| jduteau |
DURING THIS SCENARIO:
When you defeat the henchman Hammerhead Shark from a location deck, display it next to this scenario. For each such henchman displayed, the difficulty to defeat the villain Adaro Barbarian is increased by 2.
Villain Monster B
Traits
Merfolk
Barbarian
Aquatic
Check
Combat 15
Powers
The Adaro Barbarian may not be evaded.
All damage from the Adaro Barbarian is Poison damage.
Traits
Animal
Aquatic
Veteran
Check
Combat 9
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
YOUR SHIP:
The Merchantman
WHEN COMMANDING THIS SHIP:
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Check to Repair:
Craft
6
Locations:
LONELY ISLAND
SHARK ISLAND x 4
Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing:Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M:0 Ba:3 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Shark Island #1
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #2
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #3
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Shark Island #4
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
| Koren, Defender of Innocents |
Strategy thoughts?
Send one person (Jirelle?) to the Lonely Island to get the 1d4 bonus. The other three stick together to quickly close locations? Vika and I have the "help other characters at the same location" powers and we didn't use them as much in the first scenario. It is only a Combat 10 check against the Hammerhead Shark so I'm not sure that we need to team up on locations as much as others.
Vika, Bellicose Blacksmith
|
I think we should spread out to cover 4 locations. This scenario truly has one less location than normal? We definitely didn't use our abilities last time, so I'd be inclined to think we should fully spread out until someone becomes too beat up to go it alone. Plus my help ability doesn't jive very well with my discard=recharge ability right now (need more deck cycling).
| jduteau |
Turn 01
Blessing: Blessing of Milani
01/29
Vika
Shark Island #3
Monster B
Traits
Animal
Swarm
Basic
Check
Combat 6 Actually 10, see Power below.
Powers
All damage dealt by the Bilge Spider Swarm is Poison Damage.
If you are on a ship, the difficulty of the check to defeat is increased by 4.
If you do not defeat the Bilge Spider Swarm by at least 4, shuffle it into the deck it came from; the Bilge Spider Swarm still counts as defeated.
| jduteau |
Turn 02
Blessing: Blessing of Milani
02/28
Koren
Shark Island #1 - Card #1
Sea Hag
Monster B
Traits
Hag
Aquatic
Check
Combat 11
Powers
Before you act, succeed at an Arcane or Divine 8 check or you may not play spells that have the Attack trait.
When you are dealt damage by the Sea Hag, you must first choose weapons to discard as your damage, if you have any.
I'm not going to hide the cards in spoiler tags since we're revealing them as we go.
| Koren, Defender of Innocents |
Koren moves to Shark Island #1 and encounters the Sea Hag.
I'm not going to play any Attack spells (I don't have any), so it doesn't matter what the Divine check will be...
Divine: 1d8 + 3 ⇒ (3) + 3 = 6
I use the Longsword on her with a BotG for good measure.
Melee: 1d8 + 2 + 1d8 + 1d8 ⇒ (6) + 2 + (8) + (5) = 21
And she is defeated.
I discard the other BotG to explore again...
| jduteau |
What do you guys think ? Only reason I was going to stick at lonely isle was because I might be able to close it
I'm good either way
Further. Ezren's If you wish to do Lonely Isle I will go play with Sharks
Good point and we know that the villain isn't there so we can't close it with him. Maybe Ezren doubles up with one of Vika or I? I just recognize that it's harder for him to defeat monsters as his spells have to recharge. Does Ezren have Allies in his deck?
| Koren, Defender of Innocents |
We just need Vika to temp close Shark Island #3 by defeating a Hammerhead Shark and then I'll have my go at the villain.
I'd like to use one of Jirelle's BotG and Ezren's Magic Weapon. That will give me 3d8+2+d4 (79%). I might discard my Longsword as well to get an extra d6 (94%). I just don't want to fail. :)
Vika, Bellicose Blacksmith
|
My My, you guys were busy last night.
I summon and encounter a Hammer Head Shark:
Animal
Aquatic
Veteran
Check
Combat 9(+1)
Powers
The Hammerhead Shark may not be evaded.
The difficulty to defeat is increased by the adventure deck number of the current scenario, if any.
If defeated, you may immediately attempt to close the location this henchman came from.
I'll engage him with a mace with its discard ability and my Blessing of the Gods:
Shark Bait, Ooh Ha HA!(10): 1d10 + 2 + 1d8 + 1d4 + 1d10 ⇒ (10) + 2 + (8) + (4) + (1) = 25
Glad I used that blessing!
I recharge the Staff of Minor Healing to Recharge the Blessing.
I have temporarily closed Shark Island #3
and my hand consists of a single Longsword.
| Koren, Defender of Innocents |
Koren takes on the Adaro Barbarian armed with his longsword magicked up by Ezren and with a Blessing of the Gods from Jirelle.
Combat: 1d8 + 2 + 1d8 + 1d6 + 1d4 + 1d8 ⇒ (4) + 2 + (1) + (2) + (2) + (8) = 19
He is defeated and flees to one of the other Shark Island locations which means that this Island is closed for business...
I end my turn and reset my hand.
Hand: Heavy Pick, Sagacity, Chain Mail, Paladin's Helm, BoIomedae
Deck: 7 Discard: 3 Buried: 0
| jduteau |
Locations:
Lonely Island
At This Location: If you are the only character at this location, add 1d4 to checks attempted at this location.
When Closing:Banish an ally.
When Permanently Closed: On closing, draw a random ally from the box and recharge it.
M:0 Ba:3 W:2 Sp:1 Ar:1 I:1 Al:0 Bl:1 ?:1
Jirelle, Ezren
Shark Island #1
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
CLOSED
Koren
Shark Island #2
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:2
Shark Island #3
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:4 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1
Vika
Shark Island #4
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:2
| jduteau |
Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle
Discard this card to add 2 dice to any check that has the Swashbuckling trait.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
| jduteau |
Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle
Shark Island #4
Boarding Axe
Weapon B
Traits
Axe
Melee
Slashing
Swashbuckling
Basic
Check
Strength/Melee 6
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; add another 1d6 if the bane has the Pirate trait.
You may additionally discard this card to add another 1d4.
If you aren't proficient with weapons, the difficulty of this check is increased by 4.
| jduteau |
Turn 03
Blessing: Blessing of Besmara
03/27
Jirelle
Shark Island #4
Siren Caller
Monster B
Traits
Siren
Aquatic
Veteran
Check
Wisdom 8 Actually 9, see Power below.
Powers
All damage dealt by the Siren Caller is Mental Damage that may not be reduced.
The difficulty of checks to defeat the Siren Caller is increased by the adventure deck number of the current scenario, if any.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.