The Four Corners Campaign Intro - Batrep #1 Well of Souls
- johnjsalango1
- Nov 2
- 23 min read
Updated: Nov 10

Welcome to the introductory section of the Four Corners campaign, a 4 team Frostgrave campaign set on the ruined island of Emporia. The campaign is called the Four Corners Campaign because the four competing crews are literally from the four corners of the globe. There is an elementalist crew from the far north of north, an oriental summoner crew from the very far east, a Necromantic crew from the Southlands beyond the great desert and an occidental illusionist crew from the western empire.
These brave souls have each arrived at the long avoided cursed island city of Emporia, an island now ravaged by earthquakes and storms frequently wreathed in dark mists whatever the weather in the surrounding seas. The island is avoided since the time of the great reckoning when the city was destroyed in a week of ruinous quakes, tempests and poisonous mists. Since its destruction and the rapid exodus of it's population who could escape some have trued to resettle and some to loot but as the old rhyme goes 'few come out where many went in'
A century ago it was not like this. It was a thriving mercantile city well placed for traders from all nations to use its, harbour, water sources and markets. It became rich and it's merchant families grew more and more wealthy. Like the rich everywhere since time began they wanted to display their wealth and increase their power, city walls, mansions and towers were built but what then? What could mark a family as more powerful than the rest? Soon the great families were inviting wizards from every land to bring their libraries, alchemies and esoterica to Emporia. Competition for glory and knowledge grew intense as it always does but one day it all stopped. the reckoning arrived and the price of hubris was paid.
This then is Emporia today, an island civilisation lying in ruins, mad, bad and dangerous to know but within the ruins riches and knowledge await. For those who wish to investigate the four corners warbands they are here
Context
I have played a few 1 v 1 games of Frostgrave in a rough campaign but was unenthused by the 'run on grab the treasure run off' nature of the games played. There has to be more to it than this I thought. It is hugely popular so why is it just the same game on repeat? I talked to a friend who loves Frostgrave and he said that what we were doing wrong was essentially that it is much better as a 3 or 4 player game where spanners are thrown into the works, brief alliances are made in the campaign and the level of interaction increases exponentially. Having learned this I decided that I would reset my negativity and go all in with a 4 crew campaign using miniatures largely 3d printed for my own ruleset 'Legiones Antiquitata' and printing terrain on an FDM printer.
This then is a learning experience for myself as well as hopefully providing some entertaining batreps. I will be playing the batreps solo which is advantageous and disadvantageous. On the one hand I can take my time and check rules as I go in a way which would be painful in a social multiplayer game. This should lead to fewer errors. On the other hand because i am trying to run all four crews even handedly and playing each as well as possible to the best of MY ability inevitably there will be fewer clever strokes or unmitigated disasters. I have done the same in my other videos and it does tend to create fairly even results which might be less than dramatic.
I anticipate making a few mistakes as i go, probably more mistakes of omission than commission but hopefully nothing game breaking. I am hoping to play in both city terrain but also possibly some dense rural terrain and perhaps areas beyond the walls for variety. I have printed off quite a few of the beasts of Emporia which are the same as those of rostgrave but just not so ...wintery!
Batrep 1 - The well of Dreams and Sorrows
The first game of the campaign started with The Well of Sorrows scenario which appears to be designed to get wizards off the mark with a possible 80 xp for the warband just by getting to the well and back alive which is a good thing to do as everyone goes home with something. With four warbands in play and having only previously played the two player version I had no idea how it would play out and was genuinely surprised at the chaos and carnage which ensued. Playing all four warbands solo was a challenge in terms of book keeping for the later blog write up but actually fine in terms of gameplay. I played each warband as logically as possible with the default actions being that each would act primarily for the benefit of it's own interests and only against the other warbands who were harming that interest. This meant making rational choices rather than erratic ones such as choosing to shoot at target A who was a nearby Thug holding a treasure you might obtain rather than at an enemy wizard on their last wound just because that would be fun! Even so I was surprised by how quickly it became a whirling mass of competition for the 9 treasures in play and the desperate need to get to the well,
For context the Gate at the top of the picture was called the North Gate and was the entry point in this initial game for the Northlands crew with each of the other crews arriving at their cardinal point. Entry will be randomly rolled in future but this made sense for now. For movement purposes all measurements of height etc were rounded to the nearest inch rather than doing complex (for me) maths. Tree bases were counted as LoS blocking terrain but otherwise crossable as normal which was an abstraction which provided extra cover without any downside
Deployment
As described above each warband came on from it's cardinal point with the Northerners a tad further forward as they all came through the gate. This was compansted for by removing the extra distance from their first moves. All Warbands excepte the Northlanders came on in two groups built around the two mages. The treasure chests are unsurprisingly the treasures and the only different one is the central treasure though that is irrelevant in this scenario.

Turn 1 Wizard phase
The Orient wizard Miko moved and drew line of sight to a tresure which was reasonbly within the Southlander's Zone of operations attempted to Telekinesis it towards the Oriental team and succeeded. Feeling slighted the Southern Necromancer moved up the stairs of the ruined house and had a try at Telekinesis to bring it back failing despite some vigorous display.

The Western Illusionist Lamballe moved and bfeelig a bit clever popped a Wizaed's eye up on the North face wall of the Ruined house. This seemed like a good idea and 10 easy XP however it needed 3 empowerment and was generally forgotten about afterwards!

Finally the Northlands wizard successfully Telekinesised a treasure away from the Orientalists on a 20 closer to the Northern zone.
Apprentice phase
The Orientalist Apprentice Yuki tried and failed to summon a Demon which was embarassing for a Summoner especially as the Southlands apprentice casually did the same and rolled a 20 calling in an Imp. This was the best he could do on any success due to the high cast number but style points for the 20.

In a less dramatic but selflessly useful act the Western Apprentice Auclair cast Heal on the wizard to restore her to full health but at a costof 2 to himself. I'm sure she will return the favour.... Lastly the Northlands apprentice preemptively laid Fog to the west of the Northland's deployment area to stymie any missile threat from that direction. This would last the entire game and ultimately help the Occidental crew more than the Northlands

Soldier phase
Oriental - With no treasure now within interacting range all the Orienta soldiers decided to move into what cover they could find and hunker down. In retrospect I am not sure this was the right decision but with three crews to activate after them it would have been a brave move to run out after treasure into the open.


Southlands
Thief action as one thief ran 10" through the ruined archway and tucked into a corner while the second ran up the stairs past the Wizard and lept over the wall landing near but not next to the trickily placed treasure. As cover the newly arrived Imp ran around from the other side and was equally close. The Thug on the eastern side also ran up the stairs and stood in front of the Wizard as it looked like the archers atop the northern gate were possibly in range of the Necromancer. The Tracker at the bottom of the stairs moved up to shoot at one of the Orientalists but as he missed I cant remember which!
On the western side of the building the Thug ran forward into contact with the treasure but couldn't interact. The Archer moved to cover him and the Treasure hunter moved up to cover the apprentice. Lastly and in a clever move which backfired very badly for the Warhound he moved up and essentially stopped any of the Occidental crew from exiting the narrow gap between the ruined wall and the building just beyond.



Occidental crew
An excellent start as the Crossbowman took aim at the Warhound through the gap and one shotted it between the eyes!! Tragic really. This allowed the thief to move into the game but keep partial cover whilst the rest piled in behnd to cover the Wizard Lamballe.


The northern Occidental group headed towards the smoke with the thief able to contact the treasuer at the edge of the Fog and interact whilst remaining almost entirely within the fog. The Apprentice for the Notherlands should have just put the fog a tiny bit further back and he would have been an easy target. This interaction did spark the appearance of a Leopard behind the yet to activate Northlanders. The tracker and the thug both moved up into base contact with the thief in case he dropped the treasure by dying!

Northlanders
Looking back it was probably not entirely fair to deploy the two Northlands Archers atop the ruined North gate. They were 3" in but about 8" high and this gave them a great view of the battlefield the entire game and a choice of targets every turn. I dont know if this was legal or not but it happened. This turn they fired at the Southlands Tuhg in contact with a treasure marker and at the Thug protecting the Southlands wizard. Only the latter was hit but 7 damage went through which was hurty.
Both thieves ran towards treasures but with the 'penalty' for deploying slightly further in due to the gateway only the folded arms thief (Thief Casual!) was able to interact but no creatures activated. The Ranger moved east to mount the ruined tower's lowest section and shot at the Oriental thief nearest hitting for 6 damage. Both the Thugs and the Man at arms took up positions bodyguarding the mages for next turn.


Creature phase
The Leopard move/moved into contact with Casual!
'Fog phase' fog remained!
End of Turn 1 / Start of Turn 2

Turn 2 Wizard phase
Northlands kicked turn two off with the Wizard sendind an elemental ball against the Occidental Thief in the fog but a high defence roll saw it miss so a move was made with nothing really in mind.
The Oriental Wizard Miko again tried a second telekinesis but failed and aware of the Northlands archery club headed for total cover.
Similarly wary of the archers the Occidental wizard Lamballe attempted and failed a fog roll using Wizards eye to avaoid being seen. Good idea but no banana. Lastly the Southlands Necromancer called on the dark powers to move a treasure chest and rolled a 20 moving it right up next to the thief in the corner and away from the disgruntled Orientals


Turn 2 Apprentice phase
Really got it in for the Thief in the Fog the apprentice also sent an Elemental ball at him but once again the fog appears impenetrable and no damage was caused! Piqued by the Southlanders nabbing 'their' treasure Yuki the apprentice called a swarm of insects down on the Thief but only a couple of flies turned up. Yuki moved up towards the well looking at a turn three run at it. Similarly using Wizards eye Auclair attempted a quick transpose against the Southlands Thug adjacent to a treasure and also failed. So far an unexciting phase for the apprentices. However the Southlands guy now threw a Bone dart at the Occidental Thief in the gap and it must have been a mammoth tusk as 9 points went through leaving the Thief on his last leg.

Turn 2 Soldier phase
Northlands - To deal with the Leopard holding up the Thief with the treasure, the Man at arms with the spikey ball club wandered over and killed it. No problem. The Archers let fly at both the Southlander Thug again and the Oriental Apprentice but both missed by miles. However it was a temporary reprieve for the Southlnader Thug as the Ranger finished him off easily. As per their designated roll in life the Thugs took up blocking positions to protect the mages while the Casual Thief ambled off with the treasure towards the exit.


Orient - the Thief in contact with the treasure next to Miko picked it up - activating another Leopard which came on behind the Orient crew which was unfortunate. Luckily the previous Leopard had just been killed as I only have one Leopard model! He then began moving off. The infantryman Samurai moved into contact with the Thug protecting the Northlands apprentice. I have no idea why! The other Samurai to the South raced into contact with the Southlands thief in contact with the 'orientals' treasure and did 4 damage but more importantly pinned the treasure. In retrospect he could just have picked up the treasure but I think I thought the Thief already had it, which he did not. However the second Oriental thief did now run in and picked up the treasure so all good except he activated a Wraith of all things which also came on behind the Orientals. The Tug by Yuki moved about 4 mm and picked up a third treasure for the turn and also activated 2 Giant rats which came on blocking the exit of Casual Thief! The Man at Arms moved up to help the thief and the Knight to cover the Apprentice.


Occidental - Nearly dead thief moves and interacts with the Treasure triggering a giant Toad to materialise behind the Southlands warband. The Thug moves up to provide cover by blocking anybody getting past his 1" bubble but just in case the Man at arms moved into base contact with 'Nearly Dead' for the drop should it happen. The Crossbowman reloaded and movedinto the gap looking for useful targets next turn. The Apothecary stood in contact with Lamballe in case of Shenanigans causing damage.


Meanwhile in the Northern zone the Thief in the fog fortuitously named Le Gitt does exactly that and flees the Fog with the Loot. The Tracker and Thug moved out the Fog and behid a tree to give the Northlanders something to think about as they get closer to more treasure.

Southlands - The Archer took aim at 'Nearly Dead' and he became fully dead dropping the Loot. With the Thug in the way nobody could get in contact so the Treasure Hunter moved up and attacked but to no effect in a draw. The Thug swung around to get the Man at arms before he could pick up the treasure but sadly was swatted aside and killed. Bodies everywhere. He perhaps should have just moved in and hoped for a friendly Imp to join in.

On the Eastern side of the building a second melee developed. Firstly the Tracker shot and sneaked in just one damage but then the Imp leapt the wall and attacked the same Oriental Thief and killed him straight dead with a massive 19. Exactly enough to do the job! The Thief in the corner pinned by the Oriental Man at arms decided to just defend rather than risk a poor odds attack and wait for rescue. He obviously could not pick up the treasure which was my first thought,

In the centre the second thief retrieved the treasure and no creature appeared
Creature Phase
The Giant Rats made a beeline for Casual Thief and did 8 damage making him feel much less casual! The Giant Toad hopped randomly towards the melee in the Allee...
Wraith and Leopard moved ominously into contact with the Thug holding treasure near Yuki. This was a problem as the wraith was only damaged by Magic or magic weapons and obviously the Thug had neither.
Made up Fog phase - Fog remained foggy
End of Turn 2 / Start of Turn 3

Turn 3
Wizard phase
Orient - Miko decides it's now or never and heads to the well where she interacts and now hopes nobody notices her.

Northlands Wizard absolutely noticed and sent an elemental ball her way which fortunately did nothing to her but battered the Samurai next to her for 7.
Southlands Wizard tried a Bone Dart againt the Samurai in the Imp Melee area but failed. Not had a great game so far.
Occidental Wizard cast Fool's Gold on the Northlands Thief who was carrying a treasure - not Casual, the other one! This was successful and the fool cast it away 4" toward the Wizard

Apprentice Phase
Orient - Yuki joins Miko and takes the water at the well. First in First Out!
North - Also gets to the well and drinks
South - At last a spell in this phase as he Bone Darts the Occidental Infantry guy behind the Thug and Kills him.
Occidental - Attempts a cheeky teleport to the well but fails and just starts walking!

Soldier Phase
Orient - The Northern Thief runs for it with the treasure and ends his move entirely behind cover, probably off next turn. In the south the Samurai attacked the Imp but the combat resulted in no damage to either unlike the Infantryman with 2 handed weapon who drops the thief and picks up the Treasure as the Imp is in combat and cannot pin him. In the central area the the Thug with the treasure can see trouble incoming with the wraith and Leopard and drops the treasure behind him. Then made a bit of a senseless attack on the Leopard which cost him a damage. However his quick thinking did allow the Knight to rumble over and pick up the treasure while staying further away from the creatures than the hapless and doomed Thug. Finally the Samurai who had wandered aimlessly into contact with the Northern Thug last turn hit him for 5 damage.
Northlands - First priority was to kill the Giant Rats and allow Casual Thief to escape. This turned out to be harder than imagined. Riskily the three bow armed soldiers all fired and all missed which was annoying and a relief. Seeing this ineptitude the Man at arms with the spikey ball club moved over and obliterated one rat while the nearest Thug came and dealt with the other. The Man at arms did 12 damage whilst the Thug did just 1 but that was enough. 10 xp in the bag and the Casual thief wandered off whistling. Without a Thug bodyguard the Thief who had been subjected to Fool's gold took up bodyguard duties on the Wizard.

Southlands - The Tracker abandoned shooting and ran in to attack the Samurai driving him away from the treasure with minor damage. It was here that an error was made. The Imp attacked the Infantryman with the treasure and only caused 1 damage but drove himback leaving the treasure token behind. As the Infantryman had already picked it up he should have taken it with him! VAR did not intervene....

In the centre the other Thief, actually the only Thief left, moved up over the wall to the alley with the apprentice in. The Archer in this alley became aware of the Giant Toad and shot at it but missed, then measuring the distance decided that staying where he was would make him a Toad target moved sideways so the Thief with treasure would be the nearest but still out of range this turn. The Treasure hunter tried to finish off the Thug blocking the treasure but stabbed himself for 2 damage.

Occident - The Thief with the treasure who was in the fog previously ran off the board providing the Occidental warband with some insurance against total failure. Also in the Northlands sector the Tracker moved and picked up the Fool's Gold treasure and was guarded by the Thug.
In the central sector the Apothecary moved up next to the well anticipating future need. The Crossbowman shot at the Northlands Thief protecting their Wizard and put significant damage into him whilst the Thug in combat with the Southlands Arabic Treasure Hunter did nothing as he was happy to just pin and block access to the treasure.
Creature Phase
Giant Toad hippety hopped towards the Southlands Thief but out of contact range
Leopard attacked the Oriental Thug but failed. Crucially by surviving he held the Wraith in place so it could not attack the Knight.
Wraith walloped Thug with it's double damage killing him.
Fog phase - still foggy...
End of turn 3 / Start of Turn 4

Intermission.
At this point things are going better than expected for the Occidental warband as they have one treasure in the bag, Lamballe has taken the waters and they have a slim chance on two more, one with the Tracker in the North and the other laying in the Alley surrounded by bodies.
For the Orientals things look much dicier. They have one treasure off and both mages have hit the well but they have dropped a treasure by mistake and worse have a creature tag team whose nearest target is the Knight who is unable to damage the wraith at all.
The Northlands still seem in good shape with their archery dominating the other teams in their heads as much as on the ground. One treasure is essentially off and they have chances at two more while the Apprentice has drunk at the well and the Wizard is close.
The Southlands are doing OK by default really with one treasure in progress off the board and they will probably get another due to the mistaken drop by the Orient. The mages really need to get to the well though as once the Occidental and Oriental mages move away they will be sitting ducks. The Treasure Hunter also needs to despatch the Thug to get a third treasure.
Turn 4
Wizard Phase
Northlands - Wizard banged an elemental ball into the Samurai and Miko which did a couple on the Samurai leaving him very weak but did hit Miko hard leaving her on just 3 Health. This was a potential disaster unless she could do something.

Occidental - Fortunately for Miko the priority for Lamballe was to get to the well so she Teleported successfully to stand by the Apothecary and interact with the well. Job done.

Orient - Ran into total cover and managed to cast a heal needing to empower so healing 4 but now at least had a chance to survive.

Southlands - Finally got in contact with the well and interacted.

Apprentice Phase
Northlands - Elemental ball at the weakened Samurai but fails to kill him! Moved into contact with central treasure ( Lectern )
Occidental - Successful Teleport to the well and interact. At this point the well looks like a cattle trough surrounded by human cattle!
Oriental - A brilliant action here as Yuki popped down Fog between the Knight and the Creature Tag Team! This gave the Knight the chance to scramble out of sight with the treasure and not be targetted by the Wraith or Leopard as they would now have to move randomly and hopefully elsewhere. She then ran to join her Wizard.

Southlands - another cow at the trough as he joined his wizard at the well!
Soldier Phase
Northlands - The Ranger finally killed the Samurai. Actually overkilled him as he was on his last health but he did 8 damage to stop him interfering with the Apprentice/treasure. The archers had mixed fortune, one hit and killed the Occidental Thug guarding the Tracker with the treasure whilst the other missed his mark. The Thief left on board moved into contact with the Tracker to pin him but with his current wound state dared not attack. That was the jo for a Thug who benefitting from the outnumbering put 7 damage on the Occidental Tracker. The remaining thug and Man at arms took up screening duties


Occident - The Crossbowman decided to give the Northlands another taste of their own missile medicine in a clumsy metaphor and quite rightly missed his shot at the Northlands Apprentice before running round into the alley of death and contacting the treasure behind the Staunch Thug. The Apothecary Healed the Apprentice who had taken some empowerment damage and moved back to be be in cover. His value was spent it seemed....spoiler it was not!

Orient - Taking advantage of the smoke the Knight with the treasure ran through to join the soldiers beyond. Abandoning the treasure he should have been carrying the Infantryman ran into the gap between the Knight and the Creatures in case they randomly moved this way. The other Samurai also abandoned the fight to mount a block on the other side of the Knight. In the North the remaining thief exited with a treasure!

Southlands - The Tracker picked up the wrongfully abandoned treasure and moved out through the door covered by the Imp. Essentially peace had broken out here as both the Oriental and Southlands just wanted to leave quietly.

In the alley the Toad was now blocking the exit for the thief who doubled back across the front of the house and hoped the Northlands would not be activating before the Southlands next turn! The Archer shot at the Toad again and missed whilst the Treasure hunter once again fought a harmless duel with the Thug guarding the treasure. This was frustrating as the Treasure hunter overmatched the Thug and would now be attacked by the Toad!
Creature Phase
The Giant Toad did move and attack the Treasure hunter but in an unexpected twist was killed by the Treasure hunter who up to this point had harmed only himself. From now on he would be known as Tariq Toad killer!

In the random moves for the other creatures the Leopard initially ran into the wall before wandering westward out of the Fog. The Wraith did better gliding Northwest and into contact with the Ranger who would be hard put to survive with no Magic weapon.
End of Turn 4 /Start of Turn 5

Turn 5
Wizard Phase
Orient - Pleased to be going first Miko moved a double move behind the hill and essentially out of the game.
Occidental - Winning style points at the cost of an Apothecary Lamballe successfully Transposed the Tracker with the treasure currently under assault and about to die with the Apothecary who was quietly moving home for tea and biscuits. This successfully exited the treasure but was poor news for the Apothecary. She then moved herself to comparative safety.

Southlands - also attempting to flee the Southlands Wizard tried a fly by bone dart at the treasure holding Crossbowman but failed.
Northlands - In a risky attempt to save the Ranger the Wizard elemental balled the Wraith which luckily missed the Ranger and did 3 on the wraith. the presence of the Wraith and the Leopard was now such a threat the Northlands Wizard was having to hold back from the well.
Apprentice Phase
Orient - Yuki ran / ran into cover near the edge and also essentially was off the board.
Occidental - Healed Lamballe and moved edgewards
Southlands - ran and ran again to the edge.
Northlands - picked up the central treasure and ran, Sadly an Armoured Skelton appeared in the Northlands gateway!

Soldier Phase
Orient - everyone headed to the edge in cage formation.
Occidental - The Apothecary tried and failed to attack the Northlands guy pinning him so he could the run through the Fog. This failed badly and he was killed. Oh dear. In better news the Crossbow man picked up the treasure which was in the alley full of bodies and scooted away. The Staunch Thug just stood staunchly holding the Treasure Hunter in combat.
Southlands - everyone except the Treasure Hunter ran. The Treasure hunter attacked the Stauch Thug and again failed taking 6 damage. Loser!
Northlands - with the game petering out everywhere else the Northlanders were also all moving off with the focus now on saving the Ranger and getting the central treasure carried by the Apprentice to safety. A Thug moved into combat with the wraith in an attempt to drive it back an inch and free up the Ranger but failed, as did the Ranger himself.
Creature phase
The newly arrived armoured skeleton had to move and attack the Thug placed in its way and did a respectable 6 damage.
The Wraith surprisingly only did 2 damage to the Ranger while th Leopard moved and attacked the sacrificial Thug for 6
End of Turn 5 / Start of Turn 6
For all purposes the game was now over for everyone except the Northlanders. In the South the Wizard healed the Treasure hunter and everyone else exited. The Oriental warband all exited and the Occidentals as good as exited.
Northlanders - The Wizard again Elemental Balled the melee but carefully targetted the ball so it would avoid the Ranger whilst hitting the friendly Thug, unfriendly Wraith and Leopard. Sadly it hit nobody really causing only one damage to the Thug. More successfully the Apprentice Teleported to the exit and exited. In the soldier phase the Ranger successfully drove the Wraith back allowing him to escape but leaving the Thug and Thief who had moved in for outnumbering to their fates. Elsewhere the archer moved into outnumber the Armoured Skeleto allowing the Thug to kill it.

Creature phase the Wraith failed against the Thief and the Leopard killed the Thug making the Thief's day somewhat worse as he was now the nearest target.

Turn 7
With only the Treasure Hunter and Staunch on the board in the South they both decided to call it a day and shook hands on the draw. I could have carried this on to a conclusion but it was now tedious!
Elsewhere the only decision was whether the Northlander Wizard was going to save the Thief / kill the Wraith and drink at the well. Or escape. He decide to have one more elemental Ball and absolutely nailed it finishing off the Wraith, mauling the Leopard to within an inch of its life and sadly wiping out the Thief. Oh well win some. lose some! However it did mean that over the next few turns he would be able to drink at the well. rather than actually playing through pointless turns I just assumed this was successful
phase
Post Game
The Illusionist Occidental crew wildly exceeded expectations by making it off table with three treasures and losing only the Apothecary from the paid crew. Sadly the Apothecary who was sacfificed to ensure a second treasure before it was realised a third was available did suffer a bad wound and will miss the next game in recovery. In total due to participation, 3 treasures, casting XP and of course the well itself the Wizard ( who as she survived the game I will now name Lamballe ) collected 325 points which seems good.
In terms of treasure they collected a massive 400 gc, a staff of power (2) and a Cloak of protection +1 which was promptly sold to enable the purchase of a grimoire containing the Illusionist spell 'Blink' which will help move people out of sticky combats. 150 gc was left over in the treasury
A Library was chosen as a base and hopefully we will add a tasteful Scriptorum for the better writing of scrolls as both failed to write anything this time around.
To utilise the 3 levels of experience Blink was learned from the Grimoire, Health was raised to 15 (13 for Apprentice) and transpose became a tad easier. Overall this was a much better start than I imagined and hopefully they can survive game 2 without the Apothecary.



The Oriental Summoner crew did not do as well as I had hoped after a good start finishing with 215 XP which raised the Wizard Miko two levels. However to be honest they got lucky towards the end as Yuki the apprentice was able to cast Fog which drove the Wraith and Leopard randomly towards the Northern crew instead of either into the Knight with the second treasure or into the already wounded Miko who would not have survived. A sort of truce also eventually fell between the Southlanders and the Orient warriors after a fierce scrum allowing both to escape with a treasure.
Miko decided that a reading the Grimoire with 'Reveal Secret' was a good idea for future post game treasure rolls and also to lower Summon Demon's cast number which is I feel their signature spell.
The Reveal Secret Grimoire came along with a +1 fight hand weapon which was given to the Knight - who now has the name Oda. There was also 120gc of which 100 was used to replace the Infantryman killed and still dead post game, with a Tracker for a bit of missile threat which was lacking. To make the most of Reveal Secret Miko has chosen a tower to get +2 on those rolls.



The Northern Elementalists did quite well this game and were on track to get 3 treasures until the sneaky illusionists transposed the Tracker with the treasure for the hapless Apothecary. Even so a run of successful spell rolls plus a few creature kills took them toover 300xp as the Wizard finally decided to vist the well. They were less lucky with their treasure rolls getting a grimoire of totally useless and a Bow +1 damage which went to the Sami archer. The Grimoire of bloody useless was the spell 'Furious quill' which is both harder to cast for an Elemental and less potent than his current spells. 120 gc was garnered and put in the treasury as there were no casualties amongst the 'Paid men' this time.
The wizard - now called Turi - reduced 'Telekinesis' by one and raised his Health and Will by one as defence against magical attacks. As a base they went for a Treasury in the hope of raising extra cash.



The Necromantic Southlanders like the Oriental Summoners started well and tailed of escaping with two treasures and succeeding with fewer spells than they should as most spells were failed by just enough not to be worth empowering. The apprentice did much better than the actual wizard. Post game poor luck continued with a mere 60 gc being obtained, a ring of power (1) was ok but they also gained a 2 handed weapon +1 fight but had nobody to give it to so into the vault that goes. The Warhound was proper dead and with only 60gc was replaced with an infantryman so the magic weapon found a home.
The wizard - Tagati - chose to improve his Health to 15 and after some thought reduced the difficulty of 'Telekinesis' to 13 to give them a fair chance of getting it off with empowerment. This was seen to be a vital early doors spell this game.



Next Batrep - The Mausoleum



Comments