It’s my birthday today, so while my wife was baking me an Eton mess cake and slow cooking brisket, I decided to play Frostgrave with my children. No full report as usual, as I figured it was a recipe for disaster with regards to my children’s patience if I stopped to take notes every time anything happened, so here is a handful of pictures and some key happenings:
My daughter (9) took charge of rolling for the monsters, and my son (5) took charge of rolling for the ‘heroes’ and providing tactical advice. This largely led to multiple castings of the Grenade spell, regardless of what the optimum choice would otherwise have been. So, not much different from when I play solo I guess…
Post-game, Tim gained enough XP that he could have gained 4 levels, but having no Grimoires to learn new spells from only gained 2, gaining another point of Health (as both spellcasters took a bunch of damage, entirely from failed spell rolls and cutting to empower spells), and improving the Brew Potion spell (because it sure would be handy to have a bunch of healing potions!). I realised that I’d accidentally cheated in the previous game, as you can only improve one spell per game (when I was planning to also improve Strength and Grenade, as the spells which get cast the most), but I’m not going to go back and undo it at this point, I’ll just have to make sure I remember for next time!
The Captain also gained a level (due to making 9 kills this game, which I’m fairly sure is more than they’ve made in the rest of the campaign so far), gaining another point of Health.
For treasure, in this scenario you have the choice of taking a special magic weapon per token, or rolling on the usual treasure tables. While unique weapons are cool, I left the magic vampiric crossbow in favour of rolling for treasure, hoping to get a pile of money and maybe a Grimoire so that Tim could learn a new spell. Unfortunately, I rolled 20gc and a scroll of Banish, which is better than nothing, I guess. The Sword of Wounding & Healing goes to the recently recovered Knight - I would have preferred to give it to the Captain, as it’s basically their magic sword with a fringe additional benefit (and her pockets are full, so it’s not like she could carry a healing potion anyway), but she wouldn’t have given back her existing sword, so I figured it was better to improve the overall combat abilities of the group! Speaking of the Captain, making money (from this treasure, and also finding a handful of coins at their base) meant that she took her cut as usual - 13%, now that she’s levelled up.
Of all of my wounded warriors, everyone was fine apart from the Man at Arms who died, but Tim was able to afford an almost identical replacement. I was tempted to try a different soldier type, but that’s the toughest frontline fighter of the basic soldier types, so we’re sticking with it for now.
Next, Tim thinks he needs to learn some new spells, so is going to follow up on rumours of a hidden underground library that has recently been unearthed…
It being my birthday, the Tally also took a little hit, as my pile of presents included the latest Warhammer part work, after I asked my wife if she could grab me one during the week when she had to nip into town, and she was then secretive when I asked her if she’d been able to:
At this point in life, I’m not super fussed about 40k, but I can’t resist a bargain - and anyway, I’d still be tempted by something narrative like Acolyte or Kill Team…
The Tally now stands at:
45 vs 198 = -153
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