While in Kuhmo, we continued the long running A Touch of Evil campaign by two games.
First villain was the Dreamweaver, and heroes were Abigail Sturn and Doctor Edwards.
Tidings were grim when Doctor Edwards was groveling in dirt for three whole rounds. Sleepless tokens combined with his poor Combat and Shadow Beasts right next to him at Town Hall was a dreadful combination. At least Abigail was going strong and reaping astonishing amounts of Investigation points.
Then Doctor Edwards managed to dodge one round of combat with the Shadow Beasts and triggered Dream Attack, making him lose his Sleepless -tokens. Suddenly the shadows no longer seemed all that strong, and he was capable of getting rid of multiple Shadow Beasts per round.
This combined with an exceptionally able Sacred Chalice was game winning material. I don't remember a single game where the heroes actually held the Sacred Chalice until the very end. And we even started spilling the chalice wantonly against every and all mystery cards.
Showdown was still relatively tough, because heroes were rolling dice atrociously. Doctor Edwards with his dueling pistol and silver bullets did a total of four points of damage throughout the fight. Abigail did the remaining thirteen. Victory for heroes.
Game 2
Second game was against the dreaded Werewolf, who has already put four heroes to grave.
Heinrich Cartwright and Eliza the Witch Hunter attempted to succeed where none has succeeded before. This seemed unlikely, as one of the very first Mystery cards was one remaing-in-play that made shadow track always take an extra step towards the direction it was traveling.
Heinrich was able to get to Inn on the first turn and had started farming up some investigation points, and after a few turns was eventually able to get the Sacred Chalice. This time we were not so lucky with the essential item. Only one mystery card was canceled - the veil of darkness.
Order's Influence cards were mounting up in this game, and it wasn't that long into the game when we also received the Hour Is Late. This game was doomed.
With some luck in highly rewarding tests Eliza was able to purchase both Silver Bullets and the Musket. However, we only had a few events able to prevent wounds, and Werewolf had at its height a whopping 13 fight dice.
We started showdown at the Town Hall, and Eliza was able to convince Doctor Manning to join her in this battle. He was a coward, so each fight round has a 50% chance of him running off. He didn't run off, and prevented the first six wounds Werewolf did to Eliza. Eliza dealt about ten wounds with her trusty musket, so perhaps heroes had a slim chance of winning the showdown.
Heinrich also survived another six wounds done by the villain by preventing three of them with Teamwork.
Doctor Manning still didn't run off, heroes survived second round of combat. Heinrich had dueling pistol, and managed to shoot every evil elder dead. Except, of course, the Lady Hanbrook who was apparently the werewolf.
Third fight round ended the Werewolf's life, and there was much rejoicing and clapping of hands.
Campaign statistics
Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus, Sunken Seven, Gargoyle, Banshee, Reaper, Dreamweaver, Werewolf
Villains still to be defeated: 4, +1 investigation vs Werewolf and Shadow Witch
Heroes dead: Katarina the Outlaw, Frederic Leon Brother Marcus, Anne-Marie, Lucy Hanbrook, Harlow Morgan, Scarlet Shadow, Maria de la Rosa, Thomas the Courier, Adrianna, Valeria, Jack Fellows, Argot Blackwell, Inspector Cooke, Isabella von Took & Liliana, Lost Soul
Heroes remaining: 8
Stashed investigation: 7
Some sort of a note about each and every session of a board/miniature game I have played since the beginning of this blog.
Friday, July 31, 2020
Thursday, July 30, 2020
Terrifying terrifying
Last game of Malifaux in Kuhmo. This time we upped the points to 40 soulstones.
My list was:
Molly + Necrotic Machine
Philip & Nanny
Mortimer
Rabble Riser + Killer Instinct
3x Crooligan
Pool: 4
Schemes: Dig Their Graves, Hold Back Their Forces
Opponent had:
Seamus + Copycat Killer
Madame Sybelle
Dead Doxy
Mourner
Rotten Belle
Gravedigger
Dead Dandy
Pool: 3
Schemes: Hold Back Their Forces, Deliver a Message
Strategy was Public Enemies.
Turn 1 forces were just closing in, and they sure did so. Crews were mere inches away from each other at the end of round one.
Turn 2
Second turn was a brutal one. Rabble Riser was trying to get rid of Dead Doxy, and while it dealt good damage, Gravedigger was there to patch her up. Rabble Riser eluded killing attempts for a great while, but eventually succumbed to volume of attacks. Doxy also resisted everything I could throw at her, but finally couldn't bear the unnerving questions issued by Molly.
One flanking Crooligan was poked to death by Rotten Belle. Those parasols are some serious business. Philip & Nanny charged the Gravedigger after a Crooligan had softened it up, and dug a grave for the Gravedigger. Mortimer decided it was worth it to take a burning +1 condition from hazardous terrain to use Fresh Meat against Dead Dandy, enabling another Crooligan to run and engage Seamus. Molly scored both schemes and one point from strategy, Seamus scored one point from strategy.
Points go 1-3 for Molly.
Turn 3
There was an enormous brawl in the middle with Sybelle, Dead Dandy, Seamus and Mourner fighting with Philip & Nanny, two Crooligans, Mindless Zombie, Mortimer and Necrotic Machine. Seamus shoots Mortimer after he had activated and scores no other than severe injury, bringing Mortimer down to one hit point remaining. And the grave robber was on fire.
Philip & Nanny kills Dead Dandy with a lucky red joker, but was paid in full with a removal of a Crooligan. Opponent disengages with Madame Sybelle and engages Molly in an attempt to scores Deliver a Message, but that was bound to fail as Molly had not activated yet.
Molly does so, and fails terrifying check two times - and would have failed the third time had Molly not used up one of her Focused points. Damage flip is black joker. What an activation.
Points are 2-3 for Molly.
Turn 4
Opponent puts all his efforts into killing the slippery Molly. But even two shots from Seamus don't do it, and because of this opponent falls seriously behind on victory points. Especially as Molly's crew finally manages to kill Madame Sybelle after three rounds of attacks, giving Molly enough points to score for strategy.
Points are 2-4 for Molly, and once again we decide to drop the fifth round as Molly had pretty much secured Dig Their Graves end condition, and realistically opponent could have scored only two points in the last round. The game was otherwise quite even, but opponent had picked schemes that were an uphill battle against Molly. At the end of fourth round there were only Mourner, Rotten Belle, Seamus and Copycat Killer left standing on the enemy side, and I had Molly, Necrotic Machine, Philip & Nanny and Mindless Zombie alive.
Continuously throughout the game I fell short on cards in my control hand. They were usually gone before half of my remaining models had activated. This led to Madame Sybelle shrugging off at least six attacks with Terrifying only. Probably more that I have already forgotten.
My list was:
Molly + Necrotic Machine
Philip & Nanny
Mortimer
Rabble Riser + Killer Instinct
3x Crooligan
Pool: 4
Schemes: Dig Their Graves, Hold Back Their Forces
Opponent had:
Seamus + Copycat Killer
Madame Sybelle
Dead Doxy
Mourner
Rotten Belle
Gravedigger
Dead Dandy
Pool: 3
Schemes: Hold Back Their Forces, Deliver a Message
Strategy was Public Enemies.
Turn 1 forces were just closing in, and they sure did so. Crews were mere inches away from each other at the end of round one.
Turn 2
Second turn was a brutal one. Rabble Riser was trying to get rid of Dead Doxy, and while it dealt good damage, Gravedigger was there to patch her up. Rabble Riser eluded killing attempts for a great while, but eventually succumbed to volume of attacks. Doxy also resisted everything I could throw at her, but finally couldn't bear the unnerving questions issued by Molly.
One flanking Crooligan was poked to death by Rotten Belle. Those parasols are some serious business. Philip & Nanny charged the Gravedigger after a Crooligan had softened it up, and dug a grave for the Gravedigger. Mortimer decided it was worth it to take a burning +1 condition from hazardous terrain to use Fresh Meat against Dead Dandy, enabling another Crooligan to run and engage Seamus. Molly scored both schemes and one point from strategy, Seamus scored one point from strategy.
Points go 1-3 for Molly.
Turn 3
There was an enormous brawl in the middle with Sybelle, Dead Dandy, Seamus and Mourner fighting with Philip & Nanny, two Crooligans, Mindless Zombie, Mortimer and Necrotic Machine. Seamus shoots Mortimer after he had activated and scores no other than severe injury, bringing Mortimer down to one hit point remaining. And the grave robber was on fire.
Philip & Nanny kills Dead Dandy with a lucky red joker, but was paid in full with a removal of a Crooligan. Opponent disengages with Madame Sybelle and engages Molly in an attempt to scores Deliver a Message, but that was bound to fail as Molly had not activated yet.
Molly does so, and fails terrifying check two times - and would have failed the third time had Molly not used up one of her Focused points. Damage flip is black joker. What an activation.
Points are 2-3 for Molly.
Turn 4
Opponent puts all his efforts into killing the slippery Molly. But even two shots from Seamus don't do it, and because of this opponent falls seriously behind on victory points. Especially as Molly's crew finally manages to kill Madame Sybelle after three rounds of attacks, giving Molly enough points to score for strategy.
Points are 2-4 for Molly, and once again we decide to drop the fifth round as Molly had pretty much secured Dig Their Graves end condition, and realistically opponent could have scored only two points in the last round. The game was otherwise quite even, but opponent had picked schemes that were an uphill battle against Molly. At the end of fourth round there were only Mourner, Rotten Belle, Seamus and Copycat Killer left standing on the enemy side, and I had Molly, Necrotic Machine, Philip & Nanny and Mindless Zombie alive.
Continuously throughout the game I fell short on cards in my control hand. They were usually gone before half of my remaining models had activated. This led to Madame Sybelle shrugging off at least six attacks with Terrifying only. Probably more that I have already forgotten.
Wednesday, July 29, 2020
Rats in the Green
Had two 35ss games of Malifaux during my visit in Kuhmo.
First game was:
Molly + Necrotic Machine
Philip & Nanny
3x Crooligans
Rabble Riser
Gravedigger
Pool: 3
Schemes: Search the Ruins, Breakthrough
versus
Seamus + Copycat Killer
Madame Sybelle
2x Rotten Belle
Dead Doxy
Mourner
Pool: 3
Schemes: Take Prisoner, Detonate Charges
Strategy: Reckoning
Molly had a strong start with getting focused +1 almost everywhere - sometimes with multiple focuses. First turn is surprisingly uneventful otherwise.
Turn 2
Rabble Riser kills Mourner, who had charged to tease a Crooligan I had deployed relatively middle. Seamus fails to kill the charging Rabble Riser, which Molly then lets activate gain. Rabble Riser tries to get rid of Copycat Killer, but fails thanks to Hard to Kill on the leprechaun. Someone eventually kills the Riser, and a Rotten Belle goes and takes one Crooligan as a prisoner.
Points go 1-2 for Seamus.
Turn 3
Opponent kills Necrotic Machine and Gravedigger who were keeping company to Molly in the middle of the board. Suddenly Molly was standing alone next to Seamus, Madame Sybelle, Dead Doxy and Rotten Belle, as even Philip & Nanny started speeding towards enemy deployment zone.
Whoopsie. Anyway... one more question? Does your flintlock make a loud noise when you pull the trigger, mr. Seamus?
However, the crooligans had been doing their thing for a while now and Molly was able to score both Search the Ruins and Breakthrough.
Points go 3-3.
Turn 4
Seamus' gang splits to hunt Molly who continuously escaped engagement with premonition. Madame Sybelle and Copycat Killer are attempting to speed towards the prams and the reckless children all around them. No points were scored on turn 4.
Turn 5
Seamus fails to kill Molly and catching the prisoner is unfeasible, and there isn't enough action points to do Detonate Charges, so we don't continue as Molly had secured two points from the end schemes already.
Game 2:
Second game was Hamelin vs Seamus.
My list:
Hamelin + 3x Stolen
Nix
Obedient Wretch
Rat King
Rat Catcher
3x Malifaux Rat
Pool: 3
Schemes: Detonate Charges, Dig Their Graves
Opponent had:
Seamus + Copycat Killer
Madame Sybelle
Dead Doxy
Rotten Belle
Mourner
Gravedigger
Pool: 2
Schemes: Dig Their Graves, Search the Ruins
Strategy was Turf War.
Gravedigger starts by giving entire Resurrectionists crew focused +1 with Blasphemous Ritual.
Seamus shoots five points of damage in to Hamelin, which has me a little worried for his safety. To give some other concerns for opponent, Nix ran right in the middle of Resurrectionists, close to Madame Sybelle and Seamus.
Hamelin pulls off two lures against Madame Sybelle with double crows, meaning four blight tokens on the first turn. Other than that rats just swarmed the middle.
Turn 2
Nix bites two more blight tokens to Madame Sybelle, and then tries Bleeding Disease for six points of damage. This succeeds. Madame Sybelle and Seamus maul Nix down to two hit points remaining, and then Gravedigger comes to stitch up Madame Sybelle. There were enough failed duels nearby that eventually Nix had healed back to five, much to the annoyance of my opponent.
Hamelin closes in, slaps a scheme marker near Sybelle and tries to finish her off with Bleeding Disease, which doesn't succeed. Stolens and Obedient Wretch, not to mention many a Malifaux Rat try to kill Sybelle for Dig Their Graves, but it just won't happen. Fair enough, given the odds on which Nix survived.
Points go 1-1 from strategy.
Turn 3
Madame Sybelle brings Nix down to one hit point remaining, and then Nix kills Madame Sybelle. Seamus makes short work out of Nix. Both players had scored Dig Their Graves now. Dead Doxy backtracks and flips strategy marker back to resurrectionists, as Sybelle's death had flipped it to neutral.
Then a misplay happened when a single Stolen succeeded to two-shot Mourner dead. Impressive for Stolen, but we flipped the strategy marker again although Stolen is insignificant. All in all this essentially lost one action point from Dead Doxy next turn, which might have affected game.
Scores go 3-2 for Outcasts, which should've been 3-3.
Turn 4
Seamus kills three models in one turn by finishing a Rat Catcher who had come to attempt to score Detonate Charges, then charging Stolen and then shooting last surviving Stolen. I don't think I've ever done such a feat myself. Copycat Killer and Rotten Belle kill a Rat King who had wandered into the fray to score Detonate Charges. I do my first Rat King summon and put it back where the first one died.
Hamelin uses Black Staff to smack Gravedigger dead and secure the middle zone for Turf War.
I reveal Detonate Charges, and we end the game when outcasts went 5-3.
First game was:
Molly + Necrotic Machine
Philip & Nanny
3x Crooligans
Rabble Riser
Gravedigger
Pool: 3
Schemes: Search the Ruins, Breakthrough
versus
Seamus + Copycat Killer
Madame Sybelle
2x Rotten Belle
Dead Doxy
Mourner
Pool: 3
Schemes: Take Prisoner, Detonate Charges
Strategy: Reckoning
Molly had a strong start with getting focused +1 almost everywhere - sometimes with multiple focuses. First turn is surprisingly uneventful otherwise.
Turn 2
Rabble Riser kills Mourner, who had charged to tease a Crooligan I had deployed relatively middle. Seamus fails to kill the charging Rabble Riser, which Molly then lets activate gain. Rabble Riser tries to get rid of Copycat Killer, but fails thanks to Hard to Kill on the leprechaun. Someone eventually kills the Riser, and a Rotten Belle goes and takes one Crooligan as a prisoner.
Points go 1-2 for Seamus.
Turn 3
Opponent kills Necrotic Machine and Gravedigger who were keeping company to Molly in the middle of the board. Suddenly Molly was standing alone next to Seamus, Madame Sybelle, Dead Doxy and Rotten Belle, as even Philip & Nanny started speeding towards enemy deployment zone.
Whoopsie. Anyway... one more question? Does your flintlock make a loud noise when you pull the trigger, mr. Seamus?
However, the crooligans had been doing their thing for a while now and Molly was able to score both Search the Ruins and Breakthrough.
Points go 3-3.
Turn 4
Seamus' gang splits to hunt Molly who continuously escaped engagement with premonition. Madame Sybelle and Copycat Killer are attempting to speed towards the prams and the reckless children all around them. No points were scored on turn 4.
Turn 5
Seamus fails to kill Molly and catching the prisoner is unfeasible, and there isn't enough action points to do Detonate Charges, so we don't continue as Molly had secured two points from the end schemes already.
Game 2:
Second game was Hamelin vs Seamus.
My list:
Hamelin + 3x Stolen
Nix
Obedient Wretch
Rat King
Rat Catcher
3x Malifaux Rat
Pool: 3
Schemes: Detonate Charges, Dig Their Graves
Opponent had:
Seamus + Copycat Killer
Madame Sybelle
Dead Doxy
Rotten Belle
Mourner
Gravedigger
Pool: 2
Schemes: Dig Their Graves, Search the Ruins
Strategy was Turf War.
Gravedigger starts by giving entire Resurrectionists crew focused +1 with Blasphemous Ritual.
Seamus shoots five points of damage in to Hamelin, which has me a little worried for his safety. To give some other concerns for opponent, Nix ran right in the middle of Resurrectionists, close to Madame Sybelle and Seamus.
Hamelin pulls off two lures against Madame Sybelle with double crows, meaning four blight tokens on the first turn. Other than that rats just swarmed the middle.
Turn 2
Nix bites two more blight tokens to Madame Sybelle, and then tries Bleeding Disease for six points of damage. This succeeds. Madame Sybelle and Seamus maul Nix down to two hit points remaining, and then Gravedigger comes to stitch up Madame Sybelle. There were enough failed duels nearby that eventually Nix had healed back to five, much to the annoyance of my opponent.
Hamelin closes in, slaps a scheme marker near Sybelle and tries to finish her off with Bleeding Disease, which doesn't succeed. Stolens and Obedient Wretch, not to mention many a Malifaux Rat try to kill Sybelle for Dig Their Graves, but it just won't happen. Fair enough, given the odds on which Nix survived.
Points go 1-1 from strategy.
Turn 3
Madame Sybelle brings Nix down to one hit point remaining, and then Nix kills Madame Sybelle. Seamus makes short work out of Nix. Both players had scored Dig Their Graves now. Dead Doxy backtracks and flips strategy marker back to resurrectionists, as Sybelle's death had flipped it to neutral.
Then a misplay happened when a single Stolen succeeded to two-shot Mourner dead. Impressive for Stolen, but we flipped the strategy marker again although Stolen is insignificant. All in all this essentially lost one action point from Dead Doxy next turn, which might have affected game.
Scores go 3-2 for Outcasts, which should've been 3-3.
Turn 4
Seamus kills three models in one turn by finishing a Rat Catcher who had come to attempt to score Detonate Charges, then charging Stolen and then shooting last surviving Stolen. I don't think I've ever done such a feat myself. Copycat Killer and Rotten Belle kill a Rat King who had wandered into the fray to score Detonate Charges. I do my first Rat King summon and put it back where the first one died.
Hamelin uses Black Staff to smack Gravedigger dead and secure the middle zone for Turf War.
I reveal Detonate Charges, and we end the game when outcasts went 5-3.
Tuesday, July 28, 2020
Demofaux
While visiting Kuhmo, I introduced Malifaux to an old friend of mine.
We did two demo games - first with 20 soulstones and no strategy or schemes just to get the hang of basics and then soon after another with 20 soulstones + master with Reckoning and one scheme.
First round was Madame Sybelle and two Rotten Belles versus Philip & Nanny with three Crooligans. The first round went pretty easily to Madame Sybelle's crew, as the kids weren't able to toss enough sharp debris at the belles.
Then we added the masters and schemes, and things got interesting. Crooligans had easy time setting up Harness the Ley Lines, and Philip & Nanny dodged astonishing amount of assassination attempts after Seamus landed a moderate injury with his gun and then charged in with his barber gear. Philip just didn't want a new haircut. Once Seamus committed, Necrotic Construct charged him and let Molly to activate and start asking Seamus some questions. This brought Seamus down to three health remaining, with one poison counter.
This game went for Molly, as in the last round a Crooligan was able to charge Seamus dead after he had heard a disturbing story, which brought him down to one health remaining. Both players scored strategy twice, and Molly scored scheme twice. Had the child not succeeded in killing the enemy master, it would have likely been a draw as opponent would've easily dispatched of the Crooligan, scoring Dig Their Graves.
We did two demo games - first with 20 soulstones and no strategy or schemes just to get the hang of basics and then soon after another with 20 soulstones + master with Reckoning and one scheme.
First round was Madame Sybelle and two Rotten Belles versus Philip & Nanny with three Crooligans. The first round went pretty easily to Madame Sybelle's crew, as the kids weren't able to toss enough sharp debris at the belles.
Then we added the masters and schemes, and things got interesting. Crooligans had easy time setting up Harness the Ley Lines, and Philip & Nanny dodged astonishing amount of assassination attempts after Seamus landed a moderate injury with his gun and then charged in with his barber gear. Philip just didn't want a new haircut. Once Seamus committed, Necrotic Construct charged him and let Molly to activate and start asking Seamus some questions. This brought Seamus down to three health remaining, with one poison counter.
This game went for Molly, as in the last round a Crooligan was able to charge Seamus dead after he had heard a disturbing story, which brought him down to one health remaining. Both players scored strategy twice, and Molly scored scheme twice. Had the child not succeeded in killing the enemy master, it would have likely been a draw as opponent would've easily dispatched of the Crooligan, scoring Dig Their Graves.
Friday, July 24, 2020
It's the baron
Before my bi-annual trip to Kuhmo I was involved in delivering Love Letters with two players. Once the day before, and another time before the bus left.
There must be something going on with the baron, as once again the game saw an uncanny amount of guessing the right card as the first card being played, most often involving the baron.
There must be something going on with the baron, as once again the game saw an uncanny amount of guessing the right card as the first card being played, most often involving the baron.
Sunday, July 19, 2020
Flying Exploding Super Rat
Had a 50 soulstone game of Malifaux.
My list:
Hamelin & Stolen
Nix
Johan Creedy
Obedient Wretch
Rat Catcher with Servant of Dark Powers
Rat King
5x Malifaux Rats
Schemes: Sabotage, Runic Binding
Pool: 5
Opponent had:
Asami & Amanjaku
Ama No Zako
Ohaguro Bettari
Shadow Emissary
Akaname
Yokai
Katashiro
Schemes: Breakthrough, something
Pool: 7
Strategy was Recover Evidence.
I forgot to take that many pictures, so my memory might be a bit hazy from the first rounds. I suppose I was so preoccupied with how my crew even worked.
Turn 1
But that much I remember that enemy Katashiro ran rather close to my side, close enough for Obedient Wretch to take a walk and throw a rat at it. And what a rat it was! Damage flip was a red joker, which killed the Katashiro instantly, which in turn dropped a strategy marker.
I transformed one Stolen into rats, and walked my five original rats and concentrated with them. Then the herald Rat Catcher walked a bit, did a scheme marker and pulled the bunch of rats closer.
Opponent summoned an Obsidian Oni, and while it did arrive in a nasty place I was able to use Hamelin's Unclean Influence to tie the golem up with three rats. That was three dead rats and a burning Rat Catcher.
Ama No Zako charged Hamelin and dealt three points of damage. Hamelin tried to remove the oni henchman with less than inspiring results.
Turn 2
My Rat Catcher was doomed, and in the end gave its strategy marker to opponent. Ama No Zako took a second round of beating from Johan Creedy, who managed to kill the thing. Nix gobbled up its strategy marker.
Due to some serious misjudging I double walked Hamelin deep into enemy side and put a scheme marker. Which in any case would only catch two enemy models into Runic Binding. Oh well.
Turn 3
I manage to bring the Shadow Emissary down to one hit point remaining.
Because of my "clever" use of scheme markers, I decided to ditch Runic Binding completely and use one of my schemes for Rat King to gnaw. It was then able to climb on top of a black box and killed an Akaname that was skulking there.
Hamelin had an impressive turn in surviving. Sure, I used four of my five soulstones in protecting him. But still he survived Jorogumo, Asami, Yokai and Ohaguro.
Obedient Wretch nibbles an enemy strategy marker, bringing points 2-1 to Outcasts favor.
Turn 4
Rat King consumes enemy strategy marker. With great toil and trouble Hamelin is finally killed enough to remove one Stolen from game. Nix succeeds to kill Shadow Emissary. Yokai and Ohaguro Bettari fail to remove Johan Creedy from board. After opponent ran out of activations we decided not to continue game as Ten Thunders had fallen so far behind that even draw was out of question.
I'm... quite certain that this is not how a game with Hamelin is supposed to go. I got to summon exactly one (1) extra Malifaux Rat (not counting the sacrificing of a Stolen), and there Hamelin was - personally involved in melee combat from turn two. Or one, if you count the charge from Ama No Zako.
The loss of Katashiro so early was a blow to Ten Thunders. But I think the game was decided by Hamelin soaking up majority of enemy activations against the odds. Although perhaps Coughing Fit gives Hamelin some surprising extra staying power. I don't know. I just hope that by this game's example I won't run Hamelin into middle of enemy crew because it happened to work so well this time in future games.
My list:
Hamelin & Stolen
Nix
Johan Creedy
Obedient Wretch
Rat Catcher with Servant of Dark Powers
Rat King
5x Malifaux Rats
Schemes: Sabotage, Runic Binding
Pool: 5
Opponent had:
Asami & Amanjaku
Ama No Zako
Ohaguro Bettari
Shadow Emissary
Akaname
Yokai
Katashiro
Schemes: Breakthrough, something
Pool: 7
Strategy was Recover Evidence.
I forgot to take that many pictures, so my memory might be a bit hazy from the first rounds. I suppose I was so preoccupied with how my crew even worked.
Turn 1
But that much I remember that enemy Katashiro ran rather close to my side, close enough for Obedient Wretch to take a walk and throw a rat at it. And what a rat it was! Damage flip was a red joker, which killed the Katashiro instantly, which in turn dropped a strategy marker.
I transformed one Stolen into rats, and walked my five original rats and concentrated with them. Then the herald Rat Catcher walked a bit, did a scheme marker and pulled the bunch of rats closer.
Opponent summoned an Obsidian Oni, and while it did arrive in a nasty place I was able to use Hamelin's Unclean Influence to tie the golem up with three rats. That was three dead rats and a burning Rat Catcher.
Ama No Zako charged Hamelin and dealt three points of damage. Hamelin tried to remove the oni henchman with less than inspiring results.
Turn 2
My Rat Catcher was doomed, and in the end gave its strategy marker to opponent. Ama No Zako took a second round of beating from Johan Creedy, who managed to kill the thing. Nix gobbled up its strategy marker.
Due to some serious misjudging I double walked Hamelin deep into enemy side and put a scheme marker. Which in any case would only catch two enemy models into Runic Binding. Oh well.
Turn 3
I manage to bring the Shadow Emissary down to one hit point remaining.
Because of my "clever" use of scheme markers, I decided to ditch Runic Binding completely and use one of my schemes for Rat King to gnaw. It was then able to climb on top of a black box and killed an Akaname that was skulking there.
Hamelin had an impressive turn in surviving. Sure, I used four of my five soulstones in protecting him. But still he survived Jorogumo, Asami, Yokai and Ohaguro.
Obedient Wretch nibbles an enemy strategy marker, bringing points 2-1 to Outcasts favor.
Turn 4
Rat King consumes enemy strategy marker. With great toil and trouble Hamelin is finally killed enough to remove one Stolen from game. Nix succeeds to kill Shadow Emissary. Yokai and Ohaguro Bettari fail to remove Johan Creedy from board. After opponent ran out of activations we decided not to continue game as Ten Thunders had fallen so far behind that even draw was out of question.
I'm... quite certain that this is not how a game with Hamelin is supposed to go. I got to summon exactly one (1) extra Malifaux Rat (not counting the sacrificing of a Stolen), and there Hamelin was - personally involved in melee combat from turn two. Or one, if you count the charge from Ama No Zako.
The loss of Katashiro so early was a blow to Ten Thunders. But I think the game was decided by Hamelin soaking up majority of enemy activations against the odds. Although perhaps Coughing Fit gives Hamelin some surprising extra staying power. I don't know. I just hope that by this game's example I won't run Hamelin into middle of enemy crew because it happened to work so well this time in future games.
Thursday, July 16, 2020
Kalmana Retreat 25-28
Lantern Year 25 - The Watcher
Then the Watcher awakens in the heart of Kalmana Retreat, a flourishing settlement of survivors in the nightmare world of Kingdom Death.
Cardani, Stapuranocan, Ouglu and Danalne, the savior of Dormenatus, are chosen to become the paragons of Kalmana Retreat in this pivotal fight.
Danalne checked the top four card of hit location, and oh boy. Blackout straight in the opening "hand".
Ouglu starts doing damage right on turn two, as he takes two shots at The Watcher, dealing damage twice. This was a risk, because now I wouldn't be able to prepare for the first AI card.
And wasn't that a mistake. Ougrano, Murlu (Ouglu's parents!) Lonili and Flowerista gave their lives defending their home on turn 1 of the showdown. Lesson learned.
The Watcher was unable to stay in place, and purposefully seemed to stay out of reach of Cardani, or if Cardani was able to take swings at the monster, it had those first strike locations coming that either backed it off three spaces, or towards the furthest table edge altogether.
Moreover, despite needing 8+ or even 10+ to hit the survivors, The Watcher was spewing out some heavy damage.
To get rid of the trap, Cardani triggered it. No problems there. Next survivor turn, however, Blackout started to haunt the deck once more.
At least Cardani started doing some damage, and by turn four the boss monster had taken eight wounds.
To get rid of the trap, Stapuranocan flushes it out. And the next four hit locations? Yep. Blackout.
Okay, then.
With positioning I managed to keep The Watcher mostly attacking Cardani or Stapuranocan. Once it did attack Danalne, whom had enough evasion for The Watcher to only hit on 10+.
Cardani has an impressive turn where she deals four wounds.
With many hit Cardani and Ouglu had many hit locations within severe injury range, so the survivors needed to finish the battle in haste. And next turn Cardani does just that. But as she deflates the empty husk, the dying creature ain't letting go so easily. It is able to hijack Danalne, the savior's mind and...
Lantern Year 26 - MURDER
With transfixed eyes Danalne arrives in front of Kalnetan, the second-last member of the original four survivors of Kalmana Retreat. She strikes him down just as the unnatural spirit leaves her body.
Settlement does not hold Danalne accountable for what she did, and as an apology she scours the darkness to find Iron.
1-2: Lantern Research level 2
3: Stapuranocan's matchmaker - Masneta Masvar and Ranadra Sagasu form a new family, and have siblings Ranneta and Etadra Massu.
4: Ouglu dives into Exhausted Lantern hoard and gains 2x cocoon membrane.
5: Cardani trains at nightmare training, but for naught.
6: Cardani plays some music to gain a little survival.
7: Zamalne becomes a farmer and succeeds to prepare underground farm. Ardanet encases Century Greaves.
8: Shrine ritual is success.
Lantern Year 26 hunt & showdown - Flower Knight level 3
Cardani, Stapuranocan, Ouglu and Sairtena prepare to hunt for a Flower Knight.
First, survivors experience a terrifying mind melding, which is a custom event that let's redistribute disorders (with two extras added to the pool) and fighting arts. Only Cardani exchanged her Binge Eating for Sairtena's Immortal disorder.
Then survivors got lost in their tracks, and eventually Ouglu was possessed by a spirit who calls itself Memory Eater. This forced everyone to lose a fighting art.
Then they follow a bleeding critter that's actually the monster's pet. Flower Knight ambushed survivors right on the spot.
Maybe it's confirmation bias, but I swear that I have outrageously bad luck when it comes to initial Bloom target! It was no other than Ouglu - absolutely the worst pick for me. Luckily he has 5 armor points at each location, and is only tossed back through the razor sharp bulbs at the edge of the flower ring. That went fine, but there was no survival opportunity for Ouglu to use Rawhide Headband. Second monster turn we get a card that Blooms twice. Well isn't that Ouglu again... and Sairtena, the support character with Necromancer's Eye! The second worst armored person in the team. She takes a severe body injury, but fortunately is only knocked down.
Then it's time for Cardani to start shining. Well she shined a little too bright, and Flower Knight took special attention towards her. A reaction gave a basic attack against Kalmana Retreat's champion. Speed 4, hitting on 7+ scores no less than four hits - with one Perfect Strike added in. Suddenly my only hope of beating Gold Smoke Knight is at heavy injury levels. This will not do.
After such a terrifying start things get a little easier. I get Stapuranocan inside the Fairy Ring. He has ten armor points at each location. He has to trigger the trap once, but by then the Cardani has butchered most AI cards away anyway. All that's left is for Ouglu to shoot the killing blow.
Lantern Year 27 - Lights in the Sky
Warbling Bloom is planted, and soon enough Vegtaeg emerges from it.
1-2: Lantern Research level 3
3: Ouglu uses Nightmare Training to gain a point of strength.
4: Settlement smelts scrap for iron.
5: War Room plan.
6: Flopura raises the level of Underground Harvest to two.
7: Cardani gains a point of strength from Nightmare Training.
8: Stapuranocan gains a point of accuracy from Nightmare Training.
9: Shrine ritual is a success.
Year 27 Hunt & Showdown - Screaming Antelope level 3
To get some ingredients for Venison Oco Busco, Cardani, Ouglu, Sairtena and Stapuranocan set out for a hunt. Stapuranocan applied Gloom Cream for it's skin smoothing properties.
Up to Overwhelming Darkness, the hunt phase was excessively bland. Golden Ember was ignored, Sword and the Statue had no use, and a Placid Landscape offered nothing. Overwhelming Darkness had Cardani lose her Fencing fighting art for Leader fighting art.
Sairtena gained an iron at the cost of an pickaxe and encountered dead great game hunter. During Sonorous Rest, Ouglu joins Stapuranocan in the Leyline Walkers. Meh.
The showdown phase didn't last for many turns, but it did show my overconfidence towards level 3 critters, when Stapuranocan with his 8 armor points per hit location was reduced to light wound level from a single attack that hit body three times. The attack had speed 5, but it was hitting only on 7+. And it was an attack from reaction, so he wasn't able to dodge.
Ouglu received a bite attack, which was dealing four points of damage per hit.
But other than those highlights, the majestic antelope went down rather easily. So much so, that survivors wanted some extra challenge back at home.
Lantern Year 28 - Triathlon of Death
Theme for the Triathlon seems to be: old vs young. Cardani, Ouglu, Vegtaeg and Etadra are the participants. Race contest goes easily to Ouglu, who now boasts spd 8. Second place is Cardani, third Etadra and fourth is the newest plant people Vegtaeg, who has his feet brutally mauled.
Debate contest is a tough one. Ouglu wins by a large margin, but Cardani gets to second place only after both Enewarbabolactylo and Stapuranocan use their re-rolls to cheer her up. Third place is then Etadra, fourth Vegtaeg, who becomes apathetic. This triathlon hasn't gone too well for him.
Fight contest brings the sixth and probably the last weapon mastery to settlement - Shield, by Cardani. Second place is for Ouglu, third for Vegtaeg and Etadra has her arm severed off.
Settlement develops another bone pickaxe. Love Juice extends the Massu family with Drata Massu.
1 Stapuranocans
2 Enewarbabolactyloh
3 Flopura increases the level of Underground Harvest by 1
4 A herb is cured into a hide via Pottery
5 Settlement makes some leather
6 Settlement oxidizes an Oxidized Beacon Shield
7 Cardani learns Rhythm Chaser
8 Stapuranocans trains a point of strength from Nightmare Training.
9 Shrine ritual is a success
Lantern Year 28 showdown - Slenderman level 3
Ouglu, Stapuranocans, Cardani and Danalne attempt to thwart the last appearance of the unseen horror.
The fight was threatening even for this overpowered bunch of survivors. I don't like this trend where monsters start getting 80% of their attacks hit home despite needing 7+ to hit. This trend is especially worrisome on monsters that inflict 5-6 damage per attack!
Stapuranocans had eleven points of armor per location. And then he got three hits in from a damage 4 attack - and all three were body location. Light injury level.
And to make matters worse, he had started accumulating insanity, which is bad in this particular fight. Then came this card that inflicted damage equal to each survivor's insanity. Obviously it landed on body for Stapuranocans. Gaping chest wound. Eh. Could've been worse, but still, the fight had got a serious tone.
Trap had to be triggered twice, which further put a dent on Stapuranocan's armor.
Fortunately Slenderking did not play that much of a "can't catch me" and mostly stayed in the center of the board. Duration AI card was in rotation, which was merciful, too.
And eventually Cardani and Ouglu had whittled AI deck down to one card remaining.
Cardani scores two hits, so it's... not gone. Axe re-roll came out as "1". Ouglu stole the killing shot once again. Well, nonetheless it was time to rejoice.
And throughout Kalmana Retreat sticky confetti starts raining from the sky, making a mess - both of the settlement and my plans.
I suppose I can't complain too much, since Ouglu had found Nightmare Tick from Slenderking's Bug Spot. More delicious venison for Cardani!
Lantern Year 29 - Silk Storm
1 Ouglu learns Rhythm Chaser
2 Cooking for Venison Oco Busco.
3 Binge eating cured from Stapuranocans via Bloodletting.
4 Stapuranocanss
5 (unused - decide after Lonely Tree)
6 (unused - decide after Lonely Tree)
7 (unused - decide after Lonely Tree)
8 Shrine ritual is a success
9 Enewarbabolactylohn
Next? Loss of a grid space is quite of an annoyance, but at least it didn't come up the following year. But I think the Kalmana survivors are strong enough to take down level 3 Lonely Tree before hunting just for something. I feel I'm ready already for the Gold Smoke Knight.
Most likely epilogue next.
Kalmana Retreat
Population 32
Without sheet: Zamalne Zamarotte on LY 14, Ardanet Sagasu, Vararda and Masneta Massu (Masvar) born on LY 16. Ranadra Massu (Sagasu), born on LY 21.
LY 22: Alnerias and Danzama Zamarotte, plus Kalgar and Netani Masvar. On LY 23 Ristapurac, Flonoca, and Werinoca Gnotti, Anorlu Outsu on LY 25
Without +1 strength from watcher:
Ranneta Massu on LY 26
Etadra Massu on LY 26.
#3 on move race, #3 on Debate contest, #4 on fight contest (severed hand injury)
Vegtaeg on LY 27.
#4 on move race
#4 on debate contest (Apathetic) after 2 re-rolls
#3 on fight contest
Drata Massu on LY 28, +1 strength from intimacy.
Settlement Locations:
Skinnery
Organ Grinder
Bone Smith
Gormchymist
Gormery
Leather Worker
Weapon Crafter
Plumery
Barber Surgeon
Blacksmith
Wet Resin Crafter
Innovations:
Lantern year 0: Language,
Lantern year 1: Symposium + Nigredo,
Lantern Year 2: Ammonia + Inner Lantern,
Lantern year 3: Paint
Lantern year 4: Storytelling
Lantern year 5: Lantern Oven + Bloodletting
Lantern year 6: Sculpture
Lantern Year 7: Hovel
Lantern Year 8:Round Stone Training, Drums, Albedo
Lantern Year 9: Family
Lantern Year 10: Dark Water Research, Clan of Death, Whip Mastery, Unarmed Mastery
Lantern Year 11: Shrine
Lantern Year 12: Song of the Brave
Lantern Year 13: Nightmare Training + Scrap Smelting
Lantern Year 14: Pottery
Lantern Year 15: Arena
Lantern Year 16: Sacrifice,Knowledge Worm, War Room
Lantern Year 17: Cooking, Subterranean Agriculture
Lantern Year 18: Saga, Club Mastery
Lantern Year 19: Pictograph, Axe Mastery
Lantern Year 20: Settlement Watch, Dark Water Research level 2
Lantern Year 21: Momento Mori, Bow Mastery
Lantern Year 22: Shadow Dancing
Lantern Year 23: Bed
Lantern Year 24: Citrinitas
Lantern Year 25: Petal Spiral
Lantern Year 26: Lantern Research level 2
Lantern Year 27: Lantern Research level 3
Lantern Year 28: Shield Mastery
Lantern Year 29 -
Sculpture: Extra Sense
Gear:
1x founding stone
1x cloth
2x stone nose
3x monster grease
2x bone blade
1x luck charm
1x gaxe
1x Knuckle Shield
1x Wisdom potion
1x Power Potion
1x monster tooth necklace
Full rawhide armor
1x Rawhide Boots
1x Rawhide Whip
1x hunter whip
2x bandages
1x whistling mace
Vespertine Bow
Skull Helm
Full Gorment suit
Full Leather suit
Leather Shield
Beacon Shield
Oxidized Beacon Shield
Reverberating Lantern
Flower Knight Badge
2x fecal salve
Bone Sickle
Bone Pickaxe
4x dried acanthus
Scavenger's Kit
First Aid Kit
Hours Ring
Necromancer's Eye
Hunter's Heart
Tool Belt
Deathpact
Manhunter's Hat
Gloom Cream
2x regenerating blade
Screaming coat, waist and legs
Almanac
DBK Errant badge
Red Charm
Rainbow Wing Belt
Calcified Shoulder Pads
Scarab Circlet
Elastic Harness
2x Century Greaves
Sleeping Virus Flower
Bird Bread
Storage:
1x Scell (organ)
2x ELYTRA (consume to gain Sharp for all attacks next showdown. GSK, here we come!)
1 shank bone
1x beast steak
2 large flat tooth
spiral horn
majestic horns
2x Broken Lantern
2x Skull
2x Monster Bone
2x Fresh Acanthus
6x leather
1x lonely fruit
1x Salt
1x iron
2x black lichen
1x cocoon membrane
lonely ant
sword beetle
Survivors of note:
* Survivors from previous settlement *
Zamarias Zamarotte, last remaining from the original original four starting survivors from Deluge and Retreat.
- Entitled material hoarding (Hoarder) Prima Donna with Spiral Ganglia.
- Dealt the killing blow to Gorm in last settlement, and has hunted Gorm and Flower Knight, and is a Butcher survivor of Kalmana Retreat.
- Blinded in one eye.
- Watched a Phoenix pass over the settlement.
- From his hazed memory, he remembered the dire warning from lantern year 6 on lantern year 9: Slenderking is about to arrive. He remembered the horror and gained Spiral Ganglia.
- Has dream-twins with Danalne, Danarias and Zamalne.
- Suffered plague during LY 16.
- Sword specialist with three points in proficiency.
*
*
Kalovim (who suffered plague during LY 16) doomed child of Nasanovim and Kalnetan.
*
Danalne Masvar von Zamarotte of Dormenatus, the first savior of the settlement. Daughter of Cardani and Kalnetan.
- Defended the settlement from The Hand, and received his full blessings.
- Found Broken Lantern from Broken Lantern Hoard during hunt for Level 2 Gorm on Lantern Year 12.
- Honorable from not slaying infant gorm.
- Took part in The Hand's playful little visit during LY 13, and took all attacks towards herself except for Line Up and Soft Chuckle - without getting any hits. This impressed The Hand so much, that she now sports +4 permanent evasion.
- A mushroom implanted something into her during hunt on lantern year 15.
- Hunted level 2 Screaming Antelope on LY 14.
- Haunted by Phantom of Ill Conscience on LY 15.
- Hunted Lion God level 1 on LY 15.
- Slenderman survivor LY 16 and 28. The Watcher survivor.
- Murdered Kalnetan, the second-last survivor of the original four, while being mind-controlled by dying Watcher. Settlement forgave her and she fetched some Iron from the darkness as an apology.
- Has dream-twins with Zamarias, Danarias and Zamalne.
*Kalmana Retreat original survivors*
All of the above have unbroken lineage from the previous settlement, Kalmana Deluge. Below are original people of Kalmana Retreat.
*
Cardani Masvar, the binge-eating former cannibal, reborn.
- Braved the Storm in the very first lantern year, but was blinded as a result. Later on her new body, this eye has healed. But when he saw the truth inside of her skull, she plucked the eye out again.
- Was "blessed" by the Cleaner Birds during hunt for Gorm. Then she encountered Flesh Monolith, and during Unnatural Hunger she was one of the survivors who ate Mesul. Then, back in the settlement, she took what was left of Mesul and showed everyone how beneficial it is to eat corpses, and not disgusting at all.
- Fought off spiderlings during their invasion.
- Came back from the dead with her brain recorded by Sleeping Virus Flower, and then reconfigured an unnamed survivor's brain to match hers.
After coming back from the dead, formed Masvar family with Kalnetan.
- Is training to become unarmed master. One-eyed cannibal with excessive craving for food, martial zen master with Extra Sense and Last Man Standing.
- Hunted Gorm on lantern year 1, 6, 7 and 8, Level 2 Gorm on 12, and Screaming Antelope on lantern year 3 and 10(twice then), level 2 Screaming Antelope on LY 14, Level 3 antelope on LY 18, Flower Knight on year 5, level 3 on ly 26, Phoenix on 11, Lion God on 15 and Dung Beetle Knight l1 on 17 and lv2 on 20, Beast of Sorrow LY 21
- Manhunter survivor on LY 10, LY 16 and LY 22. Slenderman survivor on LY 16, 23, 28.
- Saw Dung Beetle Knight in the distance, and got obsessed with vermin as a consequence.
- Has heard the forbidden word.
- Took part in shadow puppet play.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Surastus the Bone Witch came and fueled Cardani's desire to eat human flesh. Brutally she murdered Nengar, a promising axe-master. Settlement did not approve her skull-eating habits and murdered her before other damage could be done. But this only grows the flowers in her heart.
- After coming back from the dead she has shown far less tendencies to feast on human flesh.
- Defended settlement from The Hand, and her efforts were so valiant that The Hand's thunderous applause nearly killed her - if it wasn't for the intervention of Newarbabolac, she'd have died.
- Remembered the White Secret and got lost the ability to age naturally. Gold Smoke Knight... here we come!
- Investigated Golden Light.
- Caustic bile from slaying level 2 gorm scarred her, giving -1 permanent strength.
- Haunted by Phantom of Ill Conscience on LY 15.
- Has spent a lot of time in Nightmare Training.
- Took part in hunt re-enactment on lantern year 17, playing the part of survivors.
- Entered Barber Surgeon for some trepanning, and after a difficult surgery requiring the help of Enewarbabolacty cured her obsession for vermin.
- Found her calling in the fields of Sweet Battle, when sonorous Shadow Puppet Play awakened her to See the Truth.
- Spelunked to find more caustic dung.
- Has branded hands from Hands of Heat.
- Has experienced melded mind with Stapuranocan, Ouglu and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Dealt the killing blow to The Watcher.
- Placed second in race and debate contest, and first in fight contest on LY 28.
- +4 permanent accuracy, +19 permanent strength, +5 permanent evasion, +2 permanent luck, +1 permanent speed.
- Has children with Kalnetan, and is mother of first savior of the settlement.
- Courage 9 (prepared + sweet battle), Understanding 9 (tinker + ageless)
- Unarmed, Shield and Axe Master.
*
*Lineage of Plants*
Enewarbabolactylohn, a plant-based survivor who breathes new lifetimes into her as the seasons pass. This is probably what also gives her Ghostly Beauty. Her name was originally Warbabo, but continues to grow as she gains new lifetimes.
- Is the daughter of Worba and Warbo, two survivors who were raised from a flower seed.
- Hunter Gorm on LY 6, and slayed a Gorm on LY 7.
- Tried to save Minovas from being beheaded by Hooded Knight on lantern year 10.
- Fought The Hand, and saved Cardani from applause that was so loud it was lethal.
- Saved the settlement from losing all resources on Principle: Conviction.
- Saved Murlu from dying during intimacy on lantern year 13.
- Saved herself from dying to plague on LY 16.
- Saved Cardani from receiving intracranial hemorrhage on LY 17.
- Had Shrine ritual succeed on LY 23.
- Cheered Cardani to #2 place in debate contest on LY 28
- Ensured shrine ritual on LY 29.
*
*Outsiders from the Darkness on lantern year 9*
Murrano Outsu
- Had his own name stuck in his head for the whole lantern year of 14 whenever he tried to communicate.
- Haunted by Phantom of Ill Conscience on LY 15.
- Plague victim on LY 25.
- Hunted and killed level 2 Screaming Antelope during lantern year 14.
- Hunted and killed level 2 Screaming Antelope durin lantern year 24. Has it really been a decade?
- Learned meaning of war from his son, Ouglu.
Ouglu Outsu, delicious and well seasoned hunter with extra sense.
- Hemophobic from failed mining operation, but has since been cured from this affliction.
- Haunted by Phantom of Ill Conscience on LY 15.
- Encountered demented bee on the hunt during LY 17, spelling doom for Doomed Path survivors.
- Has heard the forbidden word
- Drank Crimson Vial to cure his broken hip.
- Was the first to investigate Exhausted Lantern Hoard.
- Has experienced melded mind with Cardani, Stapuranocan and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Hunted level 2 Screaming Antelope during lantern year 14.
- Hunted level 1 Dung Beetle Knight during LY 17 and level 2 on LY 20, 22.
- Hunted level 3 Screaming Antelope during lantern year 18
- Dealt the killing blow to Manhunter on LY 16, and learned the meaning of war as a consequence. He taught the secret to Murrano, Flopura and Stapura. Also dealt the killing blow to Manunter on LY 22 and stole his hat.
- Dealt the killing blow to Slenderman on LY 16.
- Dealt the killing blow to Beast of Sorrow on LY 21
- Dealt the killing blow to Slenderman level 3 on LY 23 and 28.
- Dealt the killing blow to Flower Knight level 3 on LY 26.
- The Watcher survivor.
- Placed first in race and debate contest, and second on fight contest on LY 28.
- +3 permanent movement, +3 permanent accuracy, +11 permanent strength, +3 permanent evasion, +1 permanent luck, +1 permanent speed.
- Courage 8 (stalwart), Understanding 9 (explore, leyline walker)
- Bow master
Anetarias Sagasu
- Hemophobic from failed mining operation.
- Hunted level 3 Screaming Antelope on year 19
- Hunted level 2 Dung Beetle Knight on year 20.
- Hunted the Beast of Sorrow on year 21.
- Has spelunked twice.
- Has heard the forbidden word
- Has encountered the Lorekeeper and her horrifying, ancient secrets.
*
Sairtena Sagasu
- Hunted lvl 2 Screaming Antelope on Lantern Year 24.
- Hunted lvl 3 Flower Knight on Lantern Year 26.
- Has descended to Worm Tunnels
- Has experienced mind melding with Cardani, Stapuranocan and Ouglu.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
*
Stapuranocanss Gnotti, a quixotic and stylish (wardrobe expert), binge-eating outsider with whom Logar switched places when Logar touched a statue he encountered during hunt.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has hunted Screaming Antelope twice on lantern year 10, level3 antelope during ly 18 and Gorm level 2 on Lantern Year 12., Beast of Sorrow LY 21, flower knight level 3 on LY 26
- Survived Manhunter encounter on LY 16 and 22 and Slenderman encounter on LY 16, 23 and 28. Thw Watcher survivor.
- Has heard the forbidden word TWICE, and took part in shadow puppet play, and encountered Lorekeeper as a consequence, whose secrets made Stapura a binge-eater.
- Knows enough secrets and was nominated as the Thundercaller.
- Honorable from not slaying infant gorm.
- Haunted by Phantom of Ill Conscience on LY 15.
- Learned the meaning of war from Ouglu.
- Panicked at the sight of Bug Man during LY 17. This emotionally scarred him so that his mind blocked new memories from forming. He has the Infinite Lives fighting art as a result. And since his mind blocked the source of phobia so effectively, during LY 20 there was no sign of trauma when he hunted level 2 Dung Beetle Knight and stopped a rolling boulder with bare hands and encountered the Bug Man again. And during LY 22, Stapuranoca encountered the Bug Man third time.
- Has experienced mind melding with Cardani, Ouglu and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Cheered Cardani to #2 place in debate contest on LY 28
- +1 permanent movement, +2 permanent accuracy, +7 permanent strength, +2 permanent evasion
- Courage 9 (Matchmaker + sour death), Understanding 8 (Explore + leyline walker)
- Club master
s
Flopura Gnotti
-Is half of a plant.
-2 points of Club proficiency
- Learned the meaning of war from Ouglu.
- Investigated an abandoned Resin Dung Ball during LY 17.
- Spelunked to find more caustic dung.
- Received a phantom friend from the Phantom during LY 18.
- Raised the level of Underground Harvest by 1 on LY 27 and LY 28.
Dead or missing survivors of note:
Nengar, blotted out berserker with a Purpose and the firstborn of the settlement. Vestiphobia.
- First departed on a hunt on lantern year 3 against Screaming Antelope. Year 5 against Flower Knight, and years 6+7 against Gorm. He is also a Butcher survivor.
- Fought off the spiderlings, but got frenzied in the process and killed an unnamed survivor.
- Craving for human flesh in the form of Marrow Hunger.
- Murdered by Cardani. Purpose fulfilled, I suppose.
- +3 permanent strength, +1 permanent speed.
Qyillus, one of the original four from both Deluge and Retreat
Cause of death: Valiantly defended the settlement from spiderlings during Season of the Spiderling, failing in that but perhaps her example encouraged the remaining survivors to try extra hard and achieve victory?
- Has taught the secrets of language twice to different settlements an spoke some reason to the settlement during Endless Screams.
- Considering the above, no surprise she won debate contest during Triathlon of Death, and was third during race contest and lost fight contest. After all, she wasn't that much of a fighter anyway if we read into her Enfeebled disorder.
- Has hunted Gorm, and slain one Gorm and one Screaming Antelope.
- Enfeebled and Megalophobic disorder
- +1 permanent accuracy, +1 permanent strength. 3 courage (matchmaker), 3 understanding (tinker).
Warba and Warbo, the progenitors of plant based survivors in Kalmana Deluge.
Nasanovim Minovas, mourning parent of a child lost she can't clearly remember any more. One of the original four of Retreat.
- Encountered an elderly bee that doomed her and her future children.
- Believes she has a higher purpose, though, and has Quixotic disorder. She has become Tenacious and is Blotted Out.
- Shared the feast of Mesul during Unnatural Hunger, triggering Cannibalize.
- Won the fight contest, and placed second during race contest and third during debate contest in Triathlon of Death.
- Deranged expression. With a history like hers, I'd have one too.
- Forgot her name from first non-violent visit of Slenderking.
- Made a sculpture of her vague memories about the Slenderking, imbuing it with her Extra Sense.
- Killed the Slenderking on lantern year 9.
- Was slain by Hooded Knight on lantern year 9.
- Has two children with Kalnetan.
- Has hunted Gorm thrice and is a LY 4 Butcher and LY 5 Manhunter survivor. She killed LY 8 Gorm.
- +1 permanent accuracy, +2 permanent strength and +2 evasion, courage 7 (matchmaker) and understanding 3 (explore).
- Doomed Path: You may always choose Path of Doomed during Overwhelming Darkness. If you do, gain +1 on your roll. When you are one of the parents during Intimacy, the children will inherit this ability.
*
Logar, the twice widowed apathetic and megalophobic trailblazer. He is also a seasoned hunter without much actual hunt experience.
- Is the first father of the settlement, and has four children - Nengar, Rastgar, Lostus and Suragar with two different mothers, one of whom is dead and another has been banished from the settlement. No wonder he's apathetic.
- Won the race contest, but placed third during fight contest and lost the debate contest during Triathlon of Death. Especially debate result seems thematic - he was the only participant from Kalmana Retreat, others were from the first settlement.
- Is health-conscious after watching four survivors die from Necrotoxic Mistletoe.
- +1 permanent movement, +1 permanent strength, +1 permanent evasion.
- Hunted Gorm on lantern year 2 and is LY 5 Manhunter survivor.
- Turned into statue on lantern year 10 hunt.
*
Cardetan Masvar, the first survivor whose lineage mingled with that of another lineage. He's the son of Cardani and Kalnetan.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has heard the forbidden word.
- Took part in shadow puppet play, twice. Became Ruthless as a result.
- Dealt killing blow to Manhunter on Lantern Year 10.
- Dealt killing blow to Phoenix on lantern year 11.
- Hunted level 2 gorm on Lantern Year 12
- Took part in The Hand's playful little visit during LY 13.
- Honorable from not slaying infant gorm. So he's honorable and ruthless at the same time.
- Nearly got killed while trying to use Nightmare Training on LY 15.
- Died to Lion God on LY 16.
- +2 permanent accuracy, +3 permanent strength, +1 permanent evasion
- 2 courage, 3 understanding (analyze)
- Is training bow with four dots in proficiency.
*
Kalnetan Masvar, mourning parent of a child lost in time and space. One of the original four of Retreat.
- You don't want to anger him. He's Berserker with Burning Ambition and Hyper-Sensitivity. He is Secretive of his dealings in the settlement.
- Shared the feast of Mesul during Unnatural Hunger, triggering Cannibalize.
- Fought spiderlings during Season of the Spiderling, but slayed an unnamed survivor whom he had just saved from beneath a silk nest.
- Placed second in debate contest and fight contest, and was last in race contest during Triathlon of Death.
- Was imprisoned in a pod of dark water between the planes of existence.
- Has two children with Nasanovim.
- Has children with Cardani.
- Apparently can't feel secure being alone, and right after Minovas died, formed a family of Masvar with new and improved Cardani.
- Has heard the forbidden word.
- Took part in shadow puppet play.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has hunted Gorm twice in previous settlement, and Screaming Antelope and Phoenix in the current one.
- Had a secret meeting with the Old Master on LY 25.
- Whipped a level 1 gorm dead.
- Dealt the killing blow to Butcher
- Dealt the killing blow to Manhunter on Deathblow location, with a whip. LY 5.
- Encountered another Manhunter on LY 10, LY 16 and LY 22 - that means, he's been present in every single encounter with the nemesis.
- Dealt critical wound to Slenderman, gaining permanent evasion.
- His eyesight was scarred beyond repair by Bone Witch Surastus.
- Was murdered by Danalne Masvar, the savior of Dormenatus on year 26.
- -3 permanent accuracy , +11 permanent strength, +2 permanent evasion, +1 permanent speed.
- Courage 7 (stalwart), Understanding 7 (tinker)
- Whip Master
*
Surastus, a banished survivor who tinkered with lanterns and got disfigured. Before departing, suppose she was the "old crone" that offered Sleeping Virus Flower for Cardani. She's revisited her settlement, and caused Cardani to murder Nengar. Scarred Kalnetan's eyes.
Then the Watcher awakens in the heart of Kalmana Retreat, a flourishing settlement of survivors in the nightmare world of Kingdom Death.
Cardani, Stapuranocan, Ouglu and Danalne, the savior of Dormenatus, are chosen to become the paragons of Kalmana Retreat in this pivotal fight.
Danalne checked the top four card of hit location, and oh boy. Blackout straight in the opening "hand".
Ouglu starts doing damage right on turn two, as he takes two shots at The Watcher, dealing damage twice. This was a risk, because now I wouldn't be able to prepare for the first AI card.
And wasn't that a mistake. Ougrano, Murlu (Ouglu's parents!) Lonili and Flowerista gave their lives defending their home on turn 1 of the showdown. Lesson learned.
The Watcher was unable to stay in place, and purposefully seemed to stay out of reach of Cardani, or if Cardani was able to take swings at the monster, it had those first strike locations coming that either backed it off three spaces, or towards the furthest table edge altogether.
Moreover, despite needing 8+ or even 10+ to hit the survivors, The Watcher was spewing out some heavy damage.
To get rid of the trap, Cardani triggered it. No problems there. Next survivor turn, however, Blackout started to haunt the deck once more.
At least Cardani started doing some damage, and by turn four the boss monster had taken eight wounds.
To get rid of the trap, Stapuranocan flushes it out. And the next four hit locations? Yep. Blackout.
Okay, then.
With positioning I managed to keep The Watcher mostly attacking Cardani or Stapuranocan. Once it did attack Danalne, whom had enough evasion for The Watcher to only hit on 10+.
Cardani has an impressive turn where she deals four wounds.
With many hit Cardani and Ouglu had many hit locations within severe injury range, so the survivors needed to finish the battle in haste. And next turn Cardani does just that. But as she deflates the empty husk, the dying creature ain't letting go so easily. It is able to hijack Danalne, the savior's mind and...
Lantern Year 26 - MURDER
With transfixed eyes Danalne arrives in front of Kalnetan, the second-last member of the original four survivors of Kalmana Retreat. She strikes him down just as the unnatural spirit leaves her body.
Settlement does not hold Danalne accountable for what she did, and as an apology she scours the darkness to find Iron.
1-2: Lantern Research level 2
3: Stapuranocan's matchmaker - Masneta Masvar and Ranadra Sagasu form a new family, and have siblings Ranneta and Etadra Massu.
4: Ouglu dives into Exhausted Lantern hoard and gains 2x cocoon membrane.
5: Cardani trains at nightmare training, but for naught.
6: Cardani plays some music to gain a little survival.
7: Zamalne becomes a farmer and succeeds to prepare underground farm. Ardanet encases Century Greaves.
8: Shrine ritual is success.
Lantern Year 26 hunt & showdown - Flower Knight level 3
Cardani, Stapuranocan, Ouglu and Sairtena prepare to hunt for a Flower Knight.
First, survivors experience a terrifying mind melding, which is a custom event that let's redistribute disorders (with two extras added to the pool) and fighting arts. Only Cardani exchanged her Binge Eating for Sairtena's Immortal disorder.
Then survivors got lost in their tracks, and eventually Ouglu was possessed by a spirit who calls itself Memory Eater. This forced everyone to lose a fighting art.
Then they follow a bleeding critter that's actually the monster's pet. Flower Knight ambushed survivors right on the spot.
Maybe it's confirmation bias, but I swear that I have outrageously bad luck when it comes to initial Bloom target! It was no other than Ouglu - absolutely the worst pick for me. Luckily he has 5 armor points at each location, and is only tossed back through the razor sharp bulbs at the edge of the flower ring. That went fine, but there was no survival opportunity for Ouglu to use Rawhide Headband. Second monster turn we get a card that Blooms twice. Well isn't that Ouglu again... and Sairtena, the support character with Necromancer's Eye! The second worst armored person in the team. She takes a severe body injury, but fortunately is only knocked down.
Then it's time for Cardani to start shining. Well she shined a little too bright, and Flower Knight took special attention towards her. A reaction gave a basic attack against Kalmana Retreat's champion. Speed 4, hitting on 7+ scores no less than four hits - with one Perfect Strike added in. Suddenly my only hope of beating Gold Smoke Knight is at heavy injury levels. This will not do.
After such a terrifying start things get a little easier. I get Stapuranocan inside the Fairy Ring. He has ten armor points at each location. He has to trigger the trap once, but by then the Cardani has butchered most AI cards away anyway. All that's left is for Ouglu to shoot the killing blow.
Lantern Year 27 - Lights in the Sky
Warbling Bloom is planted, and soon enough Vegtaeg emerges from it.
1-2: Lantern Research level 3
3: Ouglu uses Nightmare Training to gain a point of strength.
4: Settlement smelts scrap for iron.
5: War Room plan.
6: Flopura raises the level of Underground Harvest to two.
7: Cardani gains a point of strength from Nightmare Training.
8: Stapuranocan gains a point of accuracy from Nightmare Training.
9: Shrine ritual is a success.
Year 27 Hunt & Showdown - Screaming Antelope level 3
To get some ingredients for Venison Oco Busco, Cardani, Ouglu, Sairtena and Stapuranocan set out for a hunt. Stapuranocan applied Gloom Cream for it's skin smoothing properties.
Up to Overwhelming Darkness, the hunt phase was excessively bland. Golden Ember was ignored, Sword and the Statue had no use, and a Placid Landscape offered nothing. Overwhelming Darkness had Cardani lose her Fencing fighting art for Leader fighting art.
Sairtena gained an iron at the cost of an pickaxe and encountered dead great game hunter. During Sonorous Rest, Ouglu joins Stapuranocan in the Leyline Walkers. Meh.
The showdown phase didn't last for many turns, but it did show my overconfidence towards level 3 critters, when Stapuranocan with his 8 armor points per hit location was reduced to light wound level from a single attack that hit body three times. The attack had speed 5, but it was hitting only on 7+. And it was an attack from reaction, so he wasn't able to dodge.
Ouglu received a bite attack, which was dealing four points of damage per hit.
But other than those highlights, the majestic antelope went down rather easily. So much so, that survivors wanted some extra challenge back at home.
Lantern Year 28 - Triathlon of Death
Theme for the Triathlon seems to be: old vs young. Cardani, Ouglu, Vegtaeg and Etadra are the participants. Race contest goes easily to Ouglu, who now boasts spd 8. Second place is Cardani, third Etadra and fourth is the newest plant people Vegtaeg, who has his feet brutally mauled.
Debate contest is a tough one. Ouglu wins by a large margin, but Cardani gets to second place only after both Enewarbabolactylo and Stapuranocan use their re-rolls to cheer her up. Third place is then Etadra, fourth Vegtaeg, who becomes apathetic. This triathlon hasn't gone too well for him.
Fight contest brings the sixth and probably the last weapon mastery to settlement - Shield, by Cardani. Second place is for Ouglu, third for Vegtaeg and Etadra has her arm severed off.
Settlement develops another bone pickaxe. Love Juice extends the Massu family with Drata Massu.
1 Stapuranocans
2 Enewarbabolactyloh
3 Flopura increases the level of Underground Harvest by 1
4 A herb is cured into a hide via Pottery
5 Settlement makes some leather
6 Settlement oxidizes an Oxidized Beacon Shield
7 Cardani learns Rhythm Chaser
8 Stapuranocans trains a point of strength from Nightmare Training.
9 Shrine ritual is a success
Lantern Year 28 showdown - Slenderman level 3
Ouglu, Stapuranocans, Cardani and Danalne attempt to thwart the last appearance of the unseen horror.
The fight was threatening even for this overpowered bunch of survivors. I don't like this trend where monsters start getting 80% of their attacks hit home despite needing 7+ to hit. This trend is especially worrisome on monsters that inflict 5-6 damage per attack!
Stapuranocans had eleven points of armor per location. And then he got three hits in from a damage 4 attack - and all three were body location. Light injury level.
And to make matters worse, he had started accumulating insanity, which is bad in this particular fight. Then came this card that inflicted damage equal to each survivor's insanity. Obviously it landed on body for Stapuranocans. Gaping chest wound. Eh. Could've been worse, but still, the fight had got a serious tone.
Trap had to be triggered twice, which further put a dent on Stapuranocan's armor.
Fortunately Slenderking did not play that much of a "can't catch me" and mostly stayed in the center of the board. Duration AI card was in rotation, which was merciful, too.
And eventually Cardani and Ouglu had whittled AI deck down to one card remaining.
Cardani scores two hits, so it's... not gone. Axe re-roll came out as "1". Ouglu stole the killing shot once again. Well, nonetheless it was time to rejoice.
And throughout Kalmana Retreat sticky confetti starts raining from the sky, making a mess - both of the settlement and my plans.
I suppose I can't complain too much, since Ouglu had found Nightmare Tick from Slenderking's Bug Spot. More delicious venison for Cardani!
Lantern Year 29 - Silk Storm
1 Ouglu learns Rhythm Chaser
2 Cooking for Venison Oco Busco.
3 Binge eating cured from Stapuranocans via Bloodletting.
4 Stapuranocanss
5 (unused - decide after Lonely Tree)
6 (unused - decide after Lonely Tree)
7 (unused - decide after Lonely Tree)
8 Shrine ritual is a success
9 Enewarbabolactylohn
Next? Loss of a grid space is quite of an annoyance, but at least it didn't come up the following year. But I think the Kalmana survivors are strong enough to take down level 3 Lonely Tree before hunting just for something. I feel I'm ready already for the Gold Smoke Knight.
Most likely epilogue next.
Kalmana Retreat
Population 32
Without sheet: Zamalne Zamarotte on LY 14, Ardanet Sagasu, Vararda and Masneta Massu (Masvar) born on LY 16. Ranadra Massu (Sagasu), born on LY 21.
LY 22: Alnerias and Danzama Zamarotte, plus Kalgar and Netani Masvar. On LY 23 Ristapurac, Flonoca, and Werinoca Gnotti, Anorlu Outsu on LY 25
Without +1 strength from watcher:
Ranneta Massu on LY 26
Etadra Massu on LY 26.
#3 on move race, #3 on Debate contest, #4 on fight contest (severed hand injury)
Vegtaeg on LY 27.
#4 on move race
#4 on debate contest (Apathetic) after 2 re-rolls
#3 on fight contest
Drata Massu on LY 28, +1 strength from intimacy.
Settlement Locations:
Skinnery
Organ Grinder
Bone Smith
Gormchymist
Gormery
Leather Worker
Weapon Crafter
Plumery
Barber Surgeon
Blacksmith
Wet Resin Crafter
Innovations:
Lantern year 0: Language,
Lantern year 1: Symposium + Nigredo,
Lantern Year 2: Ammonia + Inner Lantern,
Lantern year 3: Paint
Lantern year 4: Storytelling
Lantern year 5: Lantern Oven + Bloodletting
Lantern year 6: Sculpture
Lantern Year 7: Hovel
Lantern Year 8:
Lantern Year 9: Family
Lantern Year 10: Dark Water Research, Clan of Death, Whip Mastery, Unarmed Mastery
Lantern Year 11: Shrine
Lantern Year 12: Song of the Brave
Lantern Year 13: Nightmare Training + Scrap Smelting
Lantern Year 14: Pottery
Lantern Year 15: Arena
Lantern Year 16: Sacrifice,
Lantern Year 17: Cooking, Subterranean Agriculture
Lantern Year 18: Saga, Club Mastery
Lantern Year 19: Pictograph, Axe Mastery
Lantern Year 20: Settlement Watch, Dark Water Research level 2
Lantern Year 21: Momento Mori, Bow Mastery
Lantern Year 22: Shadow Dancing
Lantern Year 23: Bed
Lantern Year 24: Citrinitas
Lantern Year 25: Petal Spiral
Lantern Year 26: Lantern Research level 2
Lantern Year 27: Lantern Research level 3
Lantern Year 28: Shield Mastery
Lantern Year 29 -
Sculpture: Extra Sense
Gear:
1x founding stone
1x cloth
2x stone nose
3x monster grease
2x bone blade
1x luck charm
1x gaxe
1x Knuckle Shield
1x Wisdom potion
1x Power Potion
1x monster tooth necklace
Full rawhide armor
1x Rawhide Boots
1x Rawhide Whip
1x hunter whip
2x bandages
1x whistling mace
Vespertine Bow
Skull Helm
Full Gorment suit
Full Leather suit
Leather Shield
Beacon Shield
Oxidized Beacon Shield
Reverberating Lantern
Flower Knight Badge
2x fecal salve
Bone Sickle
Bone Pickaxe
4x dried acanthus
Scavenger's Kit
First Aid Kit
Hours Ring
Necromancer's Eye
Hunter's Heart
Tool Belt
Deathpact
Manhunter's Hat
Gloom Cream
2x regenerating blade
Screaming coat, waist and legs
Almanac
DBK Errant badge
Red Charm
Rainbow Wing Belt
Calcified Shoulder Pads
Scarab Circlet
Elastic Harness
2x Century Greaves
Sleeping Virus Flower
Bird Bread
Storage:
1x Scell (organ)
2x ELYTRA (consume to gain Sharp for all attacks next showdown. GSK, here we come!)
1 shank bone
1x beast steak
2 large flat tooth
spiral horn
majestic horns
2x Broken Lantern
2x Skull
2x Monster Bone
2x Fresh Acanthus
6x leather
1x lonely fruit
1x Salt
1x iron
2x black lichen
1x cocoon membrane
lonely ant
sword beetle
Survivors of note:
* Survivors from previous settlement *
Zamarias Zamarotte, last remaining from the original original four starting survivors from Deluge and Retreat.
- Entitled material hoarding (Hoarder) Prima Donna with Spiral Ganglia.
- Dealt the killing blow to Gorm in last settlement, and has hunted Gorm and Flower Knight, and is a Butcher survivor of Kalmana Retreat.
- Blinded in one eye.
- Watched a Phoenix pass over the settlement.
- From his hazed memory, he remembered the dire warning from lantern year 6 on lantern year 9: Slenderking is about to arrive. He remembered the horror and gained Spiral Ganglia.
- Has dream-twins with Danalne, Danarias and Zamalne.
- Suffered plague during LY 16.
- Sword specialist with three points in proficiency.
*
*
Kalovim (who suffered plague during LY 16) doomed child of Nasanovim and Kalnetan.
*
Danalne Masvar von Zamarotte of Dormenatus, the first savior of the settlement. Daughter of Cardani and Kalnetan.
- Defended the settlement from The Hand, and received his full blessings.
- Found Broken Lantern from Broken Lantern Hoard during hunt for Level 2 Gorm on Lantern Year 12.
- Honorable from not slaying infant gorm.
- Took part in The Hand's playful little visit during LY 13, and took all attacks towards herself except for Line Up and Soft Chuckle - without getting any hits. This impressed The Hand so much, that she now sports +4 permanent evasion.
- A mushroom implanted something into her during hunt on lantern year 15.
- Hunted level 2 Screaming Antelope on LY 14.
- Haunted by Phantom of Ill Conscience on LY 15.
- Hunted Lion God level 1 on LY 15.
- Slenderman survivor LY 16 and 28. The Watcher survivor.
- Murdered Kalnetan, the second-last survivor of the original four, while being mind-controlled by dying Watcher. Settlement forgave her and she fetched some Iron from the darkness as an apology.
- Has dream-twins with Zamarias, Danarias and Zamalne.
*Kalmana Retreat original survivors*
All of the above have unbroken lineage from the previous settlement, Kalmana Deluge. Below are original people of Kalmana Retreat.
*
Cardani Masvar, the binge-eating former cannibal, reborn.
- Braved the Storm in the very first lantern year, but was blinded as a result. Later on her new body, this eye has healed. But when he saw the truth inside of her skull, she plucked the eye out again.
- Was "blessed" by the Cleaner Birds during hunt for Gorm. Then she encountered Flesh Monolith, and during Unnatural Hunger she was one of the survivors who ate Mesul. Then, back in the settlement, she took what was left of Mesul and showed everyone how beneficial it is to eat corpses, and not disgusting at all.
- Fought off spiderlings during their invasion.
- Came back from the dead with her brain recorded by Sleeping Virus Flower, and then reconfigured an unnamed survivor's brain to match hers.
After coming back from the dead, formed Masvar family with Kalnetan.
- Is training to become unarmed master. One-eyed cannibal with excessive craving for food, martial zen master with Extra Sense and Last Man Standing.
- Hunted Gorm on lantern year 1, 6, 7 and 8, Level 2 Gorm on 12, and Screaming Antelope on lantern year 3 and 10(twice then), level 2 Screaming Antelope on LY 14, Level 3 antelope on LY 18, Flower Knight on year 5, level 3 on ly 26, Phoenix on 11, Lion God on 15 and Dung Beetle Knight l1 on 17 and lv2 on 20, Beast of Sorrow LY 21
- Manhunter survivor on LY 10, LY 16 and LY 22. Slenderman survivor on LY 16, 23, 28.
- Saw Dung Beetle Knight in the distance, and got obsessed with vermin as a consequence.
- Has heard the forbidden word.
- Took part in shadow puppet play.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Surastus the Bone Witch came and fueled Cardani's desire to eat human flesh. Brutally she murdered Nengar, a promising axe-master. Settlement did not approve her skull-eating habits and murdered her before other damage could be done. But this only grows the flowers in her heart.
- After coming back from the dead she has shown far less tendencies to feast on human flesh.
- Defended settlement from The Hand, and her efforts were so valiant that The Hand's thunderous applause nearly killed her - if it wasn't for the intervention of Newarbabolac, she'd have died.
- Remembered the White Secret and got lost the ability to age naturally. Gold Smoke Knight... here we come!
- Investigated Golden Light.
- Caustic bile from slaying level 2 gorm scarred her, giving -1 permanent strength.
- Haunted by Phantom of Ill Conscience on LY 15.
- Has spent a lot of time in Nightmare Training.
- Took part in hunt re-enactment on lantern year 17, playing the part of survivors.
- Entered Barber Surgeon for some trepanning, and after a difficult surgery requiring the help of Enewarbabolacty cured her obsession for vermin.
- Found her calling in the fields of Sweet Battle, when sonorous Shadow Puppet Play awakened her to See the Truth.
- Spelunked to find more caustic dung.
- Has branded hands from Hands of Heat.
- Has experienced melded mind with Stapuranocan, Ouglu and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Dealt the killing blow to The Watcher.
- Placed second in race and debate contest, and first in fight contest on LY 28.
- +4 permanent accuracy, +19 permanent strength, +5 permanent evasion, +2 permanent luck, +1 permanent speed.
- Has children with Kalnetan, and is mother of first savior of the settlement.
- Courage 9 (prepared + sweet battle), Understanding 9 (tinker + ageless)
- Unarmed, Shield and Axe Master.
*
*Lineage of Plants*
Enewarbabolactylohn, a plant-based survivor who breathes new lifetimes into her as the seasons pass. This is probably what also gives her Ghostly Beauty. Her name was originally Warbabo, but continues to grow as she gains new lifetimes.
- Is the daughter of Worba and Warbo, two survivors who were raised from a flower seed.
- Hunter Gorm on LY 6, and slayed a Gorm on LY 7.
- Tried to save Minovas from being beheaded by Hooded Knight on lantern year 10.
- Fought The Hand, and saved Cardani from applause that was so loud it was lethal.
- Saved the settlement from losing all resources on Principle: Conviction.
- Saved Murlu from dying during intimacy on lantern year 13.
- Saved herself from dying to plague on LY 16.
- Saved Cardani from receiving intracranial hemorrhage on LY 17.
- Had Shrine ritual succeed on LY 23.
- Cheered Cardani to #2 place in debate contest on LY 28
- Ensured shrine ritual on LY 29.
*
*Outsiders from the Darkness on lantern year 9*
Murrano Outsu
- Had his own name stuck in his head for the whole lantern year of 14 whenever he tried to communicate.
- Haunted by Phantom of Ill Conscience on LY 15.
- Plague victim on LY 25.
- Hunted and killed level 2 Screaming Antelope during lantern year 14.
- Hunted and killed level 2 Screaming Antelope durin lantern year 24. Has it really been a decade?
- Learned meaning of war from his son, Ouglu.
Ouglu Outsu, delicious and well seasoned hunter with extra sense.
- Hemophobic from failed mining operation, but has since been cured from this affliction.
- Haunted by Phantom of Ill Conscience on LY 15.
- Encountered demented bee on the hunt during LY 17, spelling doom for Doomed Path survivors.
- Has heard the forbidden word
- Drank Crimson Vial to cure his broken hip.
- Was the first to investigate Exhausted Lantern Hoard.
- Has experienced melded mind with Cardani, Stapuranocan and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Hunted level 2 Screaming Antelope during lantern year 14.
- Hunted level 1 Dung Beetle Knight during LY 17 and level 2 on LY 20, 22.
- Hunted level 3 Screaming Antelope during lantern year 18
- Dealt the killing blow to Manhunter on LY 16, and learned the meaning of war as a consequence. He taught the secret to Murrano, Flopura and Stapura. Also dealt the killing blow to Manunter on LY 22 and stole his hat.
- Dealt the killing blow to Slenderman on LY 16.
- Dealt the killing blow to Beast of Sorrow on LY 21
- Dealt the killing blow to Slenderman level 3 on LY 23 and 28.
- Dealt the killing blow to Flower Knight level 3 on LY 26.
- The Watcher survivor.
- Placed first in race and debate contest, and second on fight contest on LY 28.
- +3 permanent movement, +3 permanent accuracy, +11 permanent strength, +3 permanent evasion, +1 permanent luck, +1 permanent speed.
- Courage 8 (stalwart), Understanding 9 (explore, leyline walker)
- Bow master
Anetarias Sagasu
- Hemophobic from failed mining operation.
- Hunted level 3 Screaming Antelope on year 19
- Hunted level 2 Dung Beetle Knight on year 20.
- Hunted the Beast of Sorrow on year 21.
- Has spelunked twice.
- Has heard the forbidden word
- Has encountered the Lorekeeper and her horrifying, ancient secrets.
*
Sairtena Sagasu
- Hunted lvl 2 Screaming Antelope on Lantern Year 24.
- Hunted lvl 3 Flower Knight on Lantern Year 26.
- Has descended to Worm Tunnels
- Has experienced mind melding with Cardani, Stapuranocan and Ouglu.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
*
Stapuranocanss Gnotti, a quixotic and stylish (wardrobe expert), binge-eating outsider with whom Logar switched places when Logar touched a statue he encountered during hunt.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has hunted Screaming Antelope twice on lantern year 10, level3 antelope during ly 18 and Gorm level 2 on Lantern Year 12., Beast of Sorrow LY 21, flower knight level 3 on LY 26
- Survived Manhunter encounter on LY 16 and 22 and Slenderman encounter on LY 16, 23 and 28. Thw Watcher survivor.
- Has heard the forbidden word TWICE, and took part in shadow puppet play, and encountered Lorekeeper as a consequence, whose secrets made Stapura a binge-eater.
- Knows enough secrets and was nominated as the Thundercaller.
- Honorable from not slaying infant gorm.
- Haunted by Phantom of Ill Conscience on LY 15.
- Learned the meaning of war from Ouglu.
- Panicked at the sight of Bug Man during LY 17. This emotionally scarred him so that his mind blocked new memories from forming. He has the Infinite Lives fighting art as a result. And since his mind blocked the source of phobia so effectively, during LY 20 there was no sign of trauma when he hunted level 2 Dung Beetle Knight and stopped a rolling boulder with bare hands and encountered the Bug Man again. And during LY 22, Stapuranoca encountered the Bug Man third time.
- Has experienced mind melding with Cardani, Ouglu and Sairtena.
- Has encountered the Memory Eater almost right after mind melding. Maybe it was a preliminary attack by this hostile spirit?
- Cheered Cardani to #2 place in debate contest on LY 28
- +1 permanent movement, +2 permanent accuracy, +7 permanent strength, +2 permanent evasion
- Courage 9 (Matchmaker + sour death), Understanding 8 (Explore + leyline walker)
- Club master
s
Flopura Gnotti
-Is half of a plant.
-2 points of Club proficiency
- Learned the meaning of war from Ouglu.
- Investigated an abandoned Resin Dung Ball during LY 17.
- Spelunked to find more caustic dung.
- Received a phantom friend from the Phantom during LY 18.
- Raised the level of Underground Harvest by 1 on LY 27 and LY 28.
Dead or missing survivors of note:
Nengar, blotted out berserker with a Purpose and the firstborn of the settlement. Vestiphobia.
- First departed on a hunt on lantern year 3 against Screaming Antelope. Year 5 against Flower Knight, and years 6+7 against Gorm. He is also a Butcher survivor.
- Fought off the spiderlings, but got frenzied in the process and killed an unnamed survivor.
- Craving for human flesh in the form of Marrow Hunger.
- Murdered by Cardani. Purpose fulfilled, I suppose.
- +3 permanent strength, +1 permanent speed.
Qyillus, one of the original four from both Deluge and Retreat
Cause of death: Valiantly defended the settlement from spiderlings during Season of the Spiderling, failing in that but perhaps her example encouraged the remaining survivors to try extra hard and achieve victory?
- Has taught the secrets of language twice to different settlements an spoke some reason to the settlement during Endless Screams.
- Considering the above, no surprise she won debate contest during Triathlon of Death, and was third during race contest and lost fight contest. After all, she wasn't that much of a fighter anyway if we read into her Enfeebled disorder.
- Has hunted Gorm, and slain one Gorm and one Screaming Antelope.
- Enfeebled and Megalophobic disorder
- +1 permanent accuracy, +1 permanent strength. 3 courage (matchmaker), 3 understanding (tinker).
Warba and Warbo, the progenitors of plant based survivors in Kalmana Deluge.
Nasanovim Minovas, mourning parent of a child lost she can't clearly remember any more. One of the original four of Retreat.
- Encountered an elderly bee that doomed her and her future children.
- Believes she has a higher purpose, though, and has Quixotic disorder. She has become Tenacious and is Blotted Out.
- Shared the feast of Mesul during Unnatural Hunger, triggering Cannibalize.
- Won the fight contest, and placed second during race contest and third during debate contest in Triathlon of Death.
- Deranged expression. With a history like hers, I'd have one too.
- Forgot her name from first non-violent visit of Slenderking.
- Made a sculpture of her vague memories about the Slenderking, imbuing it with her Extra Sense.
- Killed the Slenderking on lantern year 9.
- Was slain by Hooded Knight on lantern year 9.
- Has two children with Kalnetan.
- Has hunted Gorm thrice and is a LY 4 Butcher and LY 5 Manhunter survivor. She killed LY 8 Gorm.
- +1 permanent accuracy, +2 permanent strength and +2 evasion, courage 7 (matchmaker) and understanding 3 (explore).
- Doomed Path: You may always choose Path of Doomed during Overwhelming Darkness. If you do, gain +1 on your roll. When you are one of the parents during Intimacy, the children will inherit this ability.
*
Logar, the twice widowed apathetic and megalophobic trailblazer. He is also a seasoned hunter without much actual hunt experience.
- Is the first father of the settlement, and has four children - Nengar, Rastgar, Lostus and Suragar with two different mothers, one of whom is dead and another has been banished from the settlement. No wonder he's apathetic.
- Won the race contest, but placed third during fight contest and lost the debate contest during Triathlon of Death. Especially debate result seems thematic - he was the only participant from Kalmana Retreat, others were from the first settlement.
- Is health-conscious after watching four survivors die from Necrotoxic Mistletoe.
- +1 permanent movement, +1 permanent strength, +1 permanent evasion.
- Hunted Gorm on lantern year 2 and is LY 5 Manhunter survivor.
- Turned into statue on lantern year 10 hunt.
*
Cardetan Masvar, the first survivor whose lineage mingled with that of another lineage. He's the son of Cardani and Kalnetan.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has heard the forbidden word.
- Took part in shadow puppet play, twice. Became Ruthless as a result.
- Dealt killing blow to Manhunter on Lantern Year 10.
- Dealt killing blow to Phoenix on lantern year 11.
- Hunted level 2 gorm on Lantern Year 12
- Took part in The Hand's playful little visit during LY 13.
- Honorable from not slaying infant gorm. So he's honorable and ruthless at the same time.
- Nearly got killed while trying to use Nightmare Training on LY 15.
- Died to Lion God on LY 16.
- +2 permanent accuracy, +3 permanent strength, +1 permanent evasion
- 2 courage, 3 understanding (analyze)
- Is training bow with four dots in proficiency.
*
Kalnetan Masvar, mourning parent of a child lost in time and space. One of the original four of Retreat.
- You don't want to anger him. He's Berserker with Burning Ambition and Hyper-Sensitivity. He is Secretive of his dealings in the settlement.
- Shared the feast of Mesul during Unnatural Hunger, triggering Cannibalize.
- Fought spiderlings during Season of the Spiderling, but slayed an unnamed survivor whom he had just saved from beneath a silk nest.
- Placed second in debate contest and fight contest, and was last in race contest during Triathlon of Death.
- Was imprisoned in a pod of dark water between the planes of existence.
- Has two children with Nasanovim.
- Has children with Cardani.
- Apparently can't feel secure being alone, and right after Minovas died, formed a family of Masvar with new and improved Cardani.
- Has heard the forbidden word.
- Took part in shadow puppet play.
- Took part in dreaming the hunt for Screaming Antelope in vivid detail.
- Has hunted Gorm twice in previous settlement, and Screaming Antelope and Phoenix in the current one.
- Had a secret meeting with the Old Master on LY 25.
- Whipped a level 1 gorm dead.
- Dealt the killing blow to Butcher
- Dealt the killing blow to Manhunter on Deathblow location, with a whip. LY 5.
- Encountered another Manhunter on LY 10, LY 16 and LY 22 - that means, he's been present in every single encounter with the nemesis.
- Dealt critical wound to Slenderman, gaining permanent evasion.
- His eyesight was scarred beyond repair by Bone Witch Surastus.
- Was murdered by Danalne Masvar, the savior of Dormenatus on year 26.
- -3 permanent accuracy , +11 permanent strength, +2 permanent evasion, +1 permanent speed.
- Courage 7 (stalwart), Understanding 7 (tinker)
- Whip Master
*
Surastus, a banished survivor who tinkered with lanterns and got disfigured. Before departing, suppose she was the "old crone" that offered Sleeping Virus Flower for Cardani. She's revisited her settlement, and caused Cardani to murder Nengar. Scarred Kalnetan's eyes.
Monday, July 13, 2020
Brawling Woldwrath & Kraken
Had a 75 point game of Warmachine.
My list:
Master Necrotech Mortenebra [+24]
- Desecrator [14]
- Kraken [35]
- Malice [15]
Bloat Thrall [4]
Machine Wraith [2]
Misery Cage [2]
Necrotech [2]
Scrap Thrall (3) [2]
Soul Trapper [1]
Soul Trapper [1]
Bane Warriors (max) [16]
- Bane Warrior Officer & Standard [5]
Opposing list:
Baldur the Stonecleaver [+31]
- Gnarlhorn Satyr [12]
- Pureblood Warpwolf [17]
- Woldwrath [37]
Gallows Grove [2]
Gatorman Posse (max) [16]
Shifting Stones [3]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [4]
Scenario was Annihilation from main rulebook. The starting roll suggested a tough game - we rolled the same number four times in a row.
Opponent deployed his warbeasts in the far corner of the board - as far away from Bane Warriors as possible. Wise choice.
To open up the game somehow, Kraken shot down a tree with its big cannon and triggered Overrun, which enabled Malice to drag in Pureblood Warpwolf. The beast didn't die to Malice just yet - Desecrator had to take a lucky hit at it to score the kill.
But then Woldwrath beats Malice into scraps, and Baldur uses his feat.
I do everything in my power to destroy the gargantuan - even used Mortenebra's feat for it. Which, hilariously enough, didn't improve even a single roll, but made a couple of them worse. A feat well placed. Dark Shroud and Stone Skin canceled out each other. Desecrator's shot, Bloat Thrall and Kraken were pretty much the only models I did get into the fight.
In the end, I'd estimate the Woldwrath lost only about 75% of its health. This did not bode well for the well-being of Kraken.
Which - much to my surprise - opponent did not demolish. It was left standing with about five hit boxes. Unfortunately, I had had to use Bane Warriors as a meat-shield against the medium based infantry. They did pick some of them out here and there, but the cloud effect in the middle of the board blocked LoS annoyingly.
Kraken made short work out of Woldwrath, and I regret not casting Overrun on it - I could've charged Gnarlhorn Satyr with Desecrator if I did. But now as it happened, Gnarlhorn with Stone Skin dismantled Kraken.
Desecrator charged Gnarlhorn that had already been injured prior to engagement. I considered it plausible to kill the goat and overrun to kill at least one Skinwalker, but no. Not with those dice. Desecrator did score critical shred, sure, but when damage rolls were among double ones and twos. Circle would have had far tougher time in getting the warjack down, and maybe I would've had a few Bane Warriors more.
We did not play the Circle 6th turn, as it was apparent that I already had less points scored.
My list:
Master Necrotech Mortenebra [+24]
- Desecrator [14]
- Kraken [35]
- Malice [15]
Bloat Thrall [4]
Machine Wraith [2]
Misery Cage [2]
Necrotech [2]
Scrap Thrall (3) [2]
Soul Trapper [1]
Soul Trapper [1]
Bane Warriors (max) [16]
- Bane Warrior Officer & Standard [5]
Opposing list:
Baldur the Stonecleaver [+31]
- Gnarlhorn Satyr [12]
- Pureblood Warpwolf [17]
- Woldwrath [37]
Gallows Grove [2]
Gatorman Posse (max) [16]
Shifting Stones [3]
Warpborn Skinwalkers (max) [15]
- Warpborn Skinwalker Alpha [4]
Scenario was Annihilation from main rulebook. The starting roll suggested a tough game - we rolled the same number four times in a row.
Opponent deployed his warbeasts in the far corner of the board - as far away from Bane Warriors as possible. Wise choice.
To open up the game somehow, Kraken shot down a tree with its big cannon and triggered Overrun, which enabled Malice to drag in Pureblood Warpwolf. The beast didn't die to Malice just yet - Desecrator had to take a lucky hit at it to score the kill.
But then Woldwrath beats Malice into scraps, and Baldur uses his feat.
I do everything in my power to destroy the gargantuan - even used Mortenebra's feat for it. Which, hilariously enough, didn't improve even a single roll, but made a couple of them worse. A feat well placed. Dark Shroud and Stone Skin canceled out each other. Desecrator's shot, Bloat Thrall and Kraken were pretty much the only models I did get into the fight.
In the end, I'd estimate the Woldwrath lost only about 75% of its health. This did not bode well for the well-being of Kraken.
Which - much to my surprise - opponent did not demolish. It was left standing with about five hit boxes. Unfortunately, I had had to use Bane Warriors as a meat-shield against the medium based infantry. They did pick some of them out here and there, but the cloud effect in the middle of the board blocked LoS annoyingly.
Kraken made short work out of Woldwrath, and I regret not casting Overrun on it - I could've charged Gnarlhorn Satyr with Desecrator if I did. But now as it happened, Gnarlhorn with Stone Skin dismantled Kraken.
Desecrator charged Gnarlhorn that had already been injured prior to engagement. I considered it plausible to kill the goat and overrun to kill at least one Skinwalker, but no. Not with those dice. Desecrator did score critical shred, sure, but when damage rolls were among double ones and twos. Circle would have had far tougher time in getting the warjack down, and maybe I would've had a few Bane Warriors more.
We did not play the Circle 6th turn, as it was apparent that I already had less points scored.
Friday, July 10, 2020
Spidicules
Hooray.
I took a long pause in getting things painted, but the brush is slowly warming up again. I had this particular Kingdom Death model nearly finished for, what, two months or so, but just couldn't bring myself to have the finishing touches done. But the spider is now complete.
All in all, my Kingdom Death collection appears to be coming together. Last year the amount of unfinished, gigantic monsters was daunting. But after this I only need Gigalion, Lion God, Dung Beetle Knight and Gold Smoke Knight to get some paint on. Should be doable.
I took a long pause in getting things painted, but the brush is slowly warming up again. I had this particular Kingdom Death model nearly finished for, what, two months or so, but just couldn't bring myself to have the finishing touches done. But the spider is now complete.
All in all, my Kingdom Death collection appears to be coming together. Last year the amount of unfinished, gigantic monsters was daunting. But after this I only need Gigalion, Lion God, Dung Beetle Knight and Gold Smoke Knight to get some paint on. Should be doable.
Saturday, July 4, 2020
Combo Breaker
Had a 50ss game of Malifaux.
My list was:
Molly & Necrotic Construct
Philip & Nanny + Grave Spirit Touch (Claim Jump)
Mortimer
Rogue Necromancy
2x Crooligans
Dead Doxy
Dead Dandy
Pool: 2
Schemes: Claim Jump, Spread Them Out
Opponent had:
Asami Tanaka & Amanjaku
Ama No Zako
Minako Rei (Claim Jump)
Shadow Emissary
Yokai
Obsidian Oni
Pool: 5
Schemes: Claim Jump, Hidden Martyrs
Strategy was Symbols of Authority.
Turn 1:
As Ama No Zako started speeding towards my nice line of strategy markers, I considered it my best option to reposition the Rogue Necromancy quickly to catch the flying oni.
Minako Rei did a Katashiro, who was able to charge Philip and the Nanny, scraping in some damage.
My two Crooligans were attempting to do secure Spread Them Out, as well as hopefully get to enemy strategy markers that were behind the black box.
I misplayed Molly's rule - I re-activated Dead Dandy, who would be gravely insulted if someone was to call him by the keyword Forgotten!
Turn 2:
Philip & Nanny get a bit scared of Shadow Emissary, and backs off. Emissary isn't afraid of Philip & Nanny, but still back off to block the enemy strategy markers being overrun by children.
Ama No Zako continued its race towards victory and bargained to remove my strategy marker. Ambushing Rogue Necromancy beat it down to two hit points remaining and with poison +1. To get that last point in, one of the Crooligans teleported to melee and tried to throw debris at the enemy. It failed twice to even get through Terrifying. Well. At least next turn dispatching Ama would be no problem. Right?
Molly asks endless questions from the Yokai, and succeeds in dropping a scheme marker next to it. Which it takes away immediately with Interact. Didn't remember that it was so easy to remove the markers. So I didn't score anything on second turn, and opponent got one from strategy.
Turn 3:
It was a jaw-dropping turn. Ama No Zako has one hit point left and is within the LoS to Molly, so taking multiple identical actions would kill it. Rogue Necromancy was uninjured, Terrifying (11), Hard to Wound, Hard to Kill, and had a healthy stack of five poison counters.Just how on Earth did I lose Rogue Necromancy to Ama No Zako?!
Here's how. Either opponent bought the proper suit to Ama No Zako's healing trigger or it accidentally came up and dealt moderate damage, healing itself back to four health with bought trigger. Then it takes a second swing, and during damage flip, a wild Red Joker appears, bringing Rogue Necromancy down to one hit point. Then it makes dark bargain and attacks a third time, removing my only hard hitting model from board. Absurd. Perhaps there was a reason the Crooligan was so afraid last turn - it saw this coming.
But it doesn't end there.
Yokai moves about 20" without making even a single move action and trashes a second strategy marker from me. Damn those monkeys! They're at it again, messing up my yard.
An obsidian oni comes to tie up Molly, Dead Doxy and Mortimer in melee and having the burning ground thing on. Molly disengages and gets to a total of three burning tokens.
Philip & Nanny take a flight from the thick of action, and a Crooligan teleports to them. I aim to get to the last strategy markers that are now mostly undefended. Sure there's a dragon nearby, but hey. I got baby carts.
At least Dead Dandy takes one enemy strategy marker away, and I get enough schemes on board to get Spread Them Out.
Necrotic Machine manages to kill Yokai. I reveal Spread Them Out, and opponent reveals Hidden Martyrs. Aw heck. I'm still behind in points with 2-3.
Turn 4:
Crooligan snatches enemy strategy marker from behind the black box. Ama No Zako takes it's second strategy marker.
There's an absurd brawl in the middle, where Mortimer assists Dead Doxy in putting out the flames on her, and getting burning +2 because of it, and then Dead Doxy assists Mortimer twice to do the same. Minako Rei reveals her Claim Jump, which was a harsh blow for my game. We went to 3-5.
Turn 5:
We didn't play the last round completely when it became apparent that even mathematically I could not get a draw. I could have realistically gained two points, and with luck Mortimer might have dealt enough damage to Minako Rei to make her ineligible for Claim Jump, but there was no way for me to block either Ama No Zako or some Asami hair-things from taking the last strategy marker.
It was fun and exciting game again even if my record of gaining the upper hand at the last possible moment is now broken.
My list was:
Molly & Necrotic Construct
Philip & Nanny + Grave Spirit Touch (Claim Jump)
Mortimer
Rogue Necromancy
2x Crooligans
Dead Doxy
Dead Dandy
Pool: 2
Schemes: Claim Jump, Spread Them Out
Opponent had:
Asami Tanaka & Amanjaku
Ama No Zako
Minako Rei (Claim Jump)
Shadow Emissary
Yokai
Obsidian Oni
Pool: 5
Schemes: Claim Jump, Hidden Martyrs
Strategy was Symbols of Authority.
Turn 1:
As Ama No Zako started speeding towards my nice line of strategy markers, I considered it my best option to reposition the Rogue Necromancy quickly to catch the flying oni.
Minako Rei did a Katashiro, who was able to charge Philip and the Nanny, scraping in some damage.
My two Crooligans were attempting to do secure Spread Them Out, as well as hopefully get to enemy strategy markers that were behind the black box.
I misplayed Molly's rule - I re-activated Dead Dandy, who would be gravely insulted if someone was to call him by the keyword Forgotten!
Turn 2:
Philip & Nanny get a bit scared of Shadow Emissary, and backs off. Emissary isn't afraid of Philip & Nanny, but still back off to block the enemy strategy markers being overrun by children.
Ama No Zako continued its race towards victory and bargained to remove my strategy marker. Ambushing Rogue Necromancy beat it down to two hit points remaining and with poison +1. To get that last point in, one of the Crooligans teleported to melee and tried to throw debris at the enemy. It failed twice to even get through Terrifying. Well. At least next turn dispatching Ama would be no problem. Right?
Molly asks endless questions from the Yokai, and succeeds in dropping a scheme marker next to it. Which it takes away immediately with Interact. Didn't remember that it was so easy to remove the markers. So I didn't score anything on second turn, and opponent got one from strategy.
Turn 3:
It was a jaw-dropping turn. Ama No Zako has one hit point left and is within the LoS to Molly, so taking multiple identical actions would kill it. Rogue Necromancy was uninjured, Terrifying (11), Hard to Wound, Hard to Kill, and had a healthy stack of five poison counters.Just how on Earth did I lose Rogue Necromancy to Ama No Zako?!
Here's how. Either opponent bought the proper suit to Ama No Zako's healing trigger or it accidentally came up and dealt moderate damage, healing itself back to four health with bought trigger. Then it takes a second swing, and during damage flip, a wild Red Joker appears, bringing Rogue Necromancy down to one hit point. Then it makes dark bargain and attacks a third time, removing my only hard hitting model from board. Absurd. Perhaps there was a reason the Crooligan was so afraid last turn - it saw this coming.
But it doesn't end there.
Yokai moves about 20" without making even a single move action and trashes a second strategy marker from me. Damn those monkeys! They're at it again, messing up my yard.
An obsidian oni comes to tie up Molly, Dead Doxy and Mortimer in melee and having the burning ground thing on. Molly disengages and gets to a total of three burning tokens.
Philip & Nanny take a flight from the thick of action, and a Crooligan teleports to them. I aim to get to the last strategy markers that are now mostly undefended. Sure there's a dragon nearby, but hey. I got baby carts.
At least Dead Dandy takes one enemy strategy marker away, and I get enough schemes on board to get Spread Them Out.
Necrotic Machine manages to kill Yokai. I reveal Spread Them Out, and opponent reveals Hidden Martyrs. Aw heck. I'm still behind in points with 2-3.
Turn 4:
Crooligan snatches enemy strategy marker from behind the black box. Ama No Zako takes it's second strategy marker.
There's an absurd brawl in the middle, where Mortimer assists Dead Doxy in putting out the flames on her, and getting burning +2 because of it, and then Dead Doxy assists Mortimer twice to do the same. Minako Rei reveals her Claim Jump, which was a harsh blow for my game. We went to 3-5.
Turn 5:
We didn't play the last round completely when it became apparent that even mathematically I could not get a draw. I could have realistically gained two points, and with luck Mortimer might have dealt enough damage to Minako Rei to make her ineligible for Claim Jump, but there was no way for me to block either Ama No Zako or some Asami hair-things from taking the last strategy marker.
It was fun and exciting game again even if my record of gaining the upper hand at the last possible moment is now broken.
Labels:
50ss,
asami,
gg1,
malifaux,
molly,
resurrectionists,
ten_thunders
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