One quick game of A Touch of Evil via Tabletop Simulator.
It was a continuation of our long running campaign with a friend.
This time we were up against the Necromancer, which I consider one of the more if not the most difficult encounters of the game. Especially with only two players. Because of this we took two extra investigation per hero from our campaign stash, and spent one investigation to draw two heroes and choose either one.
We had some luck to receive Karl the Zombie Killer in our pool of heroes. Karl is especially good against the most frequent spawn of the Necromancer, the Walking Dead. They have four combat dice, but hit only on 6+, and Karl ignores first hit during every fight round.
Another character was Sara the Bright Witch. Initial plan was to make Karl invulnerable with her Aura of Protection.
But the very first zombie the heroes faced must have been an ancient warlord or something. It took over five fight rounds for Karl to carve through it, and he went to one wound remaining with Aura of Protection. I guess campaign rules caused bad karma, and game wanted to rob us of our resources right from the start.
Sara single-handedly beat her first zombie. She visited Manor and entered the Forgotten Island via secret passage. She drew a +3 combat pistol she couldn't use. But at least she'd be able to carry it for Karl, right? Right??
Yes and no. She managed to get knocked down as she tried to grind some investigation points to get Sacred Chalice. But the zombie guarding the Monastery was a cousin of the first zombie, and ate through Sara's Aura of Protection, leaving Sara knocked down with just one investigation point, a horse, and the pistol.
On mystery phase she rolled 2 for lost investigation. She had lost it all, except for the magic pistol.
Karl visited Abandoned Keep, and after losing one investigation from a collapse, he found the Rogue's Rapier.
These two visits to corner locations were the only times heroes were able to do it in this game.
Such is the nature of the Necromancer.
But thanks to some lucky events and courses of action, Karl was able to afford silver bullets and pistol. He did receive -1 combat Devil's Mark. Coupled with the magic pistol from Sara and Magistrate Kroft, Karl sported ten fight dice once we started showdown. He had also managed to train his Spirit & Cunning to 8, unlike Sara.
Sara's most accomplished deed over the course of the game was to bring magic pistol for Karl. In the showdown she also prevented a total of four wounds from Karl, so her contribution wasn't negligible. But she scored no wounds to the villain, and didn't succeed to kill Mayor Carver, the Shadow's Puppet, first time she tried with three dice and a re-roll. Second time with four dice and a re-roll she got through with her spell of death.
Karl, however, did the dirty work. It was toughest showdown in a while - for two rounds victory hinged solely on a roll of 5+ if Necromancer killed Magistrate Kroft and brought Shadow Track to 0. He didn't, so heroes saved Shadowbrook from the most oppressive of villains.
Campaign Statistics:
Villains defeated: Spectral Horseman, Vampire, Siren, Bog Fiend, Volgovian Nutcracker, Delion Dryad, Scarecrow, Krampus, Sunken Seven, Gargoyle, Banshee, Reaper, Dreamweaver, Werewolf, Unspeakable Horror, Necromancer
Villains still to be defeated: 2, +1 investigation vs Shadow WitchHeroes 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: 4
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