paper handy to track everything. I’m certainly immediately thinking of tweaking the rules some for warband soldiers and using damage tokens instead. The same might be said for keeping track of XP gained during the game too. I’m considering some simple scenario rules where earned victory points translate into XP gains.
This bleeds over some to the overall game. If you aren’t running a campaign, you seem to be seriously hobbling the system. There are a plethora of spells that have the most function in campaign play. The overall goal of the campaign system is limited too. The impressive list of scenarios is really just a list of terrain effects and complications to sprinkle in the regular objective of getting loot and wiping out the enemy.
So I find Frostgrave a mixed bag. There are a lot of little things here to enjoy. The lists of different magic items, independent creatures, and various spell schools are great. Immediately off hand I’d consider this a better choice over Mordheim. Task resolution and play is a bit more streamlined, yet also more dynamic than Mordheim. The XP system is also geared primarily to improving your wizard, so you aren’t having to tweak every member in your warband. At the same time, you can figure out what combination of soldier followers would work best and there are a few spells that supplement your warband’s fighting abilities.
I guess I wish the idea of a quick skirmish game was embraced a bit more, especially with the bookkeeping of health totals. Frostgrave has those trappings but it’s still a bit further away from something like Songs of Blades and Heroes for ease of play. There’s a lot of potential here, but as a whole it seems to falter a little.
Granted, as a rule system for a fantasy skirmish game Frostgrave is successful. There is fun here. It’s just not as innovative or elegant as something like SAGA. Though, I can’t really fault it for that. Frostgrave has that feel of a fluid and magical Mordheim with much of the clunky bits of that older game shed off. It’s sleeker and far dynamic. While Frostgrave trips some, there are more solid parts making it definitely hold up as an enjoyable fantasy skirmish game.