Alain

Kryron's page

4 posts. No reviews. No lists. No wishlists.


RSS


1 person marked this as a favorite.

It took me two tries to get through the first scenario as well. The scenario felt like a reverse "Here Comes the Flood". I still used the same strategy I did for the Flood, which was explore, explore. I run a 3-char party, so for other scenarios I usually take it easy and try to get as much loot as possible. But for this one, I'm not outrunning the flood so much as outrunning the stupid Giants to keep them from stealing my loot!

However, my second scenario... that was very memorable for me. At the start of the campaign, I lost a couple battles, wiped Sajan and Seelah. I thought I would have to restart it again. But I regrouped with a couple timely cures, and with about 13 blessings left on the clock, I managed to corner the Villain in the last hideout, the caves. I took my time then, trying to prepare my guys for the final showdown. Amazingly, each character (Sajan, Lem, and Seelah) all had an armor, to block the arrows of the villain. Seelah's turn was up, and we decided to go all-out, in typical end-of-game fashion. Seelah blew him up pretty good, she threw everything at him, her sickle and even her newly-acquired spiked shield. High-fives were given all around. I was already planning on what card slots to take.

But, as I was looking at the scenario card... I saw the scenario power. Blood quickly drained from my face, as I shakily picked up the d6... I closed my eyes as I rolled, and I opened them to a... 1. Just like that movie cliche, a shadow fell over little Lem as he looked back to see.... the villain had rose up again! All my well-laid plans were completely blown as everyone had used up all their blessings, and Seelah was unlucky to re-draw crap... no weapon, no armor, just 2 blessings and 2 items.

Maybe because the villain was too hurt from the previous beatdown, but this time his arrows merely grazed everyone, and Seelah and Lem were relatively untouched. Since it was Lem's turn to go next, I debated a good 5 minutes on whether to use his death's bane x-bow, or risk losing his amulet of fireballs... In the end, he opted to use the x-bow, with nothing but his archer friend, Fluffy, and one of Seelah's blessings. Whistling a jaunty ditty to calm his nerves, he looked down the scope of his xbow at the charging Giant, and shot him in the chest, felling him once again. But this time, they were more careful and chopped off his head, just to be sure! (I rolled a 6 this time, using the very same die that rolled a 1. I figure all the bad luck was out of it by this time)

With only 2 blessings left, the party finally rested for their next adventure.


I know this sounds like a obvious question, and I'm 90% sure of the answer, but I would love a confirmation anyway.
There are some monsters, specifically villains, that have just a Divine check to defeat. I can't remember any off-hand since I'm at work, but I know there are some monsters with like Combat - 21 or Divine - 14.
If I want to use the Divine check, can I use a Holy Light as part of that check?

I have been playing it as just a regular divine skill check, no attack spell allowed. Which is a little dumb, because then I'd just go for the Combat check anyway.


Nefrubyr wrote:
This worked out well for me in a recent game. I was playing solo, controlling three characters. Sajan ran into the villain - standard unarmed combat check of 1d10 + 2 (including skill feats). Lem (with weapons proficiency) discarded his Shock Longbow + 1 to add 1d4. Seelah could then play Fiery Weapon to add another 1d4, and Lem then followed with Blessing of Pharasma for 2d10. Quite the profitable sequence of events.

I don't believe that is correct. Pharasma affects Fiery Weapon, not the main die roll which is unarmed combat. So I think it should be 2d4, not 2d10...


Troymk1 wrote:
csouth154 wrote:
Troymk1 wrote:
mlvanbie wrote:

Two Cures is enough for self-sufficiency, although I also have a Staff of Minor Healing (with small numbers of players I want to go through my deck quickly). If you have a Cure in hand, you can blow through all your good cards or have someone else use all their Blessings. I will also cast it after drawing to make sure that I don't lose it.

Note that if you look at the new living rules there is no opening to play cards after you reset and draw your hand.

Instead of casting Cure between the reset/draw phase, what I do is cast it before the explore phase. There's still very little chance to lose the Cure before then.

As for Lini, I've been playing her with Ezren and Merisiel, and I typically have everyone solo their own locations. Interestingly enough, Ezren is the only person who has trouble soloing.

My brief summary with her so far (currently in AP3): starts the game great at handling everything except combat. By the end, after tweaks, a solid solo player. One thing you will only notice after playing her is that the discard power isn't so bad, because Lini will grab pretty much every boon (barring some really sucktastic rolls). So even if you don't want that potion of glibness, pick it up anyway, and use it as a power-up for her.

As the other posters have noted, she rarely cycles through her cards. Because of her low combat ability, my first priority was to get her the weapons specialization first and then the weapon slot. Her second power was the 1d4+1. Once she has a weapon, I felt much safer, and noticed I didn't need to burn as many blessings or discard for beast mode. Just the animal was enough. So, unlike everyone else, I made her more offense oriented.

She has 2 holy lights, 1 inflict, 2 cures, 1 augury, with the weapon slot and extra ally slot. Once she gets the cat, I think she will definitely be uber. She has +1str (in case she has to go hand-to-hand), +2wis. Her next skill point I think will go into dex. And her pride and joy is "Lil Vera", the Deathbane x-bow.

Just my 2 cents.