So, after 2 scenarios where we only got 1 4 boon each, we started again on the path of Rum gathering. Except we didn't get any rum.
There's 2 Bottles of Rum in the deck. Once again, we somehow encounter a first turn Henchman, and I think a second round Henchman.
This means no Rum for us, and an angry Villain.
Yet, even though I had to fight the Villain twice, it didn't seem that bad. Sure, it's a 35 Combat check, but I'm used to bursting those. In fact, I got 59 with a 7 reduction on the check to defeat on the final check.
And the 4 boons started flowing again, there was a 4 weapon, 4 item (nabbed with the Monkey) and 4 armor. Sadly, very few spells yet again - no love for the spellcasters :(
And I really want the bard to get a 4 spell so Major Cure comes into play.
Yet, even though I had to fight the Villain twice, it didn't seem that bad. Sure, it's a 35 Combat check, but I'm used to bursting those.
The tough thing about the villain is he recharges 1d4 weapons and Attack spells before you fight him. Unless you get lucky, you're going to be fighting him with your hands. This isn't so bad for Melee types, but rough on everyone else.
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zeroth_hour wrote:Yet, even though I had to fight the Villain twice, it didn't seem that bad. Sure, it's a 35 Combat check, but I'm used to bursting those.The tough thing about the villain is he recharges 1d4 weapons and Attack spells before you fight him. Unless you get lucky, you're going to be fighting him with your hands. This isn't so bad for Melee types, but rough on everyone else.
It's also not bad for sorcerers. We just sent Seoni after that punk rat.
The first time we played we left locations open after fighting Henchmen so that we could go after Rum. However this resulted in the Villian escaping and we did not have enough time to succeed. Second play we were luckier in finding Rum before Henchmen, and we closed decks whenever we could. Still took us until the last turn but we did succeed (the Wizard fought the villian but had 3 attack spells & 1 weapon and only lost one, and everyone else had maximized their hands to be able to close their locations and help with the fight).
Did this last night. We had pulled basic/elites but as the scenario specified putting in the rums figured we should dig them out for this. And we did get both of them before we fought the villain.
Of course the first time my Kyra fought him he stripped both weapons and the attack spell I had picked up from my hand. But at that point we were in a pretty good shape with just 2 locations open, and able to temporarily close shark island at will.
This one stymied us for a while, something like 5 failed attempts between my Vika and my buddy's healer-built Bard. A big part of the problem was the loss of a few consistent players to game fatigue. (Also, apparently, in the time before I joined the group, they had swung and missed hard at Adventure 4A repeatedly, to the point where several people gave up.)
We finally got some of the old retired adventurers to come back after a week and a half of utter futility, including one notable attempt where on consecutive turns I found the villain twice, with the party scattered and no one able to close locations, singlehandedly costing us 8 turns off the blessings deck. (I was pretty salty about that afterwards.) Apparently tales of 2 manning missions which had hard-stymied the previous full party restored some morale.
On the successful run we closed one location, had the villain get scouted by a lucky spyglass, found one rum bottle, ran out of time to hunt for the other bottle, got into position with 4 blessings left. Valendron poked the Villain with 3 attack spells, a found Wand of Flame, and a found Rage in hand. Rolled 3, nabbed the attack spells but left the Wand behind alongside the Rage. We blessing up to go after a DC 35, get to 7d6. Rolled a 23. Drat.
Wait, the other returned adventurer is the bard who can reroll up to 2 dice! Yay! Wait, the dice we're rerolling were a 3, MAX(2d6)=12, we can only get to 32. Sad day.
We grump, and start to reshuffle the location and wonder how we're going to try and get this to work in the no time we have remaining, when Valendron reads the rest of the Wand. Yay, discard the Rage to get his d10 Arcane die!
2 rerolled d6+d10 = 6,6,8. #Rekt. Nowhere to run, the villain is dropped.
Amaryllis doesn't feel up to writing a story for her last outing; she's busy trying to find someone who can sing as pretty as the Daughters of Imerta. (She might need a little therapy.)
We (Agna, Flenta, Merisiel, Zarlova, and Amaryllis) had trouble with this one because only two of us could make the Wisdom checks. It's hard to contribute when half your ways to help are Spells! Amaryllis did find a Rum Bottle and closed Shark Island (left open after a really unlucky roll) thanks to a Wall of Fire, but spent most of the game on the sidelines. :(
We also had no luck with early closing; it was halfway through the game before we ran into a second Henchman (Zarlova having found one burning through Holy Isle) and we only found the Villain once near the end. Speaking of which:
With 3 turns left in the Blessings deck Flenta got one shot at the Villain, but she didn't have any Weapons (after the mandatory discard) and we were low on ways to help. Close, but no dead wererat, so we'll get to try this again next time.
On the plus side, we did find some useful cards for upgrades. Getting rid of the low-end Basics and Elites has been a real help in this regard! More AD3 and 4 cards, please! :)
|Keith Richmond Pathfinder ACG Developer|
Woooooo! T'day my new bestest friend Tesha hepped ush find some rum! Ish good! ::clunk::
Sorry; I think she had a bit much to drink while celebrating finally defeating this scenario!
This was our third try with the team of Agna, Flenta, Merisiel, Zarlova, and Amaryllis.
Bad shuffling luck put the Daughters near the bottom of the first few locations we tried, so we didn't get any locations closed until later in the game. Still, everyone was contributing towards working through the decks. We picked up all three Rum Bottles (one thanks to Amaryllis' Swipe) so that wasn't an issue at the end. Amaryllis was also able to make a new friend: Tessa Fairwind! Sadly she won't stick around with the group, but many Spells and semi-useless Items were recharged to help the others.
The last couple turns went something like this:
Agna encounters the Villain as the last card at the Lonely Island. The other open location is the home of the Cannibals, but nobody's there. We pile on to help her defeat Mr. Wererat, close the location, and send him to the cannibals.
Flenta goes, skipping through some cards and leaving four in the location deck.
I go (twice) and get the Daughter. No spells, but a Blessing of Achaekek and various outside assistance means she's defeated. Zarlova's blessing helps Amaryllis "close" the location, leaving only the villain. Thanks to a Cure, also from Zarlova, I get my Black Spot and a Blessing of the Gods.
Merisiel goes, flipping the last blessing off the deck. Thankfully not a Blessing of the Gods, which gives us the small chance of needing a 15+ on a d12+d6. She rolls and...a 12 and a 5! (Picture of the final table.)
I can't wait to try a new scenario next time! :)