Tuesday, June 11, 2019

Cribling Settlement

Since the board was already already set up, I started a new solo campaign for Kingdom Death.

This time I do things a little differently.

I'll kick White Lion completely out of rotation. Even tutorial is Gorm, though I use Strange Hand hit location and prologue AI deck. But otherwise Hit Location deck is Gorm's. I won't use Gorm Climate because I'm getting a little tired of it.

Prologue went on like a dream until there was but one AI card left. Up until then no dead survivors, no permanent injuries.

But then survivors started failing their rolls. Survivor who gained the permanent strength died (how else?) and another had his foot dissolved in acid retch.

When a survivor accidentally emptied the AI deck, I couldn't risk it any longer and tossed Gorm dead with Founding Stone. This even yielded Active Thyroid for survivors.

Both Love Juices were drawn. But it wasn't that easy. First roll was a dead mother. A second juice came out as a baby, though, so both principles were triggered on Lantern Year 1. Cannibalize and Protect the Young. Because I really want to see how this combination and Collective Toil would play out.

So, first year hunt is obviously Gorm.

First survivors encounter Mourning Bull.

Now, this is a lesson I learned when I was making the animation.

I took the brain damage in. Well, of course that was a little easier because picking death principle gave all departing survivors +3 insanity.

Next head splitting pain.

Mutna the Mammoth Hunter gains Megalophobia disorder.

Slass had a danger seizure and dealt one point of damage to his body, and gained +2 insanity and became Prey.

Ines and Ytiro both have their insanity dropped to zero, which already was such.

Gorm walked a little closer, and showdown was ready to begin.

First time ever Resin Dung Ball made it's appearance in a showdown. There was also another batch of Tall Grass.

Gorm draws Thunder Foot, and then performs body check on Ines, who in turn lobs Founding Stone at the beast. My rationale here was to hope for a good critical that would ease the remainder of the showdown - as well as to get rid of Thunder Foot rather sooner than later.

Critical it was, but with no permanent effects. Gorm was knocked down, which resulted in four wounds on turn 1. I'd have been excited if prologue hadn't been that fresh in my memory.

Gorm starts hiccuping, which was exactly the bad news I was afraid of. All survivors were adjacent to Gorm. Only two got knocked down which was a relief.

Ytiro scores a critical wound with Bone Axe after Ines encourages him.

That was the extent of survivors' luck. Gorm starts rampaging, and kills Molvaneus right away. Well, he was the Prey after all. Ines barely survives the following Basic Action, and next when Ytiro fails to connect his axe to Gorm, Ines takes some bile from a retch. This causes a heavy injury to body. Only Mutna is left to act, and I really, really need to remove that Rampaging from top of AI deck. Mutna throws Founding Stone at the beast and scores a wound.

So many wasted Founding Stones.

Next Gorm strobes a little. Phew. Three cards left in AI deck. Thunder Foot, Strobe and Body Check. No too bad.

Year 2

Settlement event is Heat Wave.

First Speaker is nominated to become the Voice of Reason, but he just loses his jaw.

I'm concerned about the state of settlement's resources.

Only bone resource I received had to be used on innovation (which was Paint, by the way, so yay for that.)

Sure I got good tools, but none which would actually kill a Gorm. Full rawhide set, stone noses and fecal salve are all good. But one survivor has to go completely unarmed to the fight.

Cahrun, Hta, Ytiro and Ines set out for Lantern Year 2 hunt.

Mourning Bull wrecks everyone's brain again, and a sportsman mutters some careless whispers. But then things got... interesting. Very interesting indeed. Mask Salesman turned up and offered Death Mask for Bone Axe wielding Ytiro. Will he be able to carry the showdown with +4 luck and -4 to severe injury rolls?

Maybe. Portents at least were promising when Dead Monster and Nightmare Tree were random terrains. Ytiro would be able to strike at least twice before dying.

Well, he took a swing. Failed to wound on a reaction that caused Basic Action. This didn't call for severe injuries just yet, but it was a demoralizing start.

There was probably a forest growing on my face from all the face palms I planted there. It wasn't until fourth round when Ytiro finally scored first two wounds. Even there results were seemingly mocking. Ytiro wounds Gorm on 5+ and scores a critical hit on 6+, so obviously damage came from double fives. Oh well.

Progress was excruciating. Gorm wasn't all that adept in dealing damage either, but time was on Gorm's side.

Survivors had dealt a total of four damage when Strobe came up. Mourning Bull had indeed destroyed the brains of survivors - only Ines had a point of insanity from Stone Noses.

Hta frenzied, Cahrun fleed and Ytiro...

Ytiro died.

Yeah.

During whole showdown Ytiro scored no critical wounds despite having +4 luck. And he did not roll even a single severe injury with that -4 penalty - it was a straight up death from mortal terror. Makes me wonder if Death Mask was actually just an illusion.

Other survivors took the hint and started to wound the beast. But every remaining survivor had heavy injury levels - Cahrun sported with every single hit location having either light or heavy injury level. She was the next to die. Not that she was able to contribute much anyway - she had to use settlement's last Founding Stone to get rid of Rampaging.

But this happened when there was two AI cards left. Aggravated Bite and Body Check. Not too bad at all.

And without much of a hassle survivors dispatched those AI card. But then something happened.

For many turns survivors were not able to score a single hit - even Hta with frenzied Bone Darts was unable to do anything from Gorm's blind spot.

And when he finally did, it was Lure Paroxysm. Second time during showdown. It think Cahrun actually died to the last Paroxysm.

Killing Blow didn't come from a Strength 4 bone dart. No, it was Ines' desperate clawing with bare hands. With a critical strike.

I did get around twelve resources, though. But I count the corpses of Cahrun and Ytiro to this figure.

Year 3

Joyfully survivors return to settlement. Player wasn't all that joyful when he found out Hta had developed an unnatural hunger for the skulls of fellow humans. Skull Eater on year three and upcoming Murder on year four.

And when I do a tally of the resources, I notice I'm starved of bones again. Did Hta eat them all or what? Well, I got the resources to innovate Ammonia and make Gaxe and Rib Blade, plus bandages. It's something, but somehow it looks like I'm not going to make Gorment Suit anytime soon...

Hooded Knight promises to teach fighting arts for a hefty price tag. A Love Juice gives settlement twins, so status quo remains.

Hta uses shared experience to talk to Tonrun about things to come. Plan is if they both survive until the start of next year.

And Hta, Arb, Cahlona and Tonrun arm themselves for Lantern Year 3 hunt. I'm not giving up on Gorm. I want some armor, gosh and darn.

Flatter Earth has survivors lose their trail. It Whispers Your Name is the first event rolled, and since there indeed is a survivor with Marrow Hunger, he gains +1 permanent strength. And Murder is already on the timeline next year. Ha.

After hearing her name, Cahlona also finds the Portcullis Key. I could be wrong, but I believe this is first time I gain it.

Sportsman offers his advice again, and then a cloaked stranger teaches Cahlona the skill of Iron Will.

Which might have been nice, but now survivors start showdown with zero survival. Except for Tonrun, who has stone noses.

Gorm starts with... Strobe.

Only Cahlona doesn't fall, and that's because she has Iron Will. She proceeds to Gorm's blind spot and draws first blood.

Gorm wallops her back.

Arb takes a swing with Gaxe and triggers Lure Paroxysm. Didn't this just start great?

No survivors died yet. And Cahlona gives a critical wound and severs one of Gorm's kidneys.

Hta doesn't want to be any worse, and attacks with Bone Axe. Without Luck doing exactly what Ytiro should have done with +4 luck. Three wounds with one attack.

Gorm throws a fit and gets Posturing Piss, Thunder Foot and Back Slap all in one turn. This piss thing here is especially ironic, as I just innovated Ammonia. Which I could now have gained just by killing Gorm.

Settlement event is Heat Wave again, and fortunately I have no heavy gear just yet. I did get some resources to make them, so... it ain't going to be. Can't depart with heavy gear either.

Tonrun and Hta are both killed as a result of murder. Well this at least gave the settlement Love Juice.

Tondelone, the grieving First Father drank the juice and breathed in some fumes from heat wave, and all this together blessed him and the mother Iniro with Murdejy and Fumelia. Steady population of ten remains.

Settlement innovates Inner Lantern, and since there is not much use in saving the resources or developing heavy items, settlement gains: Healing Potion (just one away from Wisdom Potion. Sigh.) Knuckle Shield, Rawhide Headband and Vest, additional Monster Grease and extra noses.

So.

Next time around it'll be Butcher, then.

Wednesday, June 5, 2019

A riddle: what does Burk and Bob have in common?

It's lantern year twelve, and people of Burkstad set out to hunt a level 2 Flower Knight.

Since we've had a tendency of losing our most promising survivors, we pretty much had only Bob II with any character progression at all. Surrelia Cohen had a little experience and accuracy, so she wielded bow. So she could start mastering it. Tourneghulle the red savior and Cohenia Cohen were the remaining party members.

Hunt went fine enough. Survivors chased Gregalope successfully, lost a piece of clothing and suffer a heat exhaustion and listen to a wailing smoke. Nothing definitely good happened, but there were no catastrophes either.

Flower Knight starts with Nature's Reflection, which gives survivors opportunity to lure the knight out of the ring.

Surrelia manages to shoot Clawhead Arrow in, and nearly for the remainder of showdown she had to patch up bleeding survivors - sometimes spending both act and surge to use bandages. Now and then she did take a look at hit location deck with Cat Eye Circlet.

Bob makes impressive effort with his bare fist. Only one bare fist, since he had tried to pick something from the bottom of a pool he had found during hunt. Turned out it was the pool that picked his hand as a trophy instead.

It was the Flower Knight that gained insanity every time Bob picked it as a target.

But I reveal the solution to riddle now.

Answer is: both of them are dead.

Double hit to head location with two damage from monster reaction. Any other location and only a heavy injury level would've been caused, but this called for a severe injury roll. Which was a head explosion.

But once again when The Ultimate Sacrifice had been made, confusing things started to happen. I mean, they were benefiting survivors. Tourneghulle and Cohenia started to injure Flower Knight fairly reliably, and Tourneghulle even got Fencing secret fighting art on first try. Surrelia also shot a wound in, making her eligible for weapon proficiency.

Cohenia had, what, three hit locations at heavy injury levels and had also chewed some Dried Acanthus.

All survivors had only one point or less survival left.

But we did it. Survivors were victorious.

Cohenia had dealt the killing blow. Surrelia had spent at least 90% of her time using bandages. Who had actually done more for the victory? Who was to be praised? It was time for some rivalry. Surrelia and Cohenia beat each other witless. Neither would depart this lantern year. So it was perfect time to set up a duel.

Which results in Surrelia and Cohenia to become partners. Well, they did have the same family name anyway.

So, settlement also gained Partnership innovation.

Hands of Heat makes every resource count - but we did pull out a leather shield, skull helm and innovated Shrine.

Vladimir and Igorina make a baby whom they name Vladimirana.

Population is back to nine.

Now we only need a firm Hand shake. It's rather unfortunate we lost our Extra Sense survivor.

Since only Tourneghulle has the strength to injury The Hand, and only if he picks far too many hunt experience in the process, we'll probably try to survive Hand's visit. Is it an utter slaughter, or a chance to get +1 permanent accuracy, strength and evasion?

We'll see some other time.


Burkstad

Population: 9

Principles:
Protect the Young
Graves
Barbaric


Innovations:
Language
Hovel
Ammonia
Bed
Nigredo
Symposium
Paint
Family
Bloodletting
Inner Lantern
Cooking
Sculpture
Partnership
Shrine


+Guidepost

Locations:
Lantern Hoard
Bone Smith
Skinnery
Organ Grinder
Catarium
Gormchymist
Gormery
Weapon Crafter
Leather Worker

Gear:
2x Cloth
3x Stone Noses
Full Rawhide Set
1x rawhide vest, 1x Rawhide Gloves
Gorment Boots
2x Skull Helm
Bone Dagger
Bone Darts
Rib Blade
Greater Gaxe
Leather Shield
Cat Eye Circlet
2x Monster Grease
Lucky Charm
Monster Tooth Necklace
Bandages
Catgut Bow + Claw Head Arrow
White Lion Coat, White Lion Gloves
Scrap Sword
Flower Knight Badge



Resources:
12x Nope.

Sunday, May 26, 2019

Befuddled


So I got a game against new and improved Fiona the Black. This is my story of survival.

My list was:

Dark Host
Lord Exhumator Scaverous [+27]
- Deathripper [6]
- Desecrator [14]
- Inflictor [13]
- Nightwretch [7]
- Reaper [13]
- Skarlock Thrall [4]
Bane Lord Tartarus [0(6)]
Darragh Wrathe [9]
Bane Warriors (max) [16]
- Bane Warrior Officer & Standard [5]
Wraith Engine [15]


Opponent had:


The Irregulars
Fiona, the Black [+27]
- Rover [14]
- Toro [13]
- Sylys Wyshnalyrr, the Seeker [0(4)]
Alten Ashley [0(6)]
Anastasia di Bray [3]
Gastone Crosse [4]
- Nomad [12]
Croe's Cutthroats (max) [16]
Idrian Skirmishers (max) [15]
- Idrian Skirmisher Chieftain & Guide [0(5)]
Kayazy Eliminators [5]
Kayazy Eliminators [5]
Lady Aiyana & Master Holt [8]
Press Gangers (min) [7]


I played Dark Host for a change. And once again I misplaced the theme clouds and blocked my own line of sight for some charges. Oh well.

No sooner than round two I learned a thing or two about Befuddle. I was somehow thinking Inscrutable would protect Wraith Engine. Also, I wasn't paying attention that Aiyana & Holt can give magical weapons. There went my glorious Wraith Engine.

Wait. What? It didn't? There were some... rolls... involved. Idrians with magical weapon and Prey on Wraith Engine, along with Gastone Crosse somehow didn't crack through the battle engine. It was left alive with two damage boxes remaining. Well, at least it had Death Ward on, but this combination of magical weapon, prey and a random 3" confusion of a colossal necromechanical inscrutable monstrosity machine kind of overwhelmed me. Didn't see that one coming, not yet.

Well, at least Fiona didn't use her feat yet. I might be able to do something.

I decided to use Scaverous' feat now. Three telekinesis' shuffled two enemy warjacks around and Reaper closer to enemy. Scaverous had to remove one Idrian with Excarnate.

Skarlock turned Wraith Engine around, which then charged Gastone Crosse and managed to kill him. Whee. I got my very first free Machine Wraith, ever. This had unexpected extra boon: Nomad fell inert deep within Kill Zone. Fiona probably wouldn't go an fetch it.

Bane Warriors scored my first control point by destroying enemy objective. Reaper drags Toro with harpoon, and then whatever I have left try to take it down. I thought I'd be able to make it without the help of Inflictor, but if opponent didn't wreck Wraith Engine, neither did I any damage of consequence to the mercenary warjack. So I don't think I have any rights to complain here.

Opponent destroys Wraith Engine next for sure. From then on the game goes odd. Fiona also uses her feat, and my next turn is a mess. My biggest achievement was to destroy the Toro or Rover or whatever it was I had dragged with Reaper.

Both sides are slowly whittling away, and it's probably seventh turn when I get a spot for an assassination. Scaverous charges an Idrian, bringing himself within 8" of Fiona. This also gave soul for Scaverous, so Reaper wouldn't need to be that afraid of missing with harpoon.

But it didn't miss. Fiona found a harpoon bolt sticking through her tummy.

Not a result I could have expected. Befuddle was cast on almost every round. Could be that first round was the only exception. Had Wraith Engine died when it should have, I doubt I could have put on much of a fight.

Thursday, May 23, 2019

Kaya and Venethrax in stop motion

It's finally here.

This game was played over a month ago, but the format I chose to present it took a while.

Lightening conditions gave some trouble and it shows. Many of the frames have been individually adjusted in order to reduce flickering. And because I had to go image editing, why not take it a little further? I tried new things like edit away blu-tack or dice that were used to support Kaya and Venethrax during their climb and fall. And it worked out pretty well.

Anyway. Here it is.

Tuesday, May 21, 2019

Lord Exhumator vs Bane Witch

A couple of days ago I played these two 50 point games of Warmachine.

My lists were:

Game 1:
Lord Exhumator Scaverous [+27]
- Defiler [8]
- Malice [15]
- Ripjaw [7]
- Satyxis Blood Priestess [4]
Bane Lord Tartarus [6]
Necrotech [2]
Soul Trapper [1]
Soulhunters (max) [18]
Swamp Gobber River Raiders [1e
Wraith Engine [15]


Game 2:
Lord Exhumator Scaverous [+27]
- Defiler [8]
- Malice [15]
- Ripjaw [7]
- Satyxis Blood Priestess [4]
Bane Lord Tartarus [6]
Iron Lich Overseer [5]
- Desecrator [14]
Ogrun Bokur [5]
Soul Trapper [1]
2x Swamp Gobber River Raiders [1ea]
Bane Warriors (min) [10]


Opponent had (in both games):

Bane Witch Agathia [+29]
- 2x Deathripper [6]
- Desecrator [14]
- 2x Slayer [10]
Bane Lord Tartarus [6]
2x Pistol Wraith [5]
Bane Warriors (max) [16]

Both games also had the Mosh Pit scenario from main rulebook.

Game 1:

First game was over rather fast. Soulhunters removed a bunch of enemy Bane Warriors, but mostly got slaughtered themselves in the process. I was afraid to commit Wraith Engine to actual combat (because two Slayers would shred it to pieces) so I thought best target for Wraith Engine would be Agathia herself. No need to worry about Slayers if their warcaster dies.

Scaverous got to do his thing when he used feat, cast Telekinesis on Wraith Engine and on Agathia, then Icy Grip and Feast of Worms on Agathia. The other Cryxian warcaster had used her feat turn prior, so getting the arc node into position was perhaps the biggest challenge. That succeeded and Wraith Engine charged Agathia dead.

Since game was over so quickly, we decided to play another round.

Game 2:

This one took a bit longer to resolve.

Enemy Desecrator scored a lucky hit on Malice that was on a hill. This dealt enough damage to bring melee weapon to one damage box remaining - so I didn't dare to stay in the scatheresque template.

Enemy Pistol Wraiths were flanking together on the left, and I countered them with Soul Trapper. That was not very effective, though.

Eventually Agathia's horde charged in - Desecrator and two Bane Warriors got to Malice after Pistol Wraiths had taken their shots. Somehow Malice survived even with Cortex to boot.

Situation was dire for me, so I decided to use Scaverous' feat even if it wouldn't make it into an assassination.

Conjoined efforts by Scaverous, Tartarus, Ripjaw and even Satyxis Blood Priestess removed every enemy Bane Warrior from board, which was a good thing of course. But Scaverous was uncomfortably close to Agathia's Cryx.

Feat removed one Slayer that was guarding Agathia. However, there still was another Slayer. Within charge distance of Scaverous.

Opponent had a streak of bad dice in some important rolls, but what gave most trouble for Agathia was Satyxis Blood Priestess. Without her Scaverous would've been Death Chilled for sure.

And if Desecrator and some light warjack would have removed my Tartarus, enemy Tartarus could have either charged to Scaverous or at least run to give dark shroud penalties.

But there was this Blood Priestess. Blocking Slayer's charge, and making Scaverous pretty much unshootable.

And as a gesture of good will and merry thoughts, Slayer charged Satyxis Blood Priestess.

Without bonuses from Scaverous' feat his ability to line up an assassination wasn't that impressive. However, one boosted Telekinesis did hit Agathia, which brought her within charge range of three Bane Warriors. And, well, Swamp Gobber River Raider too, I suppose.

First Desecrator and... oh my. Now I realize I cheated.

Desecrator and Iron Lich Overseer take random shots at Agathia. This means that there is a non-undead damaging template on Agathia.

Then, Swamp Gobber River Raider comes and takes a heroic shot at Agathia, which unfortunately deals no damage. Then the poor little guy is placed inside the template. Melee attack didn't even hit. But that might be because the gobber knew it should've already been dead.

Kind of sad. The only time it was about to do anything at all, the gobber only dragged itself to it's demise.

Then it was 7+ rolls for Bane Warriors. Who succeeded this time. Agathia went to keep some company to Swamp Gobber River Raider, whose empty, soulless husk is still standing there in the picture.

Tuesday, May 14, 2019

Headless rumours everywhere

Some time ago I played this 75 point game of Warmachine.

I'm still tinkering with Goreshade1 in Slaughter Fleet Raiders. My list was two points short, because I haven't got my hands on a Misery Cage yet. Though I suppose that's relatively useless model for Goreshade.



Slaughter Fleet Raiders
Goreshade the Bastard [+27]
- Harrower [16]
- Leviathan [16]
- Nightwretch [7]
- Slayer [10]
- Slayer [10]
- Stalker [8]
- Satyxis Blood Priestess [4]
Axiara Wraithblade [0(6)]
Saxon Orrik [4]
Black Ogrun Boarding Party (max) [11]
Black Ogrun Ironmongers [6]
Cephalyx Overlords [8]


Opponent had:

Hammer Strike
General Ossrum [+28]
- Ghordson Basher [9]
- Ghordson Driller [10]
- Ghordson Driller [10]
Ogrun Bokur [0(5)]
Steelhead Gunner [3]
Steelhead Gunner [3]
Horgenhold Artillery Corps [0(6)]
Horgenhold Artillery Corps [0(6)]
Horgenhold Forge Guard (max) [16]
Horgenhold Forge Guard (max) [16]
Hammerfall Siege Crawler [18]
Hammerfall Siege Crawler [18]

In the pictures the colossal is a proxy for another Siege Crawler.

Cryx started. Opponent had carefully placed his warjacks out of my melee threat, so in order to do something I decided to use Goreshade's feat on turn 2a.

Harrower, Leviathan and Black Ogruns opened fire, before Goreshade put some Bane Warriors on board. Banes mulched only one Driller, but Basher was damaged enough that Stalker with Leap managed to wreck it. Plus poke Grievous Wounds on the remaining Driller that had lost Cortex.

In turn I lose all Bane Warriors and all but one Black Ogrun Ironmonger plus objective. Ossrum had retaliated with his feat, so I guess things could have been worse.

Well, of course there was still the extra armor part...

Cephalyx Overlords heroically spray dead opponent's gunner who was trying to score points at opponent's flag. Stalker went and poked another Grievous Wounds on Driller. No other damage there.

Harrower and Slayer clear my rectangular zone from Forge Guards despite them not giving it easily. Tough was giving me tough time. Slayer could have done it all by itself, in the perfect world. Scenario points went 2-2.

But then Forge Guard destroys Harrower and severely damages Leviathan and Slayer. Opponent scored only one scenario point, but I was running out of troops.

I do my best at contesting, and thanks to Blood Priestess getting into melee to finish what Slayer could not do, scenario goes 3-5 for Cryx.

But then both Slayers become smoldering scrap heaps, and I got only a handful of models left. Opponent probably catched me on scenario points, too.

Ossrum was hiding behind a wall, behind an Ogrun Bokur and Leviathan was tied up in melee with Forge Guard.

Axiara releases Leviathan from melee, who then proceeds to shoot Ogrun Bokur off. It was already down to one hit box remaining, so it was well withing probabilities. Leviathan got three shots and did some random damage points even to Ossrum - by rolling double sixes to hit.


Now Goreshade had a free charge to Ossrum, with Deathwalker negating his bonus from intervening terrain.

But even with attack boost Goreshade misses charge attack and then it's just rolling dice for giggles, hoping enough 7+ on two dice to kill There were some, but three focus points coupled with too many misses made the assassination a failed one. If memory serves, Ossrum was left with thirteen hit points, so even a double six on my last attempt in dealing damage wouldn't have done it.

Goreshade lost shade and turned into gore.


Monday, May 13, 2019

Race for Hearts

A quick note about a Love Letter game that lasted for eleven rounds - we chose to re-play two rounds because Countess was such an unruly troublemaker.

It was almost an anniversary for when the game was last played. How time flies and such...

Tuesday, May 7, 2019

Maurala 5-7

A friend visited over, and we continued our Kingdom Death campaign up until the beginning of eight lantern year.

I was dead tired throughout the day when we played, so I probably won't remember that much.

Fifth year, right after encounter with Manhunter survivors took on a Gorm. Hunt went fine, and Gorm itself wasn't much of a threat. Which is surprising with Protect the Young.

Settlement event is Open Maw, where Lavishnak gain +2 courage. Armored Strangers count that Maurala is overpopulated at a size of ten, so they remove recently gained Nigredo innovation and shrug off.

Settlement receives blue savior called Hopeanuoli. Snellana, Hopeanuoli, Sven and Ursa hunt for another gorm because we already received two stout hides and stout kidneys - one more hide and we got the coveted Gormskin armor. Settlement innovated Inner Lantern, so we got the full amount of survival actions now. Yet only survival limit of five.

Hunt phase was prolific, and there were even a few extra resources from critical hits. All the survivors spent time searching through Nightmare Tree when Gorm was lame and retching on the ground. It was kind of sad. "Look, that giant baby is on it's death throes. Should we end it's suffering? No, let's all go look at that... tree."

Victory was easy. But no Stout Hides were drawn. Farewell, Gormskin dream.

Settlement event is Stranger in the Dark, who turns out to be this seducer that makes all males lovesick, unable to depart that lantern year.

Gorm Climate gave Lavishnak additional point of Courage, and Settlement Watch teaches her some Acrobatics. Innovation is Drums.

Society Principle triggers on lantern year 7. Maurala gains Collective Toil and when survivors start the hunt, settlement has a population of seventeen.

Flower Knight is the next quarry. Huntresses are Hauaeia with twilight Sword, Ursa, Lavishnak and Snellana.

During hunt survivors encounter baby and the sword, and grab & dash both. Hauaia gains sword while Lavishnak carries the baby (as she was already wielding Slow weapon.) Right after there is another hunt event which I forget that gives almost everyone extra disorders. By far this had been the most devastating hunt phase we've had. At least in this session. The roll on Forest Wants What It Wants was a "3", so all survivors started showdown with one or two bleed tokens along with negative attribute tokens.

It was interesting fight, and one that gave bit of a challenge.

But luck (tokens) were on our side and not a single heavy injury level was caused, though plenty there were plenty of light levels.

Survivors win and return to settlement.

Hauaeia should have known better than to pick up two sentient swords. Sword of Silence and Twilight Sword had come to blows and split the ground below Hauaeia. She fell to Cracks in the Ground.

Hooded Knight arrived also, and can't believe the level of inadequacy when he learns these humans have dropped the mightiest magical sword there is to a chasm. With a heavy sigh he offers to teach some fighting arts.

Sense Memory gives settlement the overpowered Vespertine Bow. We got the resources for it, we were in no short supply of population, so why not?

Two warbling blooms were planted, and they tried to make new kids right away from a gentle suggestion by matchmaking capabilities of Ursa.

They probably hadn't quite realized yet how humans do it, so their moment of intimacy breeds only death and tears. Additional attempts by more proficient baby makers brings population to eighteen.

Innovation is Song of the Brave, so now we'd be able to get rid of Gorm Climate.

We got the resources to build up Leather Worker.

Year eight hunt. Last hunt before King's Man.

Who know if we'll ever see it, since there was just over a year in between these sessions.