
Longshot11 |

OK, so how do you do it? First-hand account would be ideal, but all theories and suggestions are also welcome. I'm doing a solo Ezren RotR right now and I'm not guaranteed to come across the perfect cards, but you can look at it as thought exercise, a 'puzzle' if you will, what are the best ways the game offers to overcome those challenges.
Round 1: Karzoug Statue
At first I thought the final villain will be my biggest hurdle, however, for him I can at least come up with theories (see below). With Karzoug Statue I come up empty.
The statues has a Combat 28 check and is immune to Attack and Mental traits.
Ezren has a naked d6 in both Strength and Dexterity, can't carry blessings and all loot weapons require proficiency so they're a no-go. Let's, for the sake of argument, assume he's taken 2 Skill feats in Dex. Also, he has and discards Acidic Sling +3 (avg. 14), and also has and rechrges an Elven Sharpshooter for an avg 4.5. And finally, let's assume he's taken a second weapon Card feat, and discards a Dancing Scimitar for an avg. 5.5.
This all amounts to a grand total of 29.5 average, with a hand and a build perfectly crafted for this single encounter, and very unlikely to actually exist (for example, I don't imagine a lot of people will take a second weapon and an Elven Archer for this singular villain).
So, any advice how a wizard can deal with the basically wizard-immune Karzoug Statue?
Round 2: Karzoug the Claimer
That's it. The Grand Finale. The ultimate villain of RotR, with 2 Combat checks at 30/40 and a nasty 'undefeated' mechanic that may quite possibly make you encounter him several times without heavy/lucky examines.
Let's say however, that we have him cornered on the bottom of the location deck and that the rest of the scenario didn't knock ant vital cards from your deck. This encounter is not so much impossible due to lack of ways of dealing with it, as it puts a pressure on you Wizard because of the limited amount of cards he can have in his hand at start of final turn. Since this should be doable with both Roles, we assume an Illusionist Ezren, with 4 feats in Intelligence and a hand size maxed at 8. Also, while we'll account for the combat Spell needed for it, we'll assume the 30 check to be passed, and will target reaching that 40. So let's see what we can bring to bear:
Card 1: whatever. It's buried at start of turn, per the scenario's single location's power.
Card 2: Velociraptor. This will actually require the last turn to begin with a boon on top of Karzoug, and an Ally that's pretty unlikely for Ezren to have, but let's roll with it: avg. 7 to both checks
Card 3: A protection item, for the BYA Constitution 15 check that deals 2 / 1d4+1 dmg. We assume a perfect scenario where the single card will soak all the dmg.
Card 4: Cloud spell. Corrosive Storm or Blizrad, regardless – avg. 7 to both checks
Card 5: Combat Spell 1: Disintegrate (oddly enough better than a Sign of Wrath) - used for the first check
Card 6: Combat Spell 12: Disintegrate at avg. 14. We'll assume it was recharged against the Dragon henchman, therefore last card in deck, and therefore drawn when the first Disintegrate is played, bring the total of effective cards for the encounter to 9
Card 7: Clockwork Librarian, an Ally – avg. 9
Card 8: Blessing – there is one in the location, and while we'll assume Ezren is able to get it, we won't assume his so lucky to draw a Pharasma – avg. 6.5
Card 9: Wand of Ennervation – reduces difficulty of a check by 6.5 avg.
So, in total, for the second check we're looking at a 54 avg. (and another 5from Runeforge Weapons) - seems more or less granted; However, there're plenty of assumptions in this 'perfect' hand that will more than likely not happen (getting a Velocirapotor, for example), so I'd like to know what other cards/tactics you would recommend. My runners-up for Ezrens final hand are:
Exploration ally: Svevenka or Gyukak - +2 to both checks
Combat Ally: Ayruzi (avg. 6.5), Pyromaniac Mage (avg. 4.5) or Charmed Red Dragon (a solid 5)
Ordikon's Staff: allows another item, +2 to both checks
Robe of Runes: allows another item, +2 to both checks
Headband of Vast/Epic intelligence for +1/+2 to both checks
Bonus Round: Scarecrow Golem
While I'm at it, I would ask as well about this one. The Golem is henchman in two scenarios in AD2, immune to Attack spells and with a check of Combat 12. While it's not unthinkable to beat the villain extra times and to hope you chase him in the Golem's location and shuffle him over the Golem, it seems a little harsh at this stage of the game.
The best I could come up with, to compliment Ezrenz's naked Strength d6, is:
Discarded War Razor + 1 (avg. 8.5) or Sickle +1/ Heavy Pick +1 (avg. 8), but much more likely – Mace or Quarterstaff (avg. 7) (sadly, I'm saddled with Icy Longspear +1 – avg. 5.5, but hey – at least I get a reroll)
Sabertooth Tiger or Sheriff Hemlock – avg. 3.5
a Blessing (I should be so lucky) – avg. 3.5
Again, while far from impossible, this Henchman requires a certain luck in card acqusition/location deck order. What other advice can you offer against?

Longshot11 |

This is just theorizing, but for the Karzoug Statute, if you can get some clouds in play, like Incendiary Cloud, they should help. As long as you play them before you flip the villain over, joys immunity won't prevent them. And you can stack multiples up.
A little after posting the thread, it occurred to me that I forgot the Clouds, but I haven't thought about being able to stack several. Thanks, Hawkmoon!
However, now that I think about it, dissimilar to Golems, the Statue doesn't say "Attack spells can't be played", but rather "Immune to the Attack trait". Doesn't that mean I shouldn't be entitled to the Cloud dice? In other word, would it be legal to add 2d4 from Incendiary Cloud against a monster "immune to Fire"? 'Cause that would be pretty big departure from the way I've been playing...

Hawkmoon269 |
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Being immune means you can't do three things:
1. Play cards with that trait. But you aren't playing the card now. You played it before.
2. Use powers that would add that trait. But the attack trait isn't added from a "cloud" spell, since it doesn't determine your skill and doesn't say to add the attack trait.
3. Roll dice with that trait. Again, the attack trait doesn't get added to the check.
So, as long as it is in affect prior to the encounter, you can get the dice from it.
Also remember, if you can play a bunch of clouds, after each one you can examine and draw, so potentially you replace each one with another spell.

Hawkmoon269 |
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Looking through my RotR cards, here are a couple of other things you might want to keep around:
1. Medusa Mask. It isn't technically evading, so monster that say they can't be evaded can't stop it. It will let you set aside the villain until you are ready for him. And for Karzoug, it will let you set him up for an Augury to put him on the bottom of the deck.
2. Revelation Quill. Again, setup the deck to your favor.
3. Summon Monster. Combat check spell, without the attack trait.
4. Mirror Image. 75% chance to avoid all damage of any kind dealt by a monster, including BYA damage from a monster.
5. If you are going Illusionist, Invisibility. It lacks the Mental trait.
You might also want to consider taking a card feat in Weapon and getting a dagger, so that whey you do have to use your weapon you can double them up. I think you strategy is going to have to be using Scrying, Augury and Revelation Quill to find the villain and put them where you want them so that you can use some turns to get your perfect hand together.

Longshot11 |

Looking through my RotR cards, here are a couple of other things you might want to keep around:
1. Medusa Mask. It isn't technically evading, so monster that say they can't be evaded can't stop it. It will let you set aside the villain until you are ready for him. And for Karzoug, it will let you set him up for an Augury to put him on the bottom of the deck.
2. Revelation Quill. Again, setup the deck to your favor.
3. Summon Monster. Combat check spell, without the attack trait.
4. Mirror Image. 75% chance to avoid all damage of any kind dealt by a monster, including BYA damage from a monster.
5. If you are going Illusionist, Invisibility. It lacks the Mental trait.
You might also want to consider taking a card feat in Weapon and getting a dagger, so that whey you do have to use your weapon you can double them up. I think you strategy is going to have to be using Scrying, Augury and Revelation Quill to find the villain and put them where you want them so that you can use some turns to get your perfect hand together.
Thanks for the tips!
Summon Monster is actually a great suggestion against the Statue! While I don't believe there's a Monster that can beat it, it will at least allow me some time to prepare.
Medusa Mask (a non-spell, non-mental evade) and Revellation Quill are a must.
Therein lies the problem with getting a second weapon, though. I feel like I'll have to max items (for all those reveal for +2 Intelligence items) and allies (to compensate for all those checks that a solo, non-blessing Ezren would otherwise fumble). That leaves me with another 2 Card feats to spare and I feel (I may be wrong) that they should go towards spells, as otherwise my combat capabilities would be too watered-down (8 spells -not all of them combat- out of 21 cards at the 5 Card feat mark), and I'll have to discard my own deck to get them in my hand.
Agree on Invisibility: hands down the best evade spell for my playstyle, and actually worth something vs. undead. The auto-Stealth check is just a bonus.
Mirror Image: I'll consider that. I thought to maybe get one of the Protection Rings that only need to reveal, but I'm hard pressed to chose what I items to take already, so this spell might be a good contingency.
Lastly, just wanted to point out that in solo game Scrying is strictly inferior to Augury, given its considerably higher check and the fact that you never act out of turn.

Hawkmoon269 |

True. If you want more than the number of Augury spells, you will need to some Scrying. Also, if you want to be sure a location is setup before you move there. For example, being sure a location like Mountain Peak had a henchman on top before you moved there.
And yeah, you are going to be hard pressed on card feats.

Malcolm_Reynolds |
Summon Monster won't help with time to prepare against the Statue because the Statue is the only card in its location.
The Velociraptor wouldn't need to have a boon on top of Karzoug. You are allowed to forgo your free explore. If you want to use an ally's power to explore (and get the combat bonus) and you know Karzoug is the only card left, you just play the ally.

Longshot11 |

Summon Monster won't help with time to prepare against the Statue because the Statue is the only card in its location.
For all my planning ahead, that was a pretty odd oversight on my part. Thanks!
The Velociraptor wouldn't need to have a boon on top of Karzoug. You are allowed to forgo your free explore. If you want to use an ally's power to explore (and get the combat bonus) and you know Karzoug is the only card left, you just play the ally.
Is that ... true? I seem to remember the Rulebook said something like "Your free exploration must always be your first exploration for the turn". Too many times, we've scouted a (for example) Pit Trap on top of a location, and were frustrated that we can't just flip it open and hit it with a Frog, instead having to rely on Quarterstaff of Vaulting, to make the trap the "second" card in the deck. If forfeiting the free explore, but moving straight to Ally explores is allowed, this would be a really awesome news!