Saturday, April 6, 2019

Round 2 of the grave "Fight!"


              Recently WMTG and I finished up the 3-part Hunt for The Golem mission for frost grave.  Both of us had planned our moves and built our warbands well in advance of the game so this was a final showdown between our design philosophies.
              The last mission “In the House of the Golem” featured standard treasure placement, a centrally placed golem, and a random golem move post deployment.  If one of us killed the golem with a magical attack, it had the potential to explode.  The board looked like a ruined city with little city blocks of ruined terrain blocking line-of-site to board edges and such.  There were several other variables in the scenario description that did not come into play—which is one of the reasons I’m interested to add random monster roles to our future games.
              The first 2 turns played pretty normally with our runners grabbing our treasure and moving toward the board edge.  I made two mini castles with my casters each with a marksman for priority ranged support.  I sent my ranger and animal companions off to the right to work on killing the golem and running down one of WMTG’s treasure carriers.  Finally, I used my apothecary to hold one of the treasures after he healed my apprentice so my combat troops were free to run the board.  My wizard gunned down one of WMTG’s warband with a well-placed bone dart spell earning an extra 40 experience.
              The rest of the game saw us splitting our remaining forces to try and force the other player off the board in search of a 50-experience scenario reward.  My crew got into a huge fight with the golem, WMTG’s apprentice, and an infantryman.  I managed to bring down the golem with a lucky ranger shot using the magical bow from last game.  I rained down ranged death at WMTG’s troops to little affect.  No matter how well I rolled it seemed like the opposing roles were higher.  I think I strategically dominated the battlefield but WMTG ended up pushing me back forcing me to end the game prematurely lest I risk my casters in direct combat.  My long-shot run for one of his treasure carriers fell flat leaving me with 2 troops down, 3 treasures collected, and 8 spells cast.
              I netted 270 experience, 250 gold, a grimoire of reveal death, and potions of strength, teleport, and elixir of life.  I chose to sell off all my loot including my magic bow netting me an additional 475 gold for a total of 782gp in the bank.  I spent my 3 upgrades on maxing out my fight, adding more health, and learning enchant weapon which cost me 500gp.  This leaves me with 282gp on tap and a reasonable toolbox for future games.  Both of my downed soldiers came back with no injuries so I lucked out there.
              This game was more aggressive than past scenarios largely because we were trying to push the other player to end the game prematurely.  It changed the feel of many of the smaller decisions making it more interactive than the first two runs.  Today we take another run at the grave.  I cannot wait to see how this plays out!