Thursday, September 3, 2026

Verrotwood Launch at EWG

Last night I brought Verrotwood out to the club to launch a campaign. We had 5 players - Richard, Craig, George, Chen & myself.


With a low figure count (4 figures per cult), this game plays quite well for a club game.
 

Our first scenario was the cults just forming & leaving their thorps to seek out the stones of Power. 3 standing stones could be prayed at to gain power with their chosen dark gods. Of course the various cults could not have others perform this sacred task.

We didn't use any of the special terrain or AI critters on our first foray. Each cult has 4 Rituals that they can use to gain various effects.


The game is not forgiving, have the Rule of Cruel. The game uses a d10 system, where each value in your stat = 1d10. Rolling the d10's you select the highest of them for your result.


The Berserk ritual seemed to be a favorite & if successful, can lead to all kinds of carnage. Beginning cult members all start with values of 1 in each of their Str, Dex, Int & Def stats. However each cult also has a favored stat based on their chosen dark god. This bumps that 1 stat to 2 for each of your starting members.


Activation is based on drawing chits from a bag, with each chit representing 1 of the cult members. When drawn, that figure performs his activations.


The scenario lasts a limited number of rounds. The one we played was 5 rounds. My entire cult was taken out by the end of round 3.


Some interesting tactics were quickly figured out. An example being when shooting into a group of figures, if you miss the target, the other figure or selected figure from the group will be struck.


At the end of the game, all those who were taken out, roll on the injury table to see what ill effects they would suffer.


Those who survive can then select 1 of their members to explore the forest (Scout). A card is drawn from a standard card deck & the result is determined by a chart. The card is then removed from the deck. Thus for the face/ace cards, the event will only occur once per campaign. I think we decided that when the deck runs dry, that will end the campaign & our winner will be determined.



Richard won the game, having successfully prayed twice at one of the standing stones.

There is room for others to join when next I run it. All you will need is 4 cultist figures (sorry no Sci-fi/modern cultists) & we can set you up with a cult band sheet & your rituals.

Until then, thanks for visiting.
























Thursday, August 27, 2026

Congo Gulch at EWG

 A little tardy with this post, but here it is. At our last club night, Bruce ran his Wild West variant of Congo. Titled "There's Gold in them Thar Hills", we had 4 groups of get rich quick factions rushing out of the town to collect gold & return to stake their claim on the mine.


We picked our chosen faction. The Good, The Bad, The Ugly or the Townsfolk.


The objectives, which of course were in various terrain types & would require a roll for random effects when entered. The poker chips had various values & dice roll mod's to determine just how much gold you garnered from your search.


Away we go, everyone rushing out of town. Well at least the mounted ones.


The various groups had some units that were good in melee, others in ranged.


Each faction also had a unit that had a wagon. This was handy as it provided a bonus to cover against ranged.

Like any good Congo game, units began to suffer various effects from stress


Not every random terrain roll was bad, here Spot had been found after being lost for many a day & rejoined his owner.


The dynamic duo of Will & his sidekick Colin won the game with the most value in gold obtained at games end.

Thanks Bruce for running another enjoyable game.

With that, our club is about to embark on a weekly game rather than twice a month. I guess we will see how it pans out & if we can get some new folks out.

Thanks for visiting.


Friday, August 21, 2026

Frostgrave - The Library & Return of Jon Ormond

We had our 7th Campaign game on the 9th of Aug. We had all the warbands attend (6 players) with the addition of Jonathan reprising his role of Jon Ormond.



I wanted to provide another opportunity for the group to get the Tome of Mordmon which contains 3 spells.

The Warbands

Chen's Warband

Craig's Warband

Dan's Warband (He had to be different)

Kurt's Warband

Rolland's Warband

Terry's (My) Warband


So grab a drink, as this is a long one!
















































So another failed attempt to acquire the much sought after tome. At this stage the warbands will no longer be able to get it, as it will have been considered lost.

We had quite a few slain warband members as well as a couple that will be missing the next game unless they get replaced. Jon Ormond, while his warband was decimated, managed to escape with his apprentice. We can expect to see his cause more trouble down the road.

Thanks as always for taking the time to follow along the campaign.