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Phelddagrif posted:I should point out that you don't HAVE to open the door ASAP. The goal is to kill 15 enemies, and it might be easier and safer (though, more boring) to take down a steady stream of normal guards, rather than hunting for whatever unknown enemies might be waiting for you in the other rooms. I've played this scenario multiple times with different groups and we always did it this way and never had any major problems. It's really to me to see this group doing something different. I'm hoping to learn something!
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# ? Feb 1, 2019 01:30 |
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# ? May 29, 2024 06:40 |
Inox Encampment Round 3BPending actions from last Round posted:None! Start of Round actions posted:Inox Guard 3(s) spawns in D1! 15. Inox Guard 1(s), 3(s), 4, 5(s), 6 posted:- Inox Guard 1(s) focuses Bullwinkle! Gains SHIELD1. Attacks Bullwinkle for 3 (2base, +1mod) damage. 27. Master Splinter the Vermling Mindthief (Zulily Zoetrope) posted:- Master Splinter uses Feedback Loop (bot)! Jumps 4 to E4. 29. Rocky the Savvas Cragheart (Narsham) posted:- Rocky uses Rumbling Advance (bot)! Moves 2 to G5. 27. Bullwinkle the Inox Brute (Ripley) posted:- Bullwinkle uses Grab and Go (bot)! Moves 3 to G2 END OF ROUND ACTIONS posted:- Scenario Objective: 5/15 This is going to be a close one! Active players, since D1 is occupied, please let me know which hex you want the new Inox Guard to spawn into! Also Narsham please let me know if you want to lose EARTH but avoid the damage on Bullwinkle or not. Finally, if anyone wants to, please let me know which cards you want to lose to prevent damage from an attack, if any! Active players please discuss your options itt and provide your STEP A Orders via PM/email with this format: - Initiative: xx - Card 1: name - Card 2: name You can consult the (mobile friendly) spreadsheet to see which cards are available and decide your next moves. DEADLINE FOR EVERYTHING IS 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 13:19 on Feb 1, 2019 |
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# ? Feb 1, 2019 10:55 |
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Doesn't Rocky move after Bullwinkle, meaning no friendly fire?
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# ? Feb 1, 2019 12:57 |
Omobono posted:Doesn't Rocky move after Bullwinkle, meaning no friendly fire? Whops! You are completely right, not sure why I have the order for the 2 characters inverted, I'll have to double check the spreadsheet cause, ofc, 27<29. Nothing else should change aside from 1 less damage on Bullwinkle. EDIT: fixed. By the way, apologies for all the little inconsistencies and mistakes, this game has a lot of admin work when you have to record the activity and map down everything on your own and if I want to keep the ball rolling and update once/day I only have a limited amount of time for double checking everything. I'd rather keep going at this pace - mistakes and all - than slowing down the update cycle though, but please let me know if you'd prefer the other alternative That Italian Guy fucked around with this message at 13:41 on Feb 1, 2019 |
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# ? Feb 1, 2019 13:04 |
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No need to slow it down. If every other turn isn't spent debating rules and correcting minor mistakes, it's not the real Gloomhaven experience. I think we'd prefer the guard to spawn in C1, given the choice. That Italian Guy posted:Zulily Zoetrope, your original order was to move to F4, but that's the hex Bullwinkle is in...I assumed you meant E4? The font I've used for the lettering makes E and F look very similar, unfortunately. I'll try to get an higher resolution "tile with coordinates" next time, not sure why there was that much quality loss in the process (if you look closely, you can spot the border of the smaller rectangular tile - the one with the coordinates on it, that I had to create for this - on top of the regular room tile.) Yeah, sorry, that's my bad. It wasn't even the font's fault, because I deduced I wanted the tile next to D4. I'm just worse at the alphabet than I thought. E: Oh, also I was quite drunk when I sent that PM. Might be a pertinent detail. Bullwinkle, Rocky, what's your healing situation? The Mindthief gets exactly one card that can heal others, and that's at level 3 and competing against a very solid card, so she's not exactly a team player on that front. I think I'll pop open the door and sit on it until we're ready to move on. I can get nice and cozy in there for six turns if need be, so if you survive this, we should be home free. There'll be time for a long rest and everything. I'm trying to visualize the room, but as far as I can tell only a single range 4 enemy (and two range 5s?) would have a line of sight to Bullwinkle. I don't know about the elite archers, but everything else we've seen has been range 3, so they'd have to draw a +range card and be near the door to be able to target him. Zulily Zoetrope fucked around with this message at 15:10 on Feb 1, 2019 |
# ? Feb 1, 2019 14:06 |
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Bullwinkle has zero healing, sadly. There's one card, but it's not in my deck this mission.
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# ? Feb 1, 2019 14:27 |
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Rocky hit her with Earthen Clod before your attack. And that's... not very much healing, no. Okay, I've got a pair of cards I can play which will allow me to either open the door or get between Bullwinkle and the mobile guards, and I'll pick what to do when we've drawn the monster AI cards.
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# ? Feb 1, 2019 14:35 |
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Is it just me or did Master Splinter forget to stamina potion a move 4 card back from the discards? E: nvm you have ways of getting 4 movement total Omobono fucked around with this message at 15:31 on Feb 1, 2019 |
# ? Feb 1, 2019 15:10 |
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OK, the guard deck just reshuffled and with Splinter invisible this turn, they have a 50% chance they can't attack either Rocky or Bullwinkle. The Move 2/Move 3 cards and their Move 1/Range 2 attack can hit us. I am tempted to suggest that Bullwinkle long rest to get rid of the poison. If the 50% bad stuff happens, I will short rest to get my healing back; otherwise, I can probably proceed with a disarm, though it will be slow. I will block F4 (if possible) and F5 this turn, making my current spot fairly safe (again, unless the guards get their ranged attack). I have plenty of cards to lose to damage if the worst happens. If I have to lock myself in becaus a guard is in F4, I can jump out after a short rest. (F5 will be clear via push.) My healing is all range 3, so Bullwinkle is in reach.
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# ? Feb 1, 2019 16:16 |
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Aye, worth a shot, otherwise I'm going to start hemorrhaging cards shortly. Sounds like a plan.
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# ? Feb 1, 2019 22:30 |
Inox Encampment Round 4APending actions from last Round posted:None! ROUND REVEAL posted:
All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green. Available items are also shown there." Master Splinter (Hand4, Discarded5, Active1, Lost0) is acting at initiative 20 with Scurry and Submissive Affliction. 20. Master Splinter the Vermling Mindthief (Zulily Zoetrope) posted:
61. Rocky the Savvas Cragheart (Narsham) posted:
99. Bullwinkle the Inox Brute (Ripley) posted:Bullwinkle will recover all discarded cards and chose one from the discard pile to LOSE. They will also recover 2HP and refresh all the items that have been SPENT. DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 13:03 on Feb 2, 2019 |
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# ? Feb 2, 2019 11:09 |
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Felicitous! I'll put an end to the guard spawning, then.
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# ? Feb 2, 2019 13:42 |
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What's the current kill tally? 5? With the 6 guards on board a 4 enemy room would provide for all the required targets.
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# ? Feb 2, 2019 16:01 |
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OK, next turn planning: The fastest the guards can go and attack is on 30. Bullwinkle can beat that. Barring a miss, he can kill the injured guard nearest to us. 4&6 will have to go the long way to reach us. 2, spawning in at C1, will be blocked by 3. 1 is immoble. I can use a push 2 on guard 5 to shove him through that bramble into B3, which means he'll end in C4. That makes guards 1&3 the only ones nearby next turn, and 1 is dead next turn before acting. With rocks in F4 and F5, Bullwinkle could shift to G4 if necessary to minimize his risk. Splinter could move into F2 if that's needed to keep guard 3 from attacking Bullwinkle. I am leaning toward a long rest next turn to get both my items and my healing back; if the turn after next isn't too threatening, I could heal 4 Bullwinkle and heal 2 myself. This is obviously contingent on what the enemies inside the next room are up to. But my other good options are all AoEs and I'm not going to have good targets for them. My fast heal card is init 29, so the turn after Rocky's rest is a good go-slower turn.
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# ? Feb 2, 2019 16:50 |
Inox Encampment Round 4BPending actions from last Round posted:None! Start of the Round actions posted:Inox Guard 2(s) spawns in C1! 20. Master Splinter the Vermling Mindthief (Zulily Zoetrope) posted:- Master Splinter uses Scurry (top)! Moves 3 to E1. Attacks Inox Guard 3(s) for 5 (1base, +2mod +2bonus) damage! When opening door 1 posted:You push your way into the back cave only to be faced with a half-dozen crying, screaming Inox children. You have little opportunity to contemplate the implications of this development, however, as you find yourself also staring down the bows of several Inox archers. Your only option is to continue fighting. If it wasn't clear enough already, we have been murdering random indigenous people at the behest of a rich merchant that (most likely) dabbles in Necromancy! For gold! Mercenaries! 56. Inox Archer 5(E) posted:- Inox Archer 5(E) focuses Bullwinkle! 61. Rocky the Savvas Cragheart (Narsham) posted:- Rocky uses Crater (top)! Consumes EARTH! Gains 1 XP. Attacks Inox Guard 5(s) for 4 (3base, +1mod) damage! Inox Guard 5(s) is PUSHED2 to B2 through hex C1! Takes 1 hazardous terrain damage in hex C1! 70. Inox Guard 1 posted:- Inox Guard 1(s) focuses Rocky! Loses IMMOBILIZED token. 74. Inox Shaman 1 posted:- Inox Shaman 1 focuses Bullwinkle! 99. Bullwinkle the Inox Brute (Ripley) posted:-Bullwinkle executes a Long Rest! Recovers all discarded cards, loses Sweeping Blow. Self HEAL 2HP to remove POISON token! No HP gained. Refreshes Boots of Striding and Hide Armor. END OF ROUND ACTIONS posted:- Scenario Objective: 5/15 EDIT: I have rectified Guard 2's position. He's stading in C1 since there it moves before Guard 3. The spawning has stopped, but so has the killing! Both Bullwinkle and Rocky are still very close to being struck down. Active players please discuss your options itt and provide your STEP A Orders via PM/email with this format: - Initiative: xx - Card 1: name - Card 2: name You can consult the (mobile friendly) spreadsheet to see which cards are available and decide your next moves. DEADLINE FOR EVERYTHING IS 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 14:44 on Feb 3, 2019 |
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# ? Feb 3, 2019 14:08 |
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That Italian Guy posted:If you are POISONED (or WOUNDED) and you try to heal, you'll only get rid of the negative status (or both, if you have both); you won't actually gain any HP back until the status has been removed. Slight correction - you still heal the normal amount if you are just Wounded and not Poisoned.
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# ? Feb 3, 2019 15:42 |
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Are we the baddies?
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# ? Feb 3, 2019 15:47 |
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OK. There's a single guard action (init 30, move +1, attack -1) that could cause trouble. If I long rest and somebody kills the 2 hp guard, Bullwinkle will be safe in G4 and I can apply up to Heal 6 to him on the following turn. Blocking G4 also forces the guards focusing on me to turn around and head for that hazardous terrain; Bullwinkle can then vacate G4 the following turn and they will switch directions again. The archer we want to force through one of the traps if possible. Because of the movement difference between archer and shaman, we can probably get them to split up and whoever goes in for that treasure can manage the shaman then. If Rocky takes another rest cycle before we open another door for more targets, we can probably heal up to full. If my count is correct, we only need to find one more victim to win. Keep in mind the init 15 shield/retaliate card. It's probably only a big deal for Bullwinkle, but it might justify using the dagger before moving.
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# ? Feb 3, 2019 15:51 |
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Slaan posted:Are we the baddies? Yes. This scenario is loving horrific
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# ? Feb 3, 2019 16:03 |
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Slaan posted:Are we the baddies? Yes. Yes we are.
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# ? Feb 3, 2019 16:13 |
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Then praise Asherah, start the BBQ and let's feast
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# ? Feb 3, 2019 16:19 |
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Sorry, I thought this game was called Gloomhaven, not Drakenhaven and/or Nier Gloom. Did I read the name wrong?
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# ? Feb 3, 2019 16:38 |
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Doomgraven
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# ? Feb 3, 2019 16:51 |
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Hey, can I pick different cards to have recovered via the stamina potion? I kinda made the call based on the expectation that I'd be blocking the door, and technically you don't have to declare it until the end of your turn. Depending on the cards I'm allowed and the enemy AI, I'll either join the fray and draw out the archer, or if you guys can handle the weakened guards, I'll run interference and slow down the archer and fresh guards.
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# ? Feb 3, 2019 17:21 |
Omobono posted:Sorry, I thought this game was called Gloomhaven, not Drakenhaven and/or Nier Gloom. Did I read the name wrong? If we manage to win this mission, we will be able to decide where we stand regarding this stuff. To be fair, we already knew that Jekserah wasn't going to win any awards in the morality department, since the first job we've done fore her has been to recover some scrolls that just happened to have necromantic stuff on them. OTOH, it's surprisingly easy not to pick up the details in the fluff, since the start of the campaign is otherwise the most generic fantasy trope ever (the party is approached in an inn by a merchant who wants them to retrieve stolen stuff and "protect" her caravans, for crying out loud ) That Italian Guy fucked around with this message at 18:23 on Feb 3, 2019 |
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# ? Feb 3, 2019 17:46 |
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Well, to be fair, the best defense is a good offense
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# ? Feb 3, 2019 18:21 |
Zulily Zoetrope posted:Hey, can I pick different cards to have recovered via the stamina potion? I kinda made the call based on the expectation that I'd be blocking the door, and technically you don't have to declare it until the end of your turn. Go for it! Let me know what you pick and we'll switch. You would have been able to pick after opening the door in regular play anyway
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# ? Feb 3, 2019 18:22 |
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SalTheBard posted:Yes. This scenario is loving horrific Acting as Jekserah's PMC to go raze a village, all in day's work... Narsham posted:Blocking G4 also forces the guards focusing on me to turn around and head for that hazardous terrain; Bullwinkle can then vacate G4 the following turn and they will switch directions again. This is a fun/evil strategy, poor guards.
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# ? Feb 3, 2019 21:44 |
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Narsham posted:Blocking G4 also forces the guards focusing on me to turn around and head for that hazardous terrain; Bullwinkle can then vacate G4 the following turn and they will switch directions again. I don't think this works. Enemies ignore paths going through hazards when determining focus if there's non-hazardous paths available, so they would simply focus Bullwinkle.
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# ? Feb 3, 2019 22:38 |
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Yeah, if Bullwinkle got in to G4 and then the other guards filled in F3 and G3, only then would they focus Rocky and go through the terrain since Splinter is invisible.
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# ? Feb 3, 2019 22:48 |
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Omobono posted:I don't think this works. Enemies ignore paths going through hazards when determining focus if there's non-hazardous paths available, so they would simply focus Bullwinkle. OK, that's right based on the example on Page 31 (Tinkerer is closer than Brute but only can be reached through traps). I remembered the words of "one of these hexes as the only way that can focus on a target" to be for each target, but it's for ANY target at all. Those guards still have a long way to go.
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# ? Feb 4, 2019 02:11 |
Inox Encampment Round 5APending actions from last Round posted:Zulily Zoetrope has had a change of mind! Master Splinter's Minor Stamina Potion has been used to recover Fearsome Blade and Feedback Loop. ROUND REVEAL posted:
All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green. Available items are also shown there." Bullwinkle (Hand9, Discarded0, Active0, Lost1) is acting at initiative 27 with Spare Dagger and Trample. 27. Bullwinkle the Inox Brute (Ripley) posted:
27. Master Splinter the Vermling Mindthief (Zulily Zoetrope) posted:
99. Rocky the Savvas Cragheart (Narsham) posted:Rocky will recover all discarded cards and chose one from the discard pile to LOSE. They will also During this phase, players are free to discuss everything itt, including in depth round breakdown, tactics, and so on; you can use specific card names and numerical values since everything has been revealed already. Everyone itt is also encouraged to take part in the discussion (although the last word is, ofc, reserved for the active players. Be nice! Active players, please discuss your ideas itt and provide your final orders via PM/Email! DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST (As always, please let me know if you need an extension!) That Italian Guy fucked around with this message at 10:52 on Feb 4, 2019 |
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# ? Feb 4, 2019 10:50 |
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Bullwinkle
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# ? Feb 4, 2019 11:06 |
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Well, I wasn't counting on the archer to act quite so fast, but bright side, I can totally kill him dead afterwards. I plan to enter the hut, kill the archer, and lure some guards in there to send them on a merry goose chase, but I think I'll only be able to draw the focus of Guard 2.
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# ? Feb 4, 2019 13:56 |
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Hazards. Only the shaman will focus you if you're behind them.
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# ? Feb 4, 2019 15:09 |
Omobono posted:Hazards. Only the shaman will focus you if you're behind them. I believe Zulily Zoetrope is banking on the Archer to step on one of the Trap tiles to be able to shoot at Bullwinkle. That'll leave a safe path for Guards at a later initiative to step onto if they want to focus someone inside the new room.
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# ? Feb 4, 2019 15:42 |
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The Archer is going to trigger a trap to attack Bullwinkle, plus however many it will take to kill him.
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# ? Feb 4, 2019 15:48 |
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Zulily Zoetrope posted:Well, I wasn't counting on the archer to act quite so fast, but bright side, I can totally kill him dead afterwards. That sounds good. Next turn I will drop my full Heal 6 on Bullwinkle so he can keep stabbing, and then provide ranged support until our next rest. We're at no risk of exhaustion from cards, so if necessary I can take a hit or two to pull heat from Bullwinkle. (But I'm more likely to immobilize a guard or two.)
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# ? Feb 4, 2019 16:20 |
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Right, those are traps, not permanent terrain. Carry on then. E: how much damage is a trap currently? Omobono fucked around with this message at 16:53 on Feb 4, 2019 |
# ? Feb 4, 2019 16:47 |
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# ? May 29, 2024 06:40 |
Scenario level 1 traps hit for 3 damage and hazardous terrain for 1.
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# ? Feb 4, 2019 16:59 |