Tuesday, February 23, 2016

Frostgrave campaign game eight

edit: Oh, whoopsie. Forgot the pictures.

Last Thursday I played in a Frostgrave campaign game. It was the fourth scenario of Thaw of the Lich Lord, Storm of Undeath.

Since it was a four player game, the number of skeletons inside the pillars was doubled. There were also twelve treasure tokens on board. Well, actually thirteen, since Jack succeeded in Reveal Secrets. That's second time in a row. Let's make this a tradition, shall we?

The crude yellow stars mark locations for treasures that weren't in the middle. I forget where the last one was, but somewhere between Necromancer and Sigilist would be my guess.

I sent a treasure hunter, a war hound and a thug to get treasure number two, and hoped to get the treasure number one with the use of Leap spell. Sigilist had cast Draining Word on Leap, though.

Since scenario special rules were quite hostile for shooting attacks, a crossbowman walked off the board with reveal secrets treasure.

Sigilists sent a treasure hunter with boots of leaping to treasure #2, and along with blood crow from crow master they killed my treasure hunter. Shoo, bird! Shoo! Oh well. Jack the Wizard was right under the building close to treasure #2, so I didn't worry about it too much. War hound and Thug were supposed to keep Sigilist troops in check so that Jack could come to help after making apothecary leap to treasure #1.

But then, alas... Adon the Apprentice failed to cast fog to screen the movement of the main body of the warband. This wasn't so bad in itself, but it made me cautious. Summoner had his apprentice there on top of the little bride section. Elemental Bolt would still be Shoot +4 attack even in the snowstorm. The summoner had also succeeded in calling a major demon to the field. I had envisioned that I'd scare off summoners from treasure #4, and with some luck escape with four treasure tokens from the game. And now there was a big question marks on #2 and #4.

So, I tried to continue with the original plan and went to contest #4 with my rangibear before opponent would have the opportunity to snatch that treasure with leap spell. Too bad that the enemy punched the bear down to one hit point remaining. That only made the bear angry, though - once major demon came in for the kill, the bear dealt some five damage in or so.

On turn three the skeletons arose in the middle, and my apothecary had finally been able to pick up the treasure #1. Thug and the war hound that were trying to get #2 had failed in their attempt, and necromancers and the summoner had been cleaning up the middle from treasure tokens. Things started to look rather bad, and I became over-protective of my apothecary. Jack cast leap on apothecary, but rolled exactly one. By expending Ring of Power and all but one hit point Jack was able to leap apothecary to relative safety. I didn't like the word "relative", so Adon the Apprentice also cast leap on the apothecary. He also failed to cast it and empowered the spell so that he got three hit points remaining.

Invisible sigilist wizard had collected easy 50 experience points from the scenario. And now the wizard was after Jack! And that particular wizard was a monster in melee combat. I think he's +7 or something, where Jack is only +6, plus he was wounded. Hmm. Now I remembered that at some point Jack had beaten a war hound in melee. That was probably the soldier phase of turn 2. Anyway. The point here was that everybody around Jack had suddenly died, both friends and enemies alike. It was between Jack and the enemy wizard now. Adon and his buddies closer to the middle were unavailable to help, too, as there was a more pressing huge fight going on with knights and major demons and what else.

Jack lives for unreasonable risks, but not that unlikely rewards. So, instead he cast leap on himself. He needed 12+ to succeed thanks to being injured and suffering from draining word. If he rolled below 8, he'd die. Roll was exactly 12.

But then sigilist wizard uses scroll of time walk or whatever the spell is that lets you activate again on soldier phase. Nooo! Even after his gambit he was not safe!

In the apprentice phase my bloodthirsty bard clears the fight, dealing killing blow to knight. This freed Adon to open Eye of Amoto on Jack and cast leap on him. He effectively needed 14 to succeed. Roll was 11. Eh. Choices, choices...

But losing an apprentice isn't as punishing as losing a wizard, so Adon spent his last three hitpoints on empowering the leap. Both spellcasters disappeared from the board.

After that it was pretty much all-out rout for me.

I had managed to bring only two treasure tokens in for me. The other one was a little bit of gold and a grimoire (Elemental Ball) and another was Club of Battering. Total experience was 240, which wasn't too bad when I only got two treasures.

Rangifer died from roster and a thug would need to miss next game. I sold the grimoire, bought a new rangifer and dismissed the thug.

Thug was replaced with a captain from Sellsword mini-expansion. To go with the circus theme, I gave my captain speed 7 and Sprint as a Trick of the Trade. She's equipped with leather armour, hand weapon, dagger and bow.

Story piece for last game and this game can be found here.

Roster details:

Jack Saturn is level 23 with 2305 experience.
He has levelled fight by +3, Will by +1, and health by +3*.
Fleet Feet spell has been improved by +4, Elemental Ball by +2*, Leap by +1, Possess by +1, Imp by +1 and Fog by +3*.
He has learned Plague of Insect, which has been improved by +1.
He has learned the Reveal Secret spell, which has been improved by +1.

Home base is Inn with Sarcophagus of Healing and Kennels

Vault has Magical two handed weapon (+1 damage modifier), 2x Sword of Undead Slaying, Magical bow (+2 damage modifier), Club of Battering
Book of Rangifer
Ring of Power (1)
Eyes of Amoto
Grimoire: Poison Dart, Control Construct, Willpower, Furious Quill
Scroll of Planar Tear.

Total gold that has been collected is 2150, unspent gold is 470.

Warband roster is worth 1360 gold (level 20 apprentice is 400) and includes:
Barbarian (with the two handed weapon from vault)
Marksman
Crossbowman
2x Treasure Hunter
Apothecary
Bard
War Hound
Rangifer
Captain: +1 Move and Sprint trick.

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