Oh dear, it's been over a week since this game was played. July can be so busy sometimes.
So, this game was the last game of Thaw of the Lich Lord campaign. My circus folk were attacking the floating island of the Lich Lord together with Sigilist warband.
I took a picture of the board before deployment was made. There's a lot enemies around for sure, so fighting against each other wasn't definitely main priority between warbands.
Quite a few enemies went against Sigilist warband. I almost felt sorry for the guys, but at that point I didn't know better...
Surely there was the Lich Lord disguised as an Armored Skeleton that attacked my warband. At best that skeleton was surrounded by three soldiers of mine. And yet - that Armored Skeleton took down Barbarian, Apothecary and Rangifer plus dealt the Wounded status on my Captain. Well, okay, I don't remember exactly if that skeleton dealt the finishing blow on each of these soldiers, but without exaggerating Apothecary, Barbarian and Captain suffered their fate against that Armored Skeleton from hell.
Lich Lord's minions weren't exactly easy on the Sigilists either. I guess the amount of rolls of 20-19 and 1-2 were at least very close to the average. It just happened so that NPC's took all the maximum values...
Next one Wraith Knight started to close in against each warband. The one who got against my circus proved to be an annoying nuisance that Jack (my wizard) had to eventually come and butcher up with his Fight +10 against undeads.
Though my Wraith Knight dragged fight for several combats, I must say Sigilists took the harder Knight this time. I think opponent had stacked something like +11 or +12 for his wizard and yet the Wraith Knight killed the Sigilist wizard with just one attack. After that other sigilists fell to it's blade, too.
It started to look like Lich Lord might be the winner here.
I had been advancing closer to Lich Lord under Fog spells. Opponent had cast Draining Word on Elemental Bolt and had tried to pepper the Lich with missile fire. The archers and/or crossbows removed Elemental Shield from Lich and caused five damage points in.
Lich Lord's performance started to look very, very suspicious when it had already failed to cast spells so many times that it had taken three damage points in from miscasts only. What was this guy? An Armored Skeleton in fancy clothing?
Sigilists eventually succeeded to take down the Wraith Knight. Jack had taken whipped himself into a maniacal rage (Fleet Feet, Possess, Leap spells, everything...) and was rapidly getting close to Lich Lord. He really wanted to challenge the Lich in melee.
One dream came true when he did exactly that.
And, uhm.
If there was any question about the real Lich Lord, they all vanished now. Lich Lord died to just one hit.
The untrustworthy circus folk robbed five treasures out of the eight present in this scenario.
My apprentice had been injured at some point, had a movement value of 5 and was stuck in difficult terrain. There were only three turn left to escape when Adon the Apprentice finally got out.
Sigilist wizard rolled "1" on the injury chart and, well, died. That was pretty critical 20 that had been rolled, seems like.
Well. We'll see if these warbands continue their existence beyond this Thaw of the Lich Lord. Not in any organised way at least for sure.
However, if Jack ever continues his exploits, I still kept the details about the campaign as detailed as possible:
--
Jack Saturn is level 45 with 4570 experience.
He has levelled fight by +3, Will by +4*, and health by +6.
Fleet Feet spell has been improved by +6*, Elemental Ball by +4*, Leap by +2, Possess by +2*, Spell Eater by +2*, Imp by +1 and Fog by +3.
He has learned Plague of Insects, which has been improved by +3.
He has learned the Reveal Secret spell, which has been improved by +1.
He has learned Willpower spell, which has been improved by +2.
He has learned Plane Walk spell.
He has learned Planar Tear spell*
He has learned Bind Demon spell*
Home base is Inn with Crystal Ball, Sarcophagus of Healing, Carrier Pigeons (+2 gold) and Kennels
Reputation: (personal) Death of Lich Lord
Vault has Magical two handed weapon (+1 damage modifier), 2x Sword of Undead Slaying, Magical bow (+2 damage modifier), Club of Battering, Hand Weapon (+1 Fight)
Amulet of the Ghoul King
Book of Rangifer
Ring of Power (1)
Eyes of Amoto
Fire Heart Gemstone
Horn of Hellfire
Grimoire: Poison Dart, Control Construct, Furious Quill, Enchant Weapon, Shield, Miraculous Cure, bought: Planar Tear
Grimoire of Lichdom
Quiver of the Soul Seeker
Scroll of Planar Tear
Ivory Scroll (Familiar)
Ring of Slow Fall
Boots of Leaping
Unbreakable Orb
Robes of Arrow Turning
Gloves of Casting
Unspent gold: 181.
Warband roster is worth 1520 gold (level 45 apprentice is 650) and includes:
Apprentice has Smashed Leg
Barbarian
Marksman
Ranger
2x Treasure Hunter
Apothecary
(miss next game) Bard
War Hound
Rangifer
Captain: Stat increase: +1 Move (cost so far: 185 gold), leather armor, sword of undead slaying and dagger, Amulet of the Ghoul King, 150 experience
- Tricks of the trade: Sprint, Furious Attack (+3F before attack rolls are made)
Some sort of a note about each and every session of a board/miniature game I have played since the beginning of this blog.
Saturday, July 23, 2016
Wednesday, July 13, 2016
Thieves' honor
But wait! There's more!
Last weekend there was also time for a four player Talisman.
Since the amount of expansions starts to be overwhelming, we used only some expansions to hopefully cut down the time required to finish the game. Reaper and Werewolf were there, as well as Dungeon and Woodland side boards. Ending was random.
Characters were Elf, Cat Burglar, Spy and Philosopher. No real fighters and no real spellcasters. Interesting.
Strength and Craft ups were tremendously rare in this game. Early game Elf went to the Woodsland, and Cat Burglar had a streak of bad luck. Both characters had their time without fate and only on one life.
Spy and Philosopher seemed to have the strongest starts. At least when it came to survival.
Since it's already been five days since the game, I'll just highlight some moments I still remember. That is, my character (once again) being turned into a toad. Despite having a fate to re-roll the unlucky "1" at Enchantress. Which was my warlock quest, by the way. So all of my stuff fell to City while my new croaky form was teleported to the middle region. Oh joy. I was the Spy.
Philosopher also found it difficult to progress despite having amazing combo with Orb of Knowledge and his own card exchange.
Elf and Cat Burglar had made an amazing comeback and suddenly looked like top two contenders for alternative ending.
Elf got stuck in the Woodlands and Cat Burglar had it all too easy to navigate through Inner Region with Magic Lamp - an item that let's manipulate dice rolls.
Random ending was Thieves Guild, which seemed like pretty bad design to me. I mean, if the one at the crown rolls a 3+, what's to stop him or her getting talismans from other characters? It's next to impossible to get to the crown.
It probably should be so that affected players can choose which items they give.
Yet it was fitting that Cat Burglar won with Thieves Guild.
Last weekend there was also time for a four player Talisman.
Since the amount of expansions starts to be overwhelming, we used only some expansions to hopefully cut down the time required to finish the game. Reaper and Werewolf were there, as well as Dungeon and Woodland side boards. Ending was random.
Characters were Elf, Cat Burglar, Spy and Philosopher. No real fighters and no real spellcasters. Interesting.
Strength and Craft ups were tremendously rare in this game. Early game Elf went to the Woodsland, and Cat Burglar had a streak of bad luck. Both characters had their time without fate and only on one life.
Spy and Philosopher seemed to have the strongest starts. At least when it came to survival.
Since it's already been five days since the game, I'll just highlight some moments I still remember. That is, my character (once again) being turned into a toad. Despite having a fate to re-roll the unlucky "1" at Enchantress. Which was my warlock quest, by the way. So all of my stuff fell to City while my new croaky form was teleported to the middle region. Oh joy. I was the Spy.
Philosopher also found it difficult to progress despite having amazing combo with Orb of Knowledge and his own card exchange.
Elf and Cat Burglar had made an amazing comeback and suddenly looked like top two contenders for alternative ending.
Elf got stuck in the Woodlands and Cat Burglar had it all too easy to navigate through Inner Region with Magic Lamp - an item that let's manipulate dice rolls.
Random ending was Thieves Guild, which seemed like pretty bad design to me. I mean, if the one at the crown rolls a 3+, what's to stop him or her getting talismans from other characters? It's next to impossible to get to the crown.
It probably should be so that affected players can choose which items they give.
Yet it was fitting that Cat Burglar won with Thieves Guild.
Tuesday, July 12, 2016
Betrayer Hard Mode
Last weekend I didn't only play croquet. Three games of Dead of Winter (in the heat of summer) were played with four players.
Now and then it isn't a bad practice to read the rule book from start to finish. I noticed that the last 20 games of Dead of Winter before these (all games, that is) have been played incorrectly in regards to betrayer condition. I guess the actual rule and the variant rule had an unholy offspring in my mind, when earlier we have been using one betrayer card per player, not per game.
Uh oh.
Well, looks like games with two betrayers aren't going to happen from now on.
Anyway, first game was Raid Party. Police Station and Hospital were eventually picked as our raid targets, but we fooled around for quite a while before realizing there isn't quite enough time for rampaging through that many locations. If it wasn't for the plentiful weapon cache with two tactical rifles early in the game, I don't think we'd have eventually won.
Only one player couldn't achieve personal victory condition.
Second game was Eight weeks of darkness. This one was quite exciting game. First few weeks passed like they were a dream, most of us were probably thinking that can this really be this easy? But after half way the amount of zombies and slowly diminishing location decks escalated the difficulty.
With careful optimization it looked like we'd might be able to finish main objective. But then one player rolled Bitten, which instantly dropped morale to concerning levels, that is 2. Now we'd need a little bit of luck. But we did begin the eight week. Second last player rolled a second Bitten result from the exposure die, and, well. It was quite an anticlimactic ending, to be honest, for an otherwise thrilling game. Morale at 1 was impossible for use to navigate through.
I guess we survived seven weeks and five days, or something.
Last game was Find the Cure mission.
In this game there was one betrayer. Though I had my suspicions at times, I think I wouldn't have voted to exile the betrayer.
Main objective was completed in time, but only one played had also finished secret objective. Surviving for yet one more turn seemed unlikely, so the search for the last medicine was pretty hectic and stressful situation.
Now and then it isn't a bad practice to read the rule book from start to finish. I noticed that the last 20 games of Dead of Winter before these (all games, that is) have been played incorrectly in regards to betrayer condition. I guess the actual rule and the variant rule had an unholy offspring in my mind, when earlier we have been using one betrayer card per player, not per game.
Uh oh.
Well, looks like games with two betrayers aren't going to happen from now on.
Anyway, first game was Raid Party. Police Station and Hospital were eventually picked as our raid targets, but we fooled around for quite a while before realizing there isn't quite enough time for rampaging through that many locations. If it wasn't for the plentiful weapon cache with two tactical rifles early in the game, I don't think we'd have eventually won.
Only one player couldn't achieve personal victory condition.
Second game was Eight weeks of darkness. This one was quite exciting game. First few weeks passed like they were a dream, most of us were probably thinking that can this really be this easy? But after half way the amount of zombies and slowly diminishing location decks escalated the difficulty.
With careful optimization it looked like we'd might be able to finish main objective. But then one player rolled Bitten, which instantly dropped morale to concerning levels, that is 2. Now we'd need a little bit of luck. But we did begin the eight week. Second last player rolled a second Bitten result from the exposure die, and, well. It was quite an anticlimactic ending, to be honest, for an otherwise thrilling game. Morale at 1 was impossible for use to navigate through.
I guess we survived seven weeks and five days, or something.
Last game was Find the Cure mission.
In this game there was one betrayer. Though I had my suspicions at times, I think I wouldn't have voted to exile the betrayer.
Main objective was completed in time, but only one played had also finished secret objective. Surviving for yet one more turn seemed unlikely, so the search for the last medicine was pretty hectic and stressful situation.
Monday, July 11, 2016
Sunshine blinds my eyes
Last weekend I played two rounds of croquet. I'm not going to embarrass myself by trying to give detailed battle reports out of them.
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