Thursday, 25 August 2016

Dungeons of Frostgrave 25 AUG 2016

So we went back to the Frostgrave scene, but we tried to incorporate the Into the Breeding Pits dungeon rules this time. Now normally you set up the terrain as normal but you put a "ceiling" on so that you get the underground effect, but I have over time collected several copies of the tileset from Advanced Heroquest, which makes a serviceable dungeon when you string it all together. It worked out okay, but the climbing over terrain aspect of the regular game is more appealing. The photos, however, are much less cool with the tiles than our normal set up. Next time will be The Keep, I think, with the random teleporting about as an excellent addition. More on that next time.

Some rules from Into the Breeding Pits do add some fun, with a chance for Secret Passages and Traps being in play (although we never got any) and a bigger margin for the chance of random monsters when treasure chests are picked up. We'll be keeping those changes as they worked for us. The fact that once the Treasure Chests have been lifted stops any risk of monsters turning up has been bugging me, so we discussed a new rule - from now on, between the last chest being picked up and the end of the game, we're going to roll a check dice every turn. On a 20 (?) or thereabouts, another monster will turn up on us.

There's a fantastic rule in Breeding Pits about placing the random monsters. When they're generated, every player rolls a dice and subtracts their Wizard Level. The highest remaining score gets to place them according to certain specifications. While we won't need to apply it in that circumstance "aboveground", the bonus it gives to the lower level Wizard is a very good mechanic. I'll be watching for more opportunities to wedge that one in.

Here's the original set up. We had to enter via the stairs on our board edges (we had two stairs each) but anyone could leave by any stairs they could escape up.


I split into two halves. My Wizard went in with his usual bunch and my Captain, who got seriously bloodied where they ground up against both Eoghan and Ger. My Ranger (aka "New Guy") was missing a game from his injuries from last time.


My Apprentice brought in all the quick movers. I almost headbutted Ger here, but he retreated back to the richer pickings of the centre of the board. This pack just kind of slinked around this end of the dungeon


Part of why I got bloodied was because ( unusually for me ) I took a risk and pounced on his captain with my captain from around a corner. Then half a dozen of his guys came around another corner and settled my captain's hash. The Captain (from the Sellsword) expansion are okay, but at this stage if mine was killed, I don't think I'd replace him. They're not quite good enough for the price you have to pay (and keep paying) for them.


Eoghan was right behind that group of Ger's though. Killing his thief, they worked around in a pincer to attack him from behind.


The mid game saw the guys slugging over the central avenue, where the most chests were. There were some sharp highs and lows. I left a thug behind to cover my wizards escape who I was sure would die in one combat, but he showed us the meaning of thuglife and lasted through several attacks.


Ger came in through two stairs, but ended up escaping out through one as Eoghan pressed him hard.


Another bloody game of Frostgrave, but this time down in the dark dungeons of Felstad.


A great game! It's a lot easier to tidy up dungeon tiles than cardboard houses and we started earlier. Someone did ask me since, so these three player games have been taking about 4 - 5 hours. That said, we're not pushing to be tight on time. You could probably get through them an hour faster if you were just taking turns as fast as possible. We won't be revisiting the dungeons again though, the climbing on stuff is much more fun than the claustrophobia of the rooms and passages.

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You can find Eoghan and Gerard at various points on the Internet.

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