Tuesday, December 28, 2010

Year 2010 in painting

I think it's rather appropriate for this blog to tally my whole years painting of models.

So I can beat that number next year!

This year began slowly. I wasn't until May-June when I got to paint again more seriously.

It bothers me somewhat that I didn't keep a good track of Talisman and Touch of Evil playing pieces.

I painted about 10-12 Touch of Evil figures but the exact number is unknown. I could shed a tear now.

For sure I painted at least 9 Talisman figures too but the exact number ranged again from 9 to 12 because I might have had a few Talisman figures left to paint from the Frostmarch expansion.

Anyway, Warmachine/Hordes are available in detail.

It took me four months to paint the Megalith and Lich Lord Asphyxious.

Then my painting speed slowly built up and now, after I'm done writing this I'll put some final layers of matt varnish to last models I can paint this year.

So for Circle Orboros I painted the following models:
Heavy Warbeast Megalith
Unit 6x Tharn Bloodweavers
Solo Wilder
Warlock Cassius & Wurmwood

For Skorne:
Units: 4x Paingiver Beast Handlers & 6x Praetorian Swordsmen + Unit Attachment (2 pieces)
Solo Bloodrunner Master Tormentor

And for my main faction, Cryx:
Helljack Corruptor
Solos: Warwitch Siren & Satyxis Captain
Warcasters: Lich Lord Venethrax, Lich Lord Asphyxious
Unit Attachment Bane Thrall Officer & Standard Bearer

Sunday, December 26, 2010

Hollywood Talisman

Okay, now I officially admit this playing of Talisman was weird.

The characters that were drawn for start were the evil Wizard and good Elf. It was a two player game. We used the Sacred Pool alternative ending to speed up the game a little.

Well, the game started.

Wizard started to develop very early in game, gaining strenght and craft nearly every other turn. He also found the Runesword that's kind of an iconic weapon for evil characters. In other words... Wizard seemed very threatening and invincible. Elf did try his best but was no match for the evil villain!

Elf did one thing better. He completed many warlock quests while Wizard was struggling to find a certain type of enemy to complete a quest of his.

But at one point Elf dropped to only one life and started the annoying dodging of threats and trying to get healed. But it was to no avail... Elf finally died at the Portal of Power. Can you imagine the good elf grasping for the huge and menacing door that leads either to saving the world or destroying it but finally succumbing to foes that surround him?

Well, another character was drawn to replace the elf.

It was the Swashbuckler. A good hero with an adventurous attitude. Elf, his dear friend, had obviously sent a message to him and called for his help to stop the evil, omnipotent maniac wizard!

Wizard had amazing statistics, obviously way out of range for Swashbuckler to confront directly. But still Swashbuckler gained manageable statistics for himself pretty soon. He completed all the required warlock quests to start running for the Crown of Command. However, his strenght and craft were so bad that he would pass Crypts or Mines only with real good luck. Wizard was still trying to get 4 discarded quest rewards even when his powers were otherwise enough to start running for crown.

One of the quest reward for Swashbucker was to gain all spells he could possibly have. That meant 3 spells. One of them was Toadify that makes a creature you're engaging in battle a toad with Strenght value of 1.

At that instant Swashbuckler started to run through Dungeon in order to fight Lord of Darkness. If it would be turned into a toad victory over it would have been certain. If Swashbuckler won and took the Cloak of Feathers and would've been teleported close enough the Portal all the while dodging the evil wizard... there would have been a chance.

But then.

Classic evil wizard almost guaranteed victory for him! The LAST quest reward that he needed not only made it possible for him to start running for the Crown of Command, it also turned Swashbuckler into a toad in the middle of dungeon! There was absolutely nothing to be done to wizard and his plans of enslaving or destroying the whole world!

Except it took a few turns for Wizard to arrive to Portal of Power. And Swashbuckler was lucky and didn't lose even a single life while he was a Toad. He also managed to pick up all of his things with a lucky movement roll and he was 12 spaces away from Lord of Darkness' treasure chamber.

Well, you know how just at the brink of victory all evil villains start to make weird, unexplainable mistakes?

When Wizard reached the Mines he failed the roll to get through and was teleported back to Portal of Power, buying few desperate turns more for Swashbuckler!

But Swashbuckler didn't get too good rolls. Wizard was nearing the end. He did botch Mines a second time but saved it with use of his last Fate.

When Wizard was at the Pits Swashbuckler was 9 spaces away from Lord of Darkness.

When Wizard was only one move away from victory Swashbuckler was 4 spaces away from Lord of Darkness and it was Swashbucklers turn.

Swashbuckler rolled for move. 5.

Then he cast Toadify on Lord of Darkness and succeeded in turning him into a toad.

Then he cast Bolster on himself which gave him an additional die to be added to his battle combat roll.

Then the Lord of Darkness and our daring hero, Swashbuckler, start the fight!

Even while Lord of Darkness is ridiculed when he has been turned into a slimy toad he puts up a fight and rolls 6 for his combat with his strenght 1!

Swashbuckler had Strenght value exactly 7. If he would beat the Lord's combat roll by 8 or more he would be teleported to Crown of Command there and then, no questions asked.

But that meant that he needed to roll at least 8 with 2 dice. That's a bit above average which makes it distressingly unlikely.

However, Swashbuckler rolled 9!

So, just as the evil wizard was climbing stairs, at the last step before gaining ultimate power, Swashbuckler appears out of nowhere and is teleported to the Crown of Command and all wizards schemes fail and goodness wins in a dashing style!

That game could have been filmed into a movie or something.

Wizard had Craft 9 versus Swashbuckler's 7 and Strenght 8 in battle versus Swashbuckler's 7. On top of that because of Runesword and one warlock quest reward the Wizard had 6-8 lives, don't remember exactly how much but above normal maximum.

So, victory for Swashbuckler!

Saturday, December 25, 2010

25.12. Smallworld in Kuhmo

Probably last game of Smallworld here in Kuhmo finished now unless we find enough time in tomorrows hurries.

Anyway, we used Tales and Legends again.

The cards that were in effect through the game were:

2. White Queen (obviously not affecting anything at turn 2...)
3. Puff of Smoke
4. Philter of Forgetfulness
5. Wealth Redistribution
6. Tough Love
7. Youth Powder
8. Necromantic Elixir
9. Mercenaries
10. The Great Curse

Game began with Commando Orcs butchering up some Lost Tribes, scoring 7 points for first round which was quite unusual.

I managed to pick Flying Amazons and was that combo horrible... Sure! But did it leave other players feeling I was "winning" the game? Yeah, I think so too.

Dragonmaster Wizards attacked the orcs and left the ugly guys in decline pretty much there and then.

Orcs were replaced by Diplomatic Elves.

Philter of Forgetfulness caused races in decline not to score points on round 4.

That caused Flying Amazons to go to decline too, replaced by Fortified Trolls. That trend was followed by the wizards too, who in turn got Peace-Loving Ghouls around.

Trolls wreaked havoc on the remains of wizards and ghouls were feasting on amazons. The Elves were pretty much left on their own because, well, you can't do much to them.

Wealth Redistribution didn't affect anyone because all the races - Ghouls, Trolls and Elves went in decline that turn. Obviously the upcoming card, "Tough Love" that gave commando ability looked like a promising aspect to all the players...

Well, on round 6 there were Stout Sorcerers (previously Fortified Trolls), Marauding Goblins (Elves earlier) and Bivouacking Humans (ghouls) bidding for some tough love.

Some love fell for the Sorcerers.

Goblins killed all the trolls, though. Sorcerers dealt a payback: 4 elves killed and 5 regions conquered.

Ghouls shuffled away from farmlands they had been roaming in and there was a disgusting alliance of humans and in decline ghouls.

Well, next was Youth Powder in effect. I had my Stout Sorcerers who could go in decline after their full turn of activations. And Youth Powder gave extra points if you went in decline that turn, so the choice was easy.

Other players started scoring about 10 and over points at that point.

I chose Alchemist Tritons as my next weapon.

Necromantic Elixir was auctioned to goblins who went in decline instantly at that turn. Heroic Dwarves was another chosen race.

Mercenaries made it possible for Tritons to beat the humans' teeth in even when they had their camps around in there. Same went for humans too, though. The one and only farm I managed to get was conquered easily back. Also, a collaboration of necromantic goblins and heroic dwarves with mercenaries caused me to lose 4 of my 6 in decline tokens.

Last turn had the Great Curse in effect.

It meant that no-one could use their special power badges, though racial bonuses still applied.

Not much happened, dwarves continued to expand and humans and tritons bickered themselves. In the end the scoreboard was:

Dragonmaster Wizards/Peace-Loving Ghouls/Bivouacking Humans: 83
Commando Orcs/Diplomatic Elves/Marauding Goblins/Heroic Dwarves: 80
Flying Amazons/Fortified Trolls/Stout Sorcerers/Alchemist Tritons 69

Decline and Fall

Two games of Smallworld just played, now we're having a pause of sorts (which I obviously used to write things up!)

Both were three player games.

Game 1:

First races used were Diplomatic Skeletons, Forest Wizards and Heroic Amazons.

Amazons and Skeletons were kinda paired up, though diplomacy prevented amazons from attacking the skeletons and the heroes were blocking skeletons attacks against them.

I with my Wizards tried to stay as far away from such killer combos but sad thing was that the skeletons and amazons had both taken the side of the board with most forests and magic sources.

Skeletons played for long. No-one could really challenge them. Amazons didn't have to fight them, they could just spread wide and go in decline.

Poor Wizards were soon seized by the incoming skeletons and were put in decline too. I chose Historian Dwarves as my next race, thought of getting few mines and going in decline with them too real soon.

Amazons went in decline too and chose Swamp Tritons next.

Swamp Tritons carved a rather nice spot in to the middle of the Skeleton empire. Skeletons lost 4 regions and 4 tokens but still they had as many tokens as they had when they started the game... So that meant a bit of a weird thing happened. Skeletons were as strong as ever so they didn't go in decline after such a staggering blow. They just continued to kill stuff. And made an alliance with the Tritons, meaning the only way for Tritons to expand was to conquer their own in decline regions.

Skeletons had pretty much devoured my in decline wizards so I decided to go to decline with Dwarves too. To get rid of those horrible skeletons I picked Mounted Kobolds.

However, Tritons had been mauled to near extinction and they went in decline too. Alchemist Orcs came next.

And then when there were two fresh races coming up real soon the Skeletons were finally put to decline too. New race combo was Fortified Goblins.

Goblins destroyed all of my Dwarves in one fell swoop.

Kobolds conquered around 7 regions in one turn.

After all, it's a world of slaughter?

Game was nearing end and I put my kobolds in decline so I could play the last round with Merchant Priestesses, which was rather nice as I was the last player.

Final scoreboard for game 1 was:

Heroic Amazons/Swamp Tritons/Alchemist Orcs: 89
Diplomatic Skeletons/Fortified Goblins: 87
Forest Wizards/Historian Dwarves/Mounted Kobolds/Merchant Priestesses: 86

Pretty close.

Then it was time for:

Game 2:

Now we decided to use the Tales and Legends expansion.

Tales and Legends cards that were in effect were:

2. Baby Bloom
3. Greedy Gob
4. Tremors
5. Decline and Fall
6. Tabula Rasa
7. Handle With Care
8. Flooded!
9. Wealth Redistribution
10. White Queen

I won the starting roll and opted for Hill Sorcerers.

I thought that it would be a good choice but I guess I didn't take the other options into account that were available. I did check other choices that much that I saw that other options wouldn't benefit from upcoming Baby Bloom.

Well, other races that came up were Heroic Priestesses and Bivouacking Wizard.

So, both had easy access to immunities to my racial power.

Also, Wizards were far far away from the Priestesses and Priestesses were able to block my advance to them so they were building up a pretty damn impressive tower there though they didn't score many points.

Greedy Gob made it quite a race between Sorcerers and Wizards. In the end both scored 10 points so no-one gained anything from that card. Both Sorcerers and Wizards were spreading quite thin so entering decline was drawing near.

Priestesses did enter decline though and built up a 6 priestess tower.

And the new race chosen was Hordes of Elves. It was then when I realised how horrible that combination was.

But then the upcoming event was realised: Decline and Fall. It meant that all active races would go into decline at the start of round 5. It was a nasty turn for Sorcerers and Wizards who had spread themselves all over the board. This would have been the optimal turn to enter decline.

Also it wasn't too awesome for the priestesses either... that awesome tower, only to vanish next turn because Elves with only a few regions were to decline.

Well, the joy only escalates!

When every race went to decline next upcoming event was revealed... Tabula Rasa. I had the effect that all In Decline race tokens would be discarded.

Not. Nice.

New races chosen that round was transition of Sorcerers into Alchemist Goblins, Elves into Berserk Orcs and Wizards into Seafaring Humans.

Handle with care didn't have that big impact. It decided that I would go in decline with my goblins too because they got hit pretty hard in the head by both orcs and humans.

Goblins were left alone in the big small world and a new race of Fortified Ghouls came up.

During the course of floods that shaked the area an evil race of Swamp Ratmen emerged and Humans were put out of their misery.

Also Berserk Orcs had conquered something like 7 regions even when they hadn't succeeded in almost any of their berserk rolls. So away went the orcs too and Underworld Amazons came around, just in time for round 9 and Wealth Redistribution.

Only my poor Ghouls were alone in the map at the start of round 9 so I couldn't attack any active tokens. In the hindsight I should have probably went in decline, don't actually know why I didn't... I wanted to build castles I think.

Well, Ratmen carved an empire of 4 regions that included 2 swamps.

Amazons conquered two of my regions and destroyed one of my beautiful castles.

Last turn there was an auction at White Queen.

It was bought for the once-berserk orcs. That meant the ratmen could only get only few empty regions and amazons could only tease ghouls. Ghouls could do nothing.

Scoreboard:
Bivouacking Wizards/Seafaring Humans/Swamp Ratmen 101
Heroic Priestesses/Hordes of Elves/Berserk Orcs/Underworld Amazons 80
Hill Sorcerers/Alchemist Goblins/Fortified Ghouls 80

"Might makes right" thought the Philosopher

Just finished a loooong game of Talisman.

It was 2-player game but somehow it managed to drag on for nearly four hours.

Characters involved were the Philosopher and Sorceress.

Game had a smashing start and I was anticipating a fast game because of it.

Sorceress' starting spell was "Strenght" and Philosopher's was "Spell Call" which meant instant strenght rise for both characters. Also, first card the Sorceress got was "Solomon's Crown" that straight-out gives +2 Craft. The Philosopher managed to get another Strenght rise very early in the game too.

However, the Philosopher found weapons and all kinds of cool items that raised his Strengh to around 10. Sorceress wasn't that lucky anymore. She managed to lose lives and was constantly searching for healing and trying to dodge any possible encounters.

It didn't exactly help when the Philosopher found the Gong of War and was able to call Sorceress to fight with him. Obviously Sorceress lost her crown.

A Mad Cap emerged. It's a Stranger that changes your alignment randomly. It resulted in a funny situation...

During the course of the game Sorceress was evil twice, good twice and neutral twice or thrice. That was because Sorceress was lingering with only one life and had to move to any and all spaces where it was guaranteed you didn't need to fight.

Also a happening worth of mentioning: Sorceress was evil when she found the "Sword of Light" which had a rule that no evil character can carry it. Within 2 rounds Sorceress visited Mad Cap and turned to good...

Anyway, Philosopher had found Riding Horses from killing a Fire Mane.

That made it possible for him to ride through the Highlands a couple of times.

Another thing worth of mentioning happened then. Philosopher had beaten the Eagle King twice and had got Rage Talon and Dreadwing. Dreadwing was a follower and Sorceress was able to steal followers from any character she lands on.

Dreadwing soon found a more loving home. However, last time I played Talisman same thing happened. Vampiress stole the Dreadwing from same person. History repeats itself, no?

One of these new places where you can buy stuff from stable deck happened to come around and Sorceress had 7 gold. Warhorse costs 6 gold and would have been amazing. But Philosopher paid back there and then all the years of laughing at his poor character special abilities! He had "teleport" spell. So he teleported to stables and used his skill to exchange that place to something completely else.

After the horse- or bird thievery the riding horses of the Philosopher were found out to be Werewolves though.

Sorceress was dropped out of the rat race about there and then. She didn't have quite enough strenght or craft to challenge Eagle King, though that was where she went.

Philosopher was already doing the Dungeon and killed the Lord of Darkness rather single-handedly, and weeping tears of joy carried off a Cloak of Feathers from the treasure chamber.

It looked like end game there and then. In no time Philosopher was in the Inner Region and used Cloak of Feathers to teleport to the talisman region there.

But the game went on and on... We had used the secret alternative ending and it happened to be this new Demon King guy with Craft 12 and 4 lives. Philosopher had only 10 Craft at that point so he decided to start backing off. It meant about 5-6 extra turns for Sorceress.

She tried to charm one dragon to fight for her with a trinket she found from Highlands. However, using the dragon wasn't an option, it had to be used in next battle. With that dragon by her side Sorceress went up to Strenght 15 versus Philosophers Strenght 14. So there was a good possibility of stealing his Talisman and flying off to safety with Dreadwing she had stolen earlier...

When Philosopher got out of the Inner Circle Sorceress decided to try such an evil scheme. Dice were friendly and made it possible for her to try to go to Tavern and try to get the boat ride to middle region from there.

Well, it just happened so that the Sorceress got a bit tipsy and got into battle with a farmer there...

And, uh.

The Dragon awakened. Slight overkill?

After that the Philosopher was fooling around in middle region because there were plenty of Craft monsters around, trying to get his Craft high enough to beat the Demon Lord.

Sorceress tried to build up her strenght and craft in the dungeon and managed to beat Lord of Darkness twice (first by using Energize spell she had from genie and second time by being good enough without any tricks).

But Sorceress was too slow.

Philosopher got his Craft up to 14 and headed off to kill the Demon.

Couple of times she lost or had a stand-off but it didn't buy enough time for Sorceress to even challenge Philosopher.

So, an amazing thing happened, actually. Philosopher won a game!

Friday, December 24, 2010

'tis season to crush nations.

After all the christmassy stuff we played a 3-player Smallworld here in Kuhmo.

We didn't use the Tales and Legends expansion because other players were playing Smallworld for the first time ever (by the way - I with my magnificient 6 game experience managed to get less points than anyone else).

Anyway, the combos were rather interesting from the start.

The first, free choice was Spirit Priestesses which seemed to be insanely good.

After that was Cursed Ratmen.

After Ratmen were Mounted Giants.

So the first player obviously took Spirit Priestesses. I was next in line and took Mounted Giants which in fact seemed like quite awesome race too.

Last player picked up Berserk Halflings.

Halflings picked their first two spots rather unsportingly so that Giants and Priestesses were against each other. Giants could actually only expand to Priestesses territory. There weren't even neutral zones available.

Well, because of such a scheme the Priestesses couldn't do their impossible dream of an awesome unassailable tower that wouldn't go away after second race goes to decline.

The tower wasn't any cool at all, in fact. Only three priestesses. Though that was three points that wouldn't go away easily.

There were six points on Cursed Ratmen at the moment and Priestesses were exchanged to them. The player got lucky and managed to conquer 4 regions with only one go. After only one turn of doing their stuff they were put into decline and Historian Kobolds entered. But that was later in game.

Around that time the Mounted Giants were exchanged for Dragonmaster Goblins and even Halflings didn't feel that berserky any longer and gave way for Ransacking Amazons.

So there was carnage.

Goblins butchered 2 ratmen and 1 halfling and the dragon crumbled Priestesses' tower.

Amazons retaliated and the co-joined efforts of Amazons and Kobolds drove Goblins in decline almost as soon as they entered the fields.

Seafaring Trolls tried to eat as many in decline halflings as they could but it was no good. There were too many even for trolls' insatiable appetite.

Once all the Ratmen were eradicated some Flying Elves arrived.

Ransacking Amazons had taken only a few casualties but they were spread to 8 regions and there were only trolls with their awesome defense and kobolds with their awesome numbers to ransack so they went to decline too. In came Wealthy Humans who got pretty easily two farm fields under their iron heel.

Game was nearing end and all the Goblins had been killed so I decided it was good to put trolls in decline and fight on last round with a fresh combo. I chose Commando White Ladies who had 5 points on them already.

Well. Humans managed to get even one more farm for them.

Then it was time to count the points.

Berserk Halflings/Ransacking Amazons/Wealthy Humans: 97
Spirit Priestesses/Cursed Ratmen/Historian Kobolds/Flying Elves: 88
Mounted Giants/Dragonmaster Goblins/Seafaring Trolls/Commando White Ladies: 81

Friday, December 17, 2010

Venethrax decides it's time to get axe piercing

Last game for a little while.

35 point game Cryx versus Khador.

My list was:

Venethrax
- Stalker
- Corruptor
- Harrower

Minimum unit of Bane Thralls
Minimum unit of Bile Thralls
Minimum unit of Mechanithralls
Bane Lord Tartarus
Warwitch Siren

And I was facing, well, let's let the picture speak for itself!

Except, well, that much needs to be said that Vlad represents the original Vlad from prime and the winterguard there are Winterguard Infantry.

Opponent won the starting roll and the board was pretty. Fully painted armies on both sides and terrain placement that wasn't just "what there should be in all equality", it looked like a real random place.

Well, all in all I got bad vibes out of the set up. Winterguard capable of spraying the heck out of any meatwall I could be bringing up and Vlad with his feat outranging my "alpha strike".



Also the psychological effect of two hulking monstrosities there in the center of the board was less than welcoming.

Luckily because of the perspective they don't seem that threatening any more as I'm looking only at the picture.

I tried to close a bit but just out of reach of opponents heavy hitters. Mechanithralls formed a meatwall in front of Tartarus so no random charges would take him out and I measured my full control range so that there should have been around 15.5" in between Venethrax and Beast 09.

But opponent didn't really close in at all.



So I tried to do a bit desperate form of getting into range.

I lined up my stuff and used Venethrax's feat. Now on hindsight I should have gone way closer still. If opponent killed any of my lined-up guys they would turn into cloud effects that would block line of sight to any real targets.

But I was afraid of winterguard infantry and sure, all my troopers would have died if they had been any closer.

Obviously opponent sprayed the front line to death but couldn't do much else. After opponents third turn but before mine the Winterguard had done it again:

And then I can whine a bit about the Corruptor.

If it had been the Slayer (actually for 2 points less!) Beast would probably have been if not totally wrecked, too mauled to do anything good. But I'm getting too much ahead in this...

Anyway, Tartarus cursed the Winterguards and charged them to clear up path for Corruptor to charge Beast. Bane Thralls had moved somewhat forward so I was able to place one of the newly crated thralls with Beast 09 in its melee range. That was -2 arm for Beast there. Sneaky.

I had cast, by the way, Lamentation on the first round of the game and upkept it after that, a trend which continued to the bitter end.



You can't actually see Gorman diWulfe in any of the pictures but hey, he has Stealth and at all times he was farther than 5" away from the camera. But after Warwitch Siren had sprayed two closest Winterguards to death the Harrower moved forwards and shot Gorman that was behind a building.

My Stalker had eaten one of the Great Bears.

And then the failure of Corruptor. Earlier I had tried to make an arc node out of one Winterguard. Failed. Now was Corruptors place to shine. It could get a charge off at the Beast who had -2 arm from Dark Shroud.

Well, damage was impressive, sure, even when one damage roll was double 1's. However, in a way I can't think anything else here in this situation that I had actually paid 2 army points for 2 less initial attacks, loss of access to Combo-Strike and 1 p+s less in normal attacks. Even with the same rolls Beast would have had 2 points more damage in and I'd still be buying two more attacks.

But anyway, the ending is quite clear there in that picture there.

Distance between Drago and Venethrax does look long. But Boundless Charge + Forced March made things ugly.



Well I was at first pretty confident that Drago could not do it but I didn't realise the important fact that Great Bears could charge Corruptor and with their reach stay out of Dragos way. Beast botched its damage roll against Corruptor really good.

But the two remaining bears wrecked it and it looked like only good free strike from Tartarus would save Venethrax as Boundless Charge gives pathfinder during charge.

Well, that wasn't to be, as Vlad had moved out of Lamentation range and cast Signs and Portents.

Greylords moved close enough and sprayed Tartarus to death.

To add an insult to injury the last greylord was in range to cast Ice Cage on Venethrax and succeeded.

Drago activated.

Well, Venethrax can now brag to other Lich Lords about the new piercing he's got.

16.12. Nudge of Evil

Yesterday a game of Touch of Evil happened.

Villain proved to be the Banshee and heroes against her were Valeria and Eliza.

Eliza had some inherent bonus against Banshee so things looked nice enough. Banshee did have +1 combat dice against heroes that had less than 4 in Spirit. Valeria's was 2 and Eliza's 3.

Anyway, game started suprising mercifully. For many rounds Shadow Track didn't move at all. However, there was next to no character development on the side of Heroes either as Valeria was ambushed and thus knocked down during mystery phase and Eliza didn't get to do anything useful either.

Valeria found Axe once she got up and went to Echo lake when lucky dice rolls allowed her to go to Inn to heal up some damage. However, that joy didn't last long as the encounter in Inn was "It's a long way down" and Valeria did drop down to Forgotten Island.

Meanwhile Eliza stayed around in town squares and whenever she found her way to corner locations nothing awesome was found. She fought some monsters but got knocked down a few times too many.

Then the Murders started pouring in.

Just in course of very few rounds the Shadow Track was from the safe 8 zone to the first red zone.

Valeria was obviously pretty rich (from gaining investigation from shadow track going down) but Eliza less so.

Heroes had an unused Blood Transfusion and combined with that they were thinking of starting the Showdown in three turns, on to heal at Doctor's, one to train Spirit to 4 and one to visit Blacksmith & start Showdown (Villain's Lair was the Covered Bridge).

But, well.

Banshee had been looking for some time at the pathetic progress of heroes and decided that it's time to put them out of their misery.

Cooperative Mystery Phase Chart: 1, 1. Surprise Showdown.

She one-shotted both heroes so they couldn't escape.

Victory for the Villain!