Friday, 21 October 2016

(Frost)Grave of the Vampire - 20 OCT 2016

We squeezed in the 9th round of our Frostgrave campaign last night with some hackin' and slashin' and... another scenario we wrote ourselves! The next few weeks at work are going to be crazy, so who knows when our tenth game will be? But anyway -

Intercept the loot!
- By Donal

Word has gotten around that a Vampire is trying to accumulate wealth and Magical Treasures to challenge all these upstart Wizards that have turned up since he thawed out. Grab the treasure he’s sending his minions out to get before he gets too powerful!

Set-up

1 incoming group of 3 armoured skeletons per player, each carrying 1 treasure. They start 9” in from a table edge that a player is setting up on. Their base is on the side opposite them with a Vampire and 2 more Skeleton Champions (+1 fight, +2 damage - 2 handed weapons).

Set up 2 more treasures per player as usual.

Special Rules

The incoming groups make their way towards their base unless engaged in combat. They will force combat if within 1". They all move at half speed, but only one is carrying the treasure (mark as usual).

The vampire obeys normal rules for monsters up to 12" from their base. If he gets to 12", he stays at 12" until there's no one in his LOS. He then automatically moves back towards the door of their base. Unlike a normal Vampire, he also has access to Bone Dart at base casting ability (difficulty 8, +5 shooting attack). He will use this on the closest warband member within LOS outside 12” from the base every turn. Randomly determine any ties.

Treasure & Rewards

The carried Treasure chests are worth +50 gold coins. Killing the vampire nets a wizard +50 xp.

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I thought the Vampire would scratch our Frostgrave monster lust itch, but things were not to quite turn out that way. The Vampire's stats are badass and they're immune to non-magical attacks, so... dangerous, right?


A shot of the action just as turn 1 was in progress. The Vampire's crypt was on the long edge to the left, I'm coming in from the closest side. Ger entered from opposite the crypt and Eoghan is on the far end.


This is my crew working their way in. My plan was to Fog my war forward so the Vampire wouldn't Bone Dart me into oblivion. My Sellsword and my Thug have Magic Weapons and I was going to have them take care of the Vampire. The LOS rules for the monsters means that the Fog would stop them coming my way when I got close. This did not work to my advantage, so it shows you can be acting too smart. Also, the houses and things I assembled using a hot glue gun are already starting to peel apart, but the ones stuck with UHU haven't even dislodged. UHU is King, my friends.



My Apprentice, both Archers and my Ranger, New Guy, held the flank closest to Ger with instructions to pepper everything that raised its head with arrows. This generally kept Ger from putting the heat on my flank, albeit mostly cos of the stellar spellcasting from my Apprentice and less from the haphazard archery from the minions.



Ger came in strong from the middle of his side. The Summoner rules from the main book are starting to tilt in his favour a lot as his wizard becomes more proficient. He now tends to have a lot of Major Demons wandering the field. Necromancy's limit to one crappy zombie has me jealous. I suppose I have to diversify into the Darker Arts to catch up.



He was using some Age of Sigmar Khorne dude as a proxy for his Demon this game. That's him in the middle, rampaging through the ruins of a house.



Eoghan came in in a tight wedge from his side and crashed directly into the Skeleton convoy near him (see the scenario rules, above). As I've said before, Eoghan plays a bit more aggressively than us and has taken some weird turns. We use the Blue counters to indicate a buff on the miniatures, so you'll see a lot of blue tokens near his crew.



He's taken into the habit of buying half a dozen Potions of Strength before every game and basically having his guys go around hopped up on potions in every fight. It's becoming standard now for the first action for most of his guys to down potions and start charging!

So, what was I saying earlier about the Vampire and not quite adding a lot to the fight, never mind being too clever with LOS on my part? Well, with a big chunk of Eoghan's warband entering directly into his LOS, the Vampire wandered over that way - where an awesome roll on a spell from Eoghan's Apprentice destroyed him in one hit. The Vampire was never to have much of an effect on anything! Such is the life of a monster in Frostgrave.

Another cracking game of Frostgrave. It was very even, with each of us pulling out 3 treasures, including one special one each (50 extra gold by Scenario Special Rules, above). The XP drift can be amazing with the "successful spells cast" count - Ger's Apprentice barely succeed on any spell during the game, but I got every single one. The difference really begins to reel out over 7 turns. As I said, it may be quiet for a week or two on the game front, but we'll find some way to put up something here.

Oh, we also played a quick round of the new GW Game Gorechosen after, which is quite silly but very satisfying. I would recommend it to a friend. The guys over at the Scale Creep blog have been having some fun with its release with their "Haemo-Erotic Tag" posts, so that was actually what drove me to pick it up. It's a very reasonable price, although I have no idea how replayable it will be. I got a win by decapitating Ger and kicking Eoghan into a pit, so if that kind of story appeals, you'll like it!

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Keep an eye out for further updates and Art & miniatures on my Instagram profile.
You can find Eoghan and Gerard at various points on the Internet.

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