Thursday, 10 November 2016

Another day, another Frostgrave 10 NOV 2016

Yay! Game on in the city of Felstad. We had to rush this game as Ger had to head to work asap, but it turned out that my newly written scenario (below) made us hustle as much as possible!

The Piper of Felstad
By Donal

Unknown to our heroes, an unusual musical device attracts monsters to itself. The magical seal on a nearby treasure is currently keeping it inactive, Once that seal is disturbed, however….

Set-up

Set up 3 treasures per player as normal. Something can be used to represent the musical device if desired, but it’s not necessary.

Special Rules

No roll is made for wandering monsters. Instead, every time a treasure is collected, roll a dice. On a 16+, the seal on the musical device has been cracked. Add 3 to the roll for every treasure already collected. Once the seal has been broken, a random encounter is generated every turn until the end of the game.

Treasure & Rewards

The Wizard who gets the chest that breaks the seal off the board gains 50 extra xp from studying the seals on the chest.

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We kind of forgot how my Special Rules were written, so we may have rolled for wandering monsters as well as the whole sealymajig. We still love monsters in our games of Frostgrave, so anything that gives us monsters, monsters, monsters is key to us enjoying the game. It turned out that the third chest picked up - by my Barbarian - broke the seal and then there were Monsters EVERYWHERE! Well, actually, most of our results were Giant Rats, which turned up to be not that dangerous a threat. Maybe the SR should limit it to Level 2 or Level 3 encounters (See Frostgrave rule book if you want to find out more about encounter levels). There was only one real moment of terror (for me) when an Ice Toad ripped one of my guys to pieces and badly damaged another. Here's how it panned out - Ice Toads do treble damage and he rolled a natural 20 on the dice, which causes double damage. So my poor Infantryman, who has 10 Health, took 60 damage? It has to be the most punishment one of our dudes have taken so far.



I didn't bother with too many pictures, we were moving too fast for that kind of thing. I'm coming in at the narrow end here, Eoghan is on the long end to my right and Ger on the long end to the left. I've been mostly taking a short table edge on set-up (although Frostgrave is meant to be played on a square field, so bear that in mind on this ramble). A short front means it's easier to project control down the board, particularly with the way that LOS and missile stuff works in Frostgrave. But the point *is* to get in, collect something and leave anywhere on your edge of the board. So do the guys get an advantage on the long edges as they get nearly half as long again to escape with treasures off? Also, this session ended up with a weird case of "travelling" - Eoghan's Wizard almost went the whole way across the board to Ger's side, which has been unusual in our experience. If I wanted to do the same thing down the length of the board, it would take a waaaaaaaaaaaaaaaaaaaay longer journey.



Eoghan came in packed tight and ready for action. He continued his "everyone gets hopped up on goofballs" strategy. They all drink a ton of potions on turn one and come in buffed (we use blue tokens for buffs). I don't know how much he's spending per game on his guys weird habits, but it must be adding up.





Ger came in strong in the middle and then slightly thinner towards the end furthest from me. He then climbed on a lot of stuff. It was weird in this game, none of us could cast a spell to save our lives. We had to spend health non stop to get spells to work. Ger got a 1 twice on Summon Demon, which creates a hostile Demon that attacks you straight away! Considering we've all levelled up our spells so that they're easier to cast, some of them as much as the system allows, it's weird that we failed more than probably even our first game! Our baby Wizards put us to shame.



Ger and Eoghan clashed hard in the middle of the field. Through poor luck and (probably) those extra Demon attacks, though, this time Ger was the one who bled most profusely. He had an impressive casualty list by the end of the game.



I had a more cautious game ( as usual ), but I tried my hand at a bit of flair here and there. My thief ran along this roof and jumped onto a nearby tower for a satisfying treasure chest collection.



My Archers and Apprentice combination still should be a good base of fire, but my Apprentice suffered the same terrible spell casting as everyone else and my Archers continue to be useless. They contribute a fear factor at least, I suppose. Keeps the guys wary.

Another cracking game of Frostgrave. The extra monsters (and there was loads) added a decent amount of extra violence. We got three treasure chests out each, and again, balanced rewards suggests a fairly balanced scenario. Very unbalanced casualties, think Ger must have had an 80% KO rate on his permanent warband members. I don't know when we'll next have a chance to play, hopefully the stars align next week, but Eoghan has written a crazy scenario that involves a Dragon that might make for another bloodbath of the highest order.

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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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