Frostgrave in winter: the well of dreams and sorrows

Between games we use a structured turn order where you have limited actions. You can’t go all out and hit up every magic shop and recruit all the soldiers you want. You have to make some hard choices and are limited to a single action (while your apprentice can help out running off to handle another task). First, I decided to choose an inn for my base of operations. The route my warband was going, I was going to need all the bodies I could get on the table and having an extra warband slot would help. Also this sweetened the idea of getting more expensive soldier followers in the future, as I had room at my inn base to let them heal up if they got seriously hurt.

I first began trying to summon a medium construct which initially failed horribly by my wizard, Elvira. Fortunately it appears that Morgana, the apprentice, had been taking her arcane studies seriously and managed to cast it. At least I’d be able to fill in one missing slot from my two wounded soldiers.

For my two choices of actions I hired a thug for 20 crowns and then had my apprentice see what they could wrangle up at the potion vendor. Making my random rolls, I opted to pick up a lowly healing potion for 50 crowns. Feeling a bit more prepared Elvira likely spent the next evening planning the next expedition into the ruins to follow up on rumors of a mystical well.

My opponent and I decided to play the Well of Dreams and Sorrows scenario. This time around random creatures could potentially show up. One change from the rules was we rolled for a random monster the first time any model approached within 1” of a treasure token rather than when it was picked it up. This broke up the tactic of players being able to secure the area first and then get the fastest model to haul the loot in case a creature wandered onto the board.

I set up my warband into two clusters and my archer with his prized bow of +1 shooting ready to clamber up a tall building ruin. I’d be facing off against a summoner and figured that having a few bodyguards within reach of my wizard would be helpful if the opposing wizard summoned a demon nearby. I went second and scurried about using telekinesis to drag some treasure farther away from my opponent, while my apprentice cast strength on a nearby thug.

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Elvira, escorted by her retinue of thugs and a stone construct, eagerly nabs some treasure.

My wizard, Elvira was behind a bit of cover but peeking out to cast telekinesis last turn meant she could be seen by a crossbowman that took a shot. They rolled high enough to take off a chunk of health but my wizard could take the hit, after all I could cast Heal (as well as drink a potion of healing if needed). Meanwhile my left flank moved forward to secure some treasure. Sure enough, my opponent began to summon imps to harass my warband and my soldiers got stuck in.

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‘A summoner. Why’d it have to be a summoner? I hate summoners.’

I huddled up my wizard behind a wall and then took a gamble. Across the board another crossbowman was perched atop a ruin. I had a chance for my archer to take a shot against him and my wizard was holding a healing potion. I figured if I could risk being a target for a wild shot for one turn, I could pull a pile of treasure towards me, and next turn quaff my healing potion. I had Elvira peer out to cast telekinesis again, and dragged another treasure to within reach. Both my thieves managed to grab some treasure and began to scramble out of the area.

Then things got all pear shaped. My opponent lined up my wizard in his sights and fired off a bolt… rolling a 20. So much for risking waiting a turn to drink a healing potion. My wizard dropped to the ground doubled over with a bolt through her chest.

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‘That crossbowman across the way can’t possibly hit me from hea-THUNK!’

The left side began to fold also. My apprentice was getting peppered with Steal Health. I had scooped up some treasure and successfully whisked it away using leap, however both of us had approached most of the treasure on the board. While for much of the piles, no one had quite rolled a 16+ but eventually that was going to happen. Sure enough an armored skeleton was rolled on the chart. Now the way all the warbands were spread out, I was in a better position. For both sides of the board my opponent had moved up their wizard and apprentice. I had a 1 in 4 chance of the skeleton stumbling out of the ruins on my edge of the board… which is exactly what happened.

Morgana the apprentice was just far away enough to be out of its grasp for a turn. I had a choice. Do I have my bowman fire off a shot, hoping to take it out and cast Leap on a thief to get treasure off the board? Or instead do I try to back off, run away, and keep my distance from the armored skeleton? I chose to cast Leap, my bowman missed, and the armored skeleton got into combat with my apprentice. Two turns later the skeleton cut my apprentice down and shambled towards another soldier. To add insult to injury, my opponent’s crossbowman finally took out my archer.

On the other side of the board, the summoner in the opposing warband rolled decent for summoning a demon, but decided to push the casting roll for a higher result. Now a minor demon was rampaging about rather than a lowly imp. His warhound and demon rushed my other thugs and construct to engage in a melee. After a few rounds the demon tore through my troops, but not after losing much of its health (and the warhound getting cut down).

On the left side of the board I decided I had enough, having my buffed up thug climb the ruined building and take out the enemy crossbowman. My opponent obliged and ended up getting another two thugs to join the fray. At least in that combat I made a lasting impression, cutting down the crossbowman and and two other thugs, only to be taken out by his health being sapped away from a Steal Health spell. The game ended on the sixth turn and all of my warband members being either killed or off the board with treasure. To add to my trouncing, the summoner teleported up to the edge of the well and was able to drink from it before the game ended.

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‘FOR WANDA! Er… Morgana!’

The proof was in the pudding. I only managed to cast 3 spells to my opponent’s 8. A horrible outing combined with falling behind in the league further, as I did not get enough experience to level up but a few. I took a risk and got trounced with my wizard, and the same could be said for my apprentice. I’m a bit eager to get all my soldiers out and about to secure treasure. I likely need to have a few linger, especially for those random creatures that might pop up.

Fortunately all of the warband recovered, except for my bowman that died taking this magic bow with him (and 300 gold crowns!). I also lost my potion of healing I picked up for my wizard, Elvira. For the most part I’ve been very lucky with losses and got a feeling I am pushing fate. Eventually I am going to get hit with much of my warband succumbing to their wounds. I need to try and curb my losses some in future games.

Treasure was a nice haul though. I gained a grimoire of Embed Enchantment, got a little cash, and couple of nice potions of Invisibility and Invulnerability. I bumped up my health and fighting stats. I might consider looking into buying and learning Enchant Armor. However I am only sitting on 350 crowns and am worried if I get hit with a really bad game, I might be wiped out budget wise if I pick up a grimoire as they cost 500 gold each.

The good news though was since my medium construct was still alive I could risk casting a few superfluous spells and was fortunate to successfully cast Write Scroll twice. I ended up with a scroll of Healing and of Elemental Bolt. At least with those scrolls combined with the potions, I can ensure I have some defense (and a little offense) for the next engagement.

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