Our gaming group of three decided to take a dive into the shadow deep this time.
One of us had not played ROSD of Frostgrave before, but he has experience with Warhammer quest from 20+ years back so he got into it pretty fast.
We ran the first scenario of mission one, the deserted village. We use the playtest rules designed by Joe for increased difficulty, meaning we could not group activate with our companions at all.
I designed the group for us in advance so we did not have to use time on it on game night.
We each have a ranger which I designed to include the usual fantasy archetypes in one group and get some variety; a spellcaster, a bowman and a warrior. I took the role of spellcaster, the professor got the bowman and our latest member, let’s call him “the diplomat”, got the warrior.
We could each take a maximum of two companions for a total of 30 recruitment points.
My wizard needed some meat shields so I got a recruit and a guardsman.
The bowman got a conjuror with two heal spells and one magic bolt.
The warrior got a warhound and an archer.
The warrior goes for a clue all by himself!
The warhound was the good boy of the hour and took down a bunch of zombies!
First mission went very well. We got all clues and not too many casualties. It looked a bit hairy for the bowman at one point, but he pulled through eventually.
We had time for another scenario, but I wanted to try out one from the perilous dark expansion. It is meant for Frostgrave, but much of the structure is similar so we went for it.
The scenario we chose was “the dog days” where the enemies will respawn if killed.
We started with 6 chronohounds as suggested for multiplayer mode. These were proxied with ghost miniatures and it suited the theme well.
During the first round we realized we had overestimated the rangers. They were still level 1 and the chronohounds are pretty tough! There is also no way to hide from them as they always have los.
So we decided to make some adjustments underway. Although we introduced the sixth hound by the end of turn one, we agreed that it should not respawn when it was killed. Another adjustment we implemented was that for each crystal we were able to destroy, one chronohound would not respawn.
After an intense race to destroy all the crystals we were down to one lone ranger and one stalking chronohound. The ranger approached the last crystal, attacked and failed. He was then set upon by the last hound and killed.
Although it was very entertaining, fast paced and intense, we will probably decrease the armour value for the crystals from 16 to 14 next time we play.
In our experience the scenario was very smooth to port over to rangers, so for those wanting more scenarios for rosd, perilous dark is golden. For those with high level rangers, there is probably less tweaking needed as well. As for rewards,if you destroy all crystals there is treasure to be had, but failing that we still got a hefty amount of xp (50) for each crystal destroyed for a total of 150 xp each. So it can work as a scenario to boost xp and give the rangers an opportunity to skip to more difficult scenarios from the rosd campaign if they want.
To sum up how we will play it for rosd next time (3 players):
Skip the sixth hound for level 1-5 in multiplayer.
1 Chronohound will not respawn per crystal destroyed.
Reduce the armour value of the crystals to 14.