Showing posts with label Mysterio. Show all posts
Showing posts with label Mysterio. Show all posts

Tuesday, 5 April 2016

Frostgrave: Death in the Snow

Introduction

My posts have been very slow and infrequent recently; it's been really hard to muster any enthusiasm for this lark.  Still, I'm hoping that this spell will pass soon and service will be restored to something approaching what I hoped for when I first set up this blog.

As a token of my renewed efforts, here's a description of the latest game in our Frostgrave series.  I'm finding that these games always break up into many small, disconnected incidents; I don't know whether this is always the way that Frostgrave plays out or whether it's the way we're doing it with 4 players.  Anyway, this report will be more like a series of vignettes rather than a coherent description of all the action.

Death in the Snow


The game started normally enough, with warbands advancing from all 4 table edges.  This time, the ruins contained 6 impassive statues, none of which showed the slightest wear or aging.  Very strange...

Clockwise, from the top:
  • The Great and Magnificent Peltar.  This is a goblin warband led by a self-proclaimed Enchanter. Peltar has a considerable lack of success when attempting to cast spells, though his seemingly endless mob of archers and warriors are rightly feared.
  • Malcolm Firestorm, the Elementalist.  Malcolm has a tendency to stride forwards, flinging dangerous fireballs at anything he can see which looks even remotely hostile.  Also, he has a slightly worrying fascination with demons.  These 2 behaviours make him considerably disliked!
  • Mysterio the Soothsayer.  Mysterio likes to think of himself as in touch with the inner secrets of the universe, though in reality he is no more knowledgeable than any other wizard.  He's hiding an injury in this game, having been badly hurt in his last outing.
  • Baryn the Timeless:  This chronomancer has appeared indecisive and timid in previous games.  Strangely, this has often led to him being the last man standing after all other warbands have fought each other to a standstill.  His occasional habit of using his own magic to assist other groups means that he is regarded as nobody's enemy.


And .... ACTION!



First blood: one of Mysterio's men accidentally activated the statue that was right beside Peltar's goblins.  The goblins shot at the construct and damaged it considerably, but it was finished off by an arrow from one of Baryn's archers (and consequently Baryn claimed the victory points for the "kill").  This pattern was repeated several times throughout the game; the goblins would hurt a statue, only to see it felled by someone else at the last moment.



Mysterio retired early from the game after catching one of Firestorm's more potent bolts of energy.  He was reduced to 1 hit point and decided that helping his thug to carry a treasure to safety was the most useful contribution he could make.



The first wandering monsters of the game: a pack of giant rats started to stalk Firestorm's apprentice, Ellie.  He was having none of that and swiftly incinerated the desperate rodents.  At least this gave the other players a respite from him for 1 turn.

Meanwhile, Firestorm's summoned demon was used as a porter to carry away some treasure, much to the relief of everyone else.



Mysterio's depleted followers were scattered and picking up treasure when Firestorm's crew started to move towards them en masse.  This was distinctly worrying, but Baryn decided to interfere by casting a Wall of Fog between the 2 parties.  At least it would prevent missiles and spells until one side or the other moved through the unnatural weather!



Meanwhile, Baryn's barbarian destroyed another animated statue.  Huh, they're not so tough...



Then, it happened.  Malcolm Firestorm moved forwards after exterminating the rat pack.  Carelessly (or maybe deliberately and somewhat arrogantly), he ignored Peltar's goblin horde to the north.  They weren't going to waste the opportunity, though: their archers filled him full of arrows and down the wizard went!



By this time (we were playing a 9 turn limit for the game), most of the easier treasures had been carried away.  However, Mysterio's band were still trying to retrieve a couple of slightly more remote chests and satchels.  His unengaged soldiers formed a screen to ward off Firestorm's larger band.  The latter attacked piecemeal, through the fog and an almighty melee ensued!



Both sides fed in whatever reinforcements they could scrape together and it seemed briefly as if Mysterio's men would hold off their assailants.  However, there were just too many of Firestorm's attackers and finally one of Mysterio's treasure carriers was mugged.  It didn't help that Baryn's archer kept firing indiscriminately into the melee, on the grounds that anything he hit was good!



In the dying turn of the game (heh, no pun intended), the last few survivors jostled for possession of the loose treasure.  Here's how it went, in order:
  • Firestorm went first.  His archer picked the leather bag from the body of its former owner.
  • Baryn's barbarian was second.  He came racing in on Fleet Feet (remember that Baryn is a chronomancer; this spell is becoming something of a signature for him) and pulverised the archer.  The treasure rolled loose, as the barbarian didn't have enough actions left to collect it.
  • Finally, Mysterio went (and never have I been so pleased to lose an initiative roll!)  In the very last action of the game, my remaining soldier stepped forward and claimed the treasure from under the noses of all the other parties.
With that, the forecast snowstorm started in earnest and within mere moments none of the protagonists could see anything beyond a few feet away.  It was all they could do to stumble and feel their way back to their respective camps, towers, hotels or other bases.


Conclusion

So, who won?  I'm not really sure and it probably doesn't really matter.  All sides had various casualties amongst their followers and I won't try to enumerate these (can't remember anyway).  However, one thing is for certain: there was one big time loser!

  • Peltar: 3 (?) treasures, no major injuries, still can't cast spells for toffee.  Some experience points for destroying statues and taking out an enemy wizard.
  • Firestorm: 1 treasure.  In addition, when we rolled for recovery (the wizard had been taken out, remember?), he was dead.  Permanently.  R.I.P.  There were tears, I can tell you.
    Since the wizard was 11th level, it will be possible for his apprentice to take over and start out as a fully-fledged 1st level wizard in her own right.  Whether it's worth doing this hasn't yet been decided.
  • Mysterio: 4 treasures, though pretty much all of this was due to his heroic soldiers rather than the rather feeble efforts at magic from the wizard and his apprentice.
  • Baryn: 3 treasures plus several "kills" on the animated statues.  Also he's becoming quite the dab hand at the Fleet Feet spell.  By the end of the game, most of his warband were moving at an unnaturally accelerated pace!
Final thought: to start with, everyone was very wary of the statues.  However, after the first one had been activated and promptly destroyed, there was a distinct sense that this was an easy way of claiming experience points!  Thereafter, none of the statues lasted very long after becoming animated; I don't recall that any of them did any damage either!

Wednesday, 2 December 2015

Frostgrave: The Mansion in the Woods

Introduction

In my last article (here), I mentioned that my son (A.) and I had played our first game of Frostgrave last weekend.  After so much preparation over the past month and more, this was a momentous occasion and needs recognition as such!  We both enjoyed the game, even with the very limited number of soldiers that I have prepared so far.

One thing stands out, though.  Unlike many battle reports where there is a single main attack, or the action follows just one group of individuals, our game had lots of activity all over the board.  This is going to require a bit of adaptation as my normal battle report format won't really do.  Instead, I'll try to summarise some of the more significant skirmishes and leave the rest out.  Otherwise, I think this article would become very long and tedious!

The Protagonists

Mysterio the Soothsayer


So, I chose to build my band around Mysterio, the soothsayer.  To assist him, he has an apprentice called "Little Annie", plus a starting group of soldiers (archer, tracker, man-at-arms, infantryman, thug).

My plan: Mysterio will cast Wizard Eye as close to the opposition as possible then hide and use the eye to cast hindering spells at them.  He and/or Little Annie will cast Discover Secret and Fool's Gold to increase the number of treasure markers; the soldiers will concentrate on collecting these rather than on fighting.

Malcolm Firestorm


My son chose an elementalist and is calling him "Malcolm Firestorm".  He also has an apprentice: "Ellie Icewater", also known as the Ice Princess.  Like me, his band is rounded out with 5 soldiers (thief, man-at-arms, infantryman, knight, archer).

His plan (as near as I can tell): advance and blow everything to bits with lightning bolts!

The Setting


On the outskirts of the abandoned city there once stood a sorcerer's mansion.  It's ruined now, partly buried in snowdrifts and the forest is encroaching on the long-forgotten gardens and driveways.  There should be much treasure to be found in and around the old walls (some of the treasure is even real!).  It stands to reason, right?  Sorcerers are rich old guys, so the owner of this mansion must have been wealthy...

Since we were playing our very first game, we decided not to play any special scenario, but rather to play a "standard" game.

Note that I succeeded in casting both my out-of-game spells and promptly ran out of treasure tokens!  I needed one extra for the Secret I had discovered and another for the Fool's Gold illusion, but this was too much for my supply of markers.  Consequently we had to revert to using an orange "stunned" marker as well.

The Action


In his very first turn, Firestorm summoned a demon.  He did have to empower the spell to get a minor demon rather than an imp, but only with 1 point of blood.  "Ah", I thought.  "Can a level-0 wizard summon such a monster?  I guess they can.  Oh, sh*t!"


Not to be outdone, my wizard ordered the archer and the tracker forward.  They both had unobstructed views of the enemy apprentice and both rolled high dice.  With 2 arrows in her, Ellie Icewater was down and out of the game!


Following this, I cast a Wizard Eye onto one of the ruined walls, thus enabling me to keep tabs on the opposition even in their most likely hiding places.  So far, so good.


There then followed a rush for treasure tokens.  My men reached most of them ahead of the opposition, though my furthest advanced soldier was horribly exposed.  2 enemy soldiers attempted to tackle him but both were struck with Blinding Light spells cast via the Wizard Eye.  For a while, they could only stagger about, completely disoriented.  However, the enemy wizard and his knight were also approaching and there were just too many foes for Mysterio to blind them all...


At this point, I realised that my plan had a flaw.  The rout began as my heavily-laden troops tried to haul off their treasure.  First, his demon struck at my flank...


Little Annie managed to save my soldier in the centre with a cunning Leap spell, taking him well out of a losing combat with the enemy knight [you can do that - use Leap on a combatant, right?].  However, the enemy hordes were advancing fast now; they weren't encumbered with treasure!


My archer actually won a round of combat against the demon and staggered away, badly injured.  It didn't do him much good, though - he was dropped by an enemy archer before he had gone far.

Meanwhile, the enemy wizard stormed forwards, throwing magic bolts at all and sundry - but missing with everything (OK, he did occasionally inflict a minor burn, but no real damage).

Another successful Leap helped my apprentice and wizard to leave before they were hurt too much, along with most of my few remaining henchmen.


My final soldier (the Tracker) was caught and felled by the demon, though to be honest he was probably doomed by this stage anyway - there were so many enemies around.

The Results

Casualties

  • Me/Mysterio: 1 archer and 1 tracker K.O.ed.  The archer will miss the next game, but the tracker is fine, really.
  • Son/Firestorm: 1 apprentice K.O.  She's not hurt, though and can take part in the next game.

Rewards

  • Me/Mysterio: 3 treasures, resolving to some gold, 2 grimoires (spell books) and a set of magic armour.
  • Son/Firestorm: 4 treasures, worth quite a lot of gold, plus the odd scroll, grimoire and magic horn of healing.
Oddly, we both received the same number of experience points (240) and so both wizards advance to level 2.  I cast many more spells - after all, I had a working apprentice for all of the game - and gained points for that.  However, A. clearly got more treasure and scored higher in that regard.

Conclusion

In a game with a high number of treasure tokens (due to my Reveal Secret and Fool's Gold, even though nobody was particularly fooled by the latter), the temptation was to grab as much as possible without regard to the enemy.  However, I found that with the very limited number of soldiers (mostly because level-0 wizards cannot afford many, partly because of the mix of figures that I had available), that meant there was no-one left to protect my treasure-carriers.  They couldn't move fast and weren't as good in a fight.  At one point, my men were carrying 5 of the 7 treasure tokens available, but I couldn't hold on to all of them.

Disappointingly, no wandering monsters appeared during this game.  All that work preparing a sizeable collection of models and they couldn't be bothered to show up!

Some big die rolls were made early on (shooting the apprentice, summoning the demon) and these had a considerable effect.  However, magic is unreliable: Firestorm spent all of the game after his initial summoning success without achieving much.  His profligate use of elemental bolts sure scared me, though!

So, what's next?  Well, I think I need more soldiers, especially of the cheaper types (thug, thief...).  It would be interesting to add some different players into the mix on occasions; this might well be possible over the upcoming holiday season.  Finally, although the "standard" game is just fine, I would really like to play some of the scenarios as well; they all sound most interesting.  Roll on the next expedition into the frozen city!