Wednesday, March 30, 2016

Frostgrave campaign game ten

Despite forgetting my own models home, we played the next scenario of Thaw of the Lich Lord campaign. Scenario six, the House of Longreach. I was afraid that it would be an awkward scenario to play because of the small area you might get teleported into. After all it worked out quite fine and didn't devolve into figuring out poorly explained rules and unexpected rule interactions.

I'm going light with pictures because I forgot my miniatures home, but I'm including one that gives out the position of treasures and magic portals.

Sigilists succeeded in casting the Reveal Secrets spell. That treasure, as well as treasure #4 were easy grabs for Sigilists.

I had my greedy eyes on treasures 1-3. The number one was an easy one for me, but there was more contest with #2 and #3.

Opponent sent (accidentally, through a portal) some soldiers behind my lines that were nearing #3, but I had outrageous luck with dice there. At the same time Sigilist war hound had entered the treasure chamber through a magic portal. These dogs are a thing in this game. The pup single handedly... pawedly? took down both of the Frost Wraiths that were guarding the treasures! Possessed Jack entered the area right after, and even he was terrified of the dog. Instead of engaging in melee, he shot it down with empowered elemental ball.

On turn three some death cultists and zombie troll entered the board. By this time I had seized both treasure #2 and #3, and though Sigilists were peppering my troops with archer fire, they weren't actively threatening those treasures. Now and then some Sigilist soldier took his chances to teleport right into my troops through a magic portal, but those plans didn't yield fruit.

In the treasure chamber, however, was Jack who had cast Possess on himself and Fleet Feet. He picked up the special treasure. In the chamber at the very same time was the Sigilist wizard, who was invisible. The death cultists were moving towards the portals, so the chamber might get crowded very soon. This in mind Jack picked the special treasure so that Sigilist wizard could be able to pick the other treasure up without Jack denying it - if I had walked next to both treasures, a battle would've ensued with just about one hundred percent chance.

Thankfully Sigilist wizard deemed it better to get one treasure for sure than try to attack Jack.

Two death cultists entered the treasure chamber. Jack fought one and killed him. Sigilist wizard used this time to pick the second treasure and start casting Invisibility on himself again.

Now, Jack only had nine hit points left thanks to my extravagant empowerments. If the last two Death Cultists entered the area and ganged up on Jack, they might actually kill him. Because of this my Possessed Treasure Hunter attacked the death cultist and zombie troll party to buy time for Jack to escape.

It worked, kind of. Kind of, because opponent succeeded in bringing one Treasure Hunter of his own to the treasure chamber, and suddenly Jack was there, outnumbered by enemy warband members instead of +0 Fight death cultists.

But hey, no problem, really. Jack only needed to cast Leap on himself and leap to the magic portal and enter the main board from some safe location. Easy.

Well, only half of that was "easy" (Jack entered main board from just about the best portal he could - in the middle of my treasure carriage #3.) The casting roll had been "1". Draining Word was raising the difficulty of Leap to ten, so Jack didn't have enough hit points to empower the spell to succeed.

With a heavy sigh Jack drained all empower points from his Orb of Power [8] that he had found last game. I surely hadn't planned to use such an artifact of great power to empower... Leap.

Game started nearing end. Sigilist warband was the one to kill Zombie Troll. My Possessed Treasure Hunter had just been a short-lived practice target for the troll. As an added annoyance, an archer shot killed Jack's apprentice.

My captain, whose debut last game had not been anything to write home about, did a little better in this game. She killed enemy blood crow and managed to flee the scene even if she was injured from some arrow by an archer. That was +30xp for her.

Treasures were four for Summoner warband and three for Sigilist warband, so that was pretty even.

- - -

Apothecary and War Hound died, but there were no other casualties. Apprentice rolled fourteen, and the troll-beaten Treasure Hunter survived without a scratch.

In this game Jack gained a total of 370 experience points, which gave him four levels. Treasures included Fire Heart Gemstone, Horn of Hellfire, Dagger with +1 damage modifier and 320 gold coins. Make that 288, thanks to Captain. After replenishing losses, gold gained was 180. Let's just hope that Fire Heart Gemstone will be worth an Orb of Power (8) in the long run...

Since none of my soldiers use daggers as main weapons, I sold the magic dagger I found for 90 gold, greedy captain taking that 10 gold from the trade.

Roster details:

Jack Saturn is level 29 with 2935 experience.
He has levelled fight by +3, Will by +2, and health by +4*.
Fleet Feet spell has been improved by +4, Elemental Ball by +2, Leap by +2*, Possess by +1, Spell Eater by +1, Imp by +1 and Fog by +3.
He has learned Plague of Insect, which has been improved by +2*.
He has learned the Reveal Secret spell, which has been improved by +1.
He has learned Willpower spell.*

Home base is Inn with Crystal Ball, Sarcophagus of Healing, Carrier Pigeons (-1 gold) 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
Fire Heart Gemstone
Horn of Hellfire
Grimoire: Poison Dart, Control Construct, Furious Quill, Enchant Weapon*
Scroll of Planar Tear.

Total gold that has been collected is 2880, unspent gold is 656.

Warband roster is worth 1360 gold (level 29 apprentice is 490) and includes:
Barbarian (with the club of battering)
2x Treasure Hunter
Apothecary (re-purchased)
War Hound (re-purchased)
Captain: +1 Move and Sprint trick (cost so far: 83 gold), leather armor, hand weapon and dagger, 40 experience

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