Friday, September 11, 2020

Rangers of Shadow Deep or a new beginning

I’ve been muddling around with miniature gaming stuff lately.  By muddling, I mean endlessly thinking about it when I should be focusing on larger projects.

 

              Saturday WMTG and I set up for a good old game of frost grave.  We’d been planning something like this for a while and then it came together at the last minute.  We opted for the first mission in the Thaw of the lich lord campaign.  He played a summoner with leap, summon demon, reveal secrets, possess, and telekinesis.  I played an elementalist with elemental bolt, wizard eye, strength, scatter shot, and leap.  We had more stuff but it isn’t relevant to this story.  The game ended when I tabled his warband claiming 4 treasures (3 of mine and one of his.)

I had a couple huge advantages in this game.  In no particular order, the line of sight limiting element for the scenario meant telekinesis and his ranged element were severely hobbled.  Elemental bolt smokes unarmored starting troops and characters.  Wizard eye plus elemental bolt is way more powerful than I thought it would be (it’s absurdly more powerful when you can use wizard eye to extend line of sight past the scenario limits.)  Since this was game I, he hadn’t had time to raise his wizard’s fight score which left him and the apprentice vulnerable.  Finally, we haven’t been deploying treasures before choosing table side…which means we usually end up on whichever long board edge we belly up to at setup.  That means I don’t have to focus on 30% of his warband because they’re off the board before I can get in range or contest.

              Nothing about that victory felt good.  Oh, frost grave is a great game.  WMTG is a great opponent.  I had fun…but I did not enjoy the technical aspects.  My goal going into this campaign was to skip the random utility and engine building I tend to default towards.  I noticed in our last campaign (hunt for the golem and sells word) that I was relying on my marksmen to apply board pressure but that by relying on 2 warband members to aid my wizard (who cast bone dart a lot) I had a 66% chance of the NPCs stealing the kills and bonus experience.  Also, they sat there on elevated terrain raining death from above but didn’t actually help me take objectives.  I found myself looking at spells like enchant weapon and imbed enchantment to build a janky resource engine while WMTG jumped on absorb knowledge and reveal secrets.  This time I wanted to skip the intermediates and go right to the bloody work.  It felt weird going in without a bunch of if-this, then that, utility spells but it turns out I didn’t need them.  WMTG had a round of honestly bad luck—His wizard critically failed his summon demon roll putting him in combat at the worst time.  His apprentice lost a couple rolls putting him at 1hp in front of my wizard eye but most of the game came down to me having a toolbox that was Taylor made to exploit my opponent’s unleveled characters and the scenario’s particular restrictions.

All of that might have been fine but then I rolled up mind control as a spell from my only grimoire drop.  Ever get a reward that you really want but you know is going to suck all the joy out of your life?  Well that’s how I feel about mind control.  It’s a feel-bad spell and not just because I lost my wizard to my own mind-controlled knight in our LGS’s league during the finals a couple years ago (no, I’m not over it.)  Mind control lets you steal your opponent’s scoring models especially easily when combined with wizard eye on a 2-player game.  WMTG might have handled it well but I would have felt guilty.

That moment has forced me to look back at what I actually want out of mini gaming as opposed to just playing anything available.  With covid I miss people and want to spend any time I can justify with friends and family.  If you give me a shot at gaming on top of that…well I’m in.  The problem is that I don’t want the same things I used to savor from 1-1 wargaming.  We game so rarely that a bad taste from poor rules or a blow out feels way worse than it used to.  I’m not in a tournament any more so nobody is paying for the right to have me try and kick their metaphorical teeth in.  I want to play my figures, have a drink, and generally let fortune send her slings and arrows where she wills.  I also want my opponent to enjoy the experience such that both of us are champing at the bit for the next game.  I want a certain amount of book keeping and upkeep.  You can call it army building, character creation, or crunchiness but I like having choices during and after games.  So, what to do?

              It turns out that frost grave’s author wrote a cooperative campaign game called rangers of shadow deep with a recent deluxe version.  I read a couple reviews, WMTG was down, and that’s our next project.  It has a lot of things I love between narrative development and actual character building.  This lets me bring out my 3d printed frog folk villager models I kick started recently.

So, here’s my first ROSD ranger and companions:

Sir Selver, knight of the realm

Move 7/6 (+1bp), Fight 3 (+1bp), Shoot 1, Armor 10/12, Will +5 (+1bp), and Health 18.

Heroic abilities:

DISTRACTION

The ranger may use this ability whenever an evil creature is called upon to make either a random move or a move towards the Target Point. The player may instead move this creature anywhere he wishes following the standard rules for movement, provided this move does not cause the creature direct harm or force it to make Swimming Rolls (i.e. no walking off a cliff, or moving into fire or deep water).

FOCUS

The ranger may add +8 to any one Skill Roll.  He must declare he is using this ability before he rolls.

 

Spells:

AMPHIBIOUS

The target of this spell automatically passes all Swimming Rolls for the rest of the scenario.

STRENGTH

The target of this spell does +1 damage in hand-to-hand combat for the rest of the scenario. In addition, it receives +5 to any Strength Skill Rolls it makes.

TELEPORT

The caster may immediately move up to 9” in any direction, including up. This may not take the figure off the table. The figure may take no actions for the rest of the turn after casting this spell.

 

Skills (2bp):

Acrobatics +2, ancient lore +0, armory +2, climb +0, leadership +2, navigation +2, perception +2, pick lock +0, read runes +0, stealth +2, strength +0, survival +2, swim +0, track +2, traps +0

 

Base Recruitment points 100

Equipment: heavy armor, two-handed weapon, rope, and spell book.

 

Companions (3 max for 2-player game)

Gorf the arcanist +3 Swim

Forg the rogue +3 Swim

Crunchy the bloodhound/stag beetle

 

I toyed with making a paladin build with all the holy spells but It seemed rather niche.  Instead I chose to play on the frog theme with his spells and abilities while focusing on personal combat and survivability.  His companions cover skills he doesn’t have and can act as backup combatants.

This will probably all blow up in my face but such is gaming😉