Thursday, April 8, 2021

Fantastic Four: Cosmic Clash Campaign

Long time, no see, True Believers!  After a long hiatus, I'm back with more Heroclix gameplay; this time featuring a giant-size session report of the Fantastic Four: Cosmic Clash boxed campaign!

It had been about 4 years since I had gotten Heroclix to the table, but my interest in the game finally came back around with the announcement of a rules revision and interesting new sets that had been released since I played the game. I wanted an opportunity to try the latest ruleset, which is debuting with the Wonder Woman 80th Anniversary set that releases at the end of April 2021. Wizkids was kind enough to release the rules for that set online in advance, so it was time to relearn the game with these rules in front of me. In looking at the products that had released since I stopped playing, I noticed that Wizkids had now produced a couple of standalone boxed sets that contained a campaign you could play through. I bought them all, and first to the table was the Fantastic Four: Cosmic Clash boxed game that included the titular Fantastic Four, as well as Dr. Doom, Silver Surfer, and a number of bystander tokens for Doom's henchmen.

The included campaign is a branching storyline that features a variety of maps, forces and win conditions for each side. Each mission in the campaign has a corresponding card that provides the forces, map, rules and victory conditions for each side. There are 8 mission cards included in the box, for scenarios A-H. Note that since this is a branching campaign, you will only ever play 4 of the 8 scenarios over the course of a single campaign, and will be directed to a specific scenario based on who won or lost the previous one. What follows is my very amateur attempt to play through the campaign solo with the new 2021 ruleset.  Let's start with the figures included in the set:

Forces

ffcc003e The Thing
Team: Fantastic Four
Range: 0 :bolt:
Points: 100/75
Keywords: Fantastic Four, Guardians of the Galaxy, Celebrity

(Special) It's Clobberin' Time: POWER: If no other friendly character has been placed this turn, choose an opposing character that's within 4 squares of a friendly character with the Fantastic Four keyword that was attacked since your last turn. Place The Thing such that he can make a close attack targeting the chosen character, then do so. If he hits and his attack roll is 10+, after resolutions remove an action token from him.

(Speed) SOMETIMES YOU GOTTA BREAK STUFF: Charge, Improved Movement: This character can move through Blocking terrain. Immediately after movement resolves, destroy all Blocking terrain moved through.

(Defense) Ain't Feelin' So Good, Stretcho: STOP, but only if another friendly character with the Fantastic Four keyword is on the map. Invulnerability.

ffcc001e Mr. Fantastic
Team: Fantastic Four
Range: 0 :bolt:
Points: 100/75
Keywords: Celebrity, Fantastic Four, Illuminati, Scientist

(Special) I'm Pretty Good at Multi-Tasking: Plasticity, Shape Change. When Mr. Fantastic uses Shape Change, after resolutions place that D6 with that result on this card, replacing any here. Giant Reach: X, where X is 2 or the value of that die on this card, whichever is greater.

(Defense) We're Going to be fine, Sue: STOP, but only if another friendly character with the Fantastic Four keyword is on the map. Super Senses.

(Damage) You'll find Mr. Fantastic more than a match for you, Every Time: Leadership, Outwit. FREE: Choose an opposing character of higher points within 4 squares and line of fire and a power (standard or special) they can use. The chosen character can't use that power until your next turn.

ffcc002 Invisible Woman
Team: Fantastic Four
Range: 5 :bolt::bolt:
Points: 100/75
Keywords: Celebrity, Fantastic Four, Lady Liberators, Scientist

(Special) Hide and Seek: FREE: Choose one: Until your next turn, opposing characters can't target Invisible Woman unless they began their turn within 3 squares of her -or- Terrain markers are considered clear for line of fire this turn, if Invisible Women is within 4 squares of them.

(Defense) You'd Be Surprised What Lengths I Can Go When Pushed: Barrier, Toughness, Willpower. When Invisible Woman uses Barrier, after resolutions you may knock back 2 squares any number of opposing characters adjacent to these markers.

(Damage) Johnny, Stay With Me!: STOP, but only if another friendly character with the Fantastic Four keyword is on the map. Shape Change.

ffcc004  Human Torch
Team: Fantastic Four
Range: 7 :bolt::bolt:
Points: 100/75
Keywords: Celebrity, Herald, Fantastic Four, Inhumans, Spider-Man Family

(Special) Flame Trail: Once per turn for all characters with this trait, when Human Torch moves, after resolutions choose a character he moved through or adjacent to and deal it 1 penetrating damage.

(Attack) Flame On: Poison, but may use it even if moved or placed this turn.

(Defense) Ben? Where Are you?: STOP, but only if another friendly character with the Fantastic Four keyword is on the map. Energy Shield/Deflection.

ffcc005  Dr. Doom
Team: Minions of Doom
Range: 7 :bolt::bolt::bolt:
Points: 300/200/100
Keywords: Cabal, Latveria, Armor, Cosmic, Mystical, Politician, Ruler, Scientist

(Special) ONLY DOOM IS FIT TO RULE: Leadership, but instead removes the action token from himself. When Dr. Doom uses it and succeeds, until your next turn he has Improved Targeting: Hindering and PROTECTED: Mind Control, Outwit. // Other powers and abilities can't remove action tokens from Dr. Doom.

(Attack) PHOTON ARRAY: Energy Explosion. // When Dr. Doom hits with a ranged attack, after resolutions give each hit character an action token. If you can't, deal that character 1 penetrating damage.

(Defense) YOU HAVE ANGERED DOOM!: STOP. Toughness. When Dr. Doom is targeted by an attack, you may choose a standard defense power that you haven't chosen this turn. Dr. Doom can use that power for this attack.

(Damage) FEW MEN ARE AS SUBTLE AS DR. DOOM: Outwit. FREE: Choose an opposing character of lower points within 4 squares and line of fire and a power (standard or special) they can use. The chosen character can't use that power until your next turn.

ffcc006  Silver Surfer
Team: Defenders|Power Cosmic
Range: 8 :bolt:
Points: 300/200/100
Keywords: Annihilators, Cosmic, Defenders, Herald

(Improved) Movement: Characters

(Special) Behold the Power Cosmic!: FREE: Choose a standard attack power. Until your next turn Silver Surfer can use the chosen power and characters he hits can't use the chosen power.

(Speed) The Surfer Soars: Hypersonic Speed. When Silver Surfer uses it, he may be given a RANGE action at no cost instead of making an attack.

(Damage) Tracking the Subatomic Across Space: FREE: Choose an Improved Targeting ability except [Improved Targeting: Blocking] to use until your next turn. (He may choose [Improved Targeting: Once per range attack, this character can draw a line of fire through one piece of Blocking terrain. Immediately after the attack resolves, destroy that piece of Blocking terrain.])

The Campaign

Scenario A: Yancy Street Gang

The premise for the first scenario is that Ben Grimm (aka The Thing) has bought a gift for Alicia Masters and is on his way home when he is accosted by the Yancy Street Gang who proceeds to steal his gift.  The map used is Yancy Street, and it features a 75 point Thing vs. 6 Yancy Gang bystanders.  The special rule for this scenario is that instead of KOing the bystanders, Thing frisks them looking for his stolen gift, causing the token to flip over.  On the reverse side of one of the tokens is a Yancy Street Pickpocket. If Thing reveals this token, then he wins the scenario, and if he is KOd, then he loses.  The other special rule for the scenario is that Thing takes one unavoidable damage each time he clears action tokens, so there's a bit of a time limit before Thing exhausts himself looking for the pickpocket.  On the flip side, if none of the Yancy Street Gang attack in a round, then they get a Bad Reputation token, which gives Thing an increasing chance to flip one of the bystanders over for free as more of those tokens get accumulated.    

The Thing started the first round by running up towards the gang on the opposite side of the map.  The Yancy Street Gang returned the favor by moving three of their number forward, and sidestepping a couple of spaces closer to The Thing.  They all have precision strike, so they will be doing 1 damage at a minimum to Thing if they hit.  Unfortunately, none of them attack this round, so they get their first Bad Reputation token.

In the second round, Thing uses charge to move into one of the gang and hits him with a 17, flipping the token to reveal a Latverian Explosion.  Now, the rules for the scenario didn't specify what happens to the tokens that flip to their reverse, except to say that they stay on the map.  I decided that that meant that the reverse side of the token is treated as an enemy still, with whatever is there; in this case, a Latverian Explosion.  Unfortunately for that poor explosion, it rolls a critical miss and dies on the same round it is revealed.

The Thing is forced to clear his action tokens, and takes a damage as a result of the scenario rules for doing so.  Meanwhile, a few of the Yancy Gang take some swings at our ever-lovin' blue-eyed Thing, and one gets through, dealing another damage.


Down a couple clicks, Thing now has Flurry, which allows him to attack twice.  One attack reveals another Latverian Explosion, while the other reveals the Pickpocket.  Thing wins the Scenario!  The scenario card tells us to proceed to Scenario B.

Scenario B: Protect the Lab

In the second scenario, Thing has returned to the Fantastic Four's lab, to find them fending off an onslaught of Doombots!  The scenario card has us set up the Reed's Lab map with 3 research tokens in each of the following spaces: K7, C11, N14 and F18.   The Fantastic Four player has all 4 of the FF on their 75 point starting line, while the Doom player has Dr. Doom at 100, and 5 Doombots, with the ability to respawn 2 Doombots at the beginning of the Doom players turn.  The goal for each side is to be the first to accumulate 300 points.  The FF player gets points by KOing Doom and/or his Doombots, while the Doom player gets points by not only KOing the FF, but also by having a doombot in one or more of the spaces that have research tokens.  When the Doom player begins his turn, if he has a doombot in one of those spaces, he removes one of the tokens, and scores 25 points.  


Doom wins the roll off for first turn, and begins by sending out a wave of Doombots towards the research tokens, and is able to get one of them to the nearest batch of tokens at C11.  Meanwhile, the FF fan out to stop them.  


In the second round, the action heats up as the Doom player scores 25 points and removes a token from C11, while a Doombot uses running shot to send a shot at the Human Torch, missing on a 17 thanks to his Energy Shield/Deflection.  The other Doombots continue moving out of the starting zone.  Thing then uses his "It's Clobberin Time!" ability to be placed next to the Doombot that took a shot at Human Torch, and attacks it.  The Doombot fails it's Shape Change roll, but Thing misses his attack with a 14.  The Human Torch then uses Running Shot to move to J11 and unleash a Pulse Wave with Ranged Combat Expert on 3 Doombots, and hits on a 23.  All 3 of the Doombots are destroyed, and the Fantastic Four player gets 75 points as a result.  Reed also moves up and Sue clears her action token.

Round three begins with the Doom player scoring another 25 points from C11, bringing him to 50 total.  He then creates 2 Doombots, spawning them in the starting zone.  Doom then uses Running Shot to move to F9, in range of Human Torch, Mr. Fantastic and Thing, hitting all three of them with a 21 to hit on doubles.  Mr. Fantastic fails his Super Senses roll, and takes 3 damage and an action token (thanks to Doom's Photon Array).  The Thing reduces his damage taken to 1 due to Invulnerability, along with an action token, and Human Torch takes 3 damage, but cannot take another action token, so he takes an additional damage.  All 3 of them are also knocked back, but in this new ruleset, there is no knockback damage now.  Still, ouch!  A couple of Doombots move up and then Sue takes a potshot and misses while the rest of the FF clear their action tokens.

Round four has Doom score the final research token from C11, for a total of 75 points.  Doom also succeeds on his Leadership roll for "Only Doom is fit to rule!", removing an action token from him and allowing him to use improved targeting (hindering) this round.  Doom then shoots at Mr. Fantastic, Human Torch and Thing again, but misses this time.  Three of his Doombots then move, and one gets to the objective on K7.  Human Torch then uses Running Shot to get adjacent to Doom and within range of three Doombots, and Pulse Waves, hitting on a 19.  All the Doombots die and Doom himself takes a damage.  The Fantastic Four player scores 75 points, bringing him up to 150 total.  Halfway there!  Doom then takes one more damage from Human Torch's Flame Trail ability.  Sue and Reed fail to get away from the Doombot adjacent to them.

Round five sees Doom pass his leadership check again, and create two more Doombots.  Unfortunately, Doom and his Doombots miss all of their attacks on the FF this turn, while Human Torch continues to use Pulse Wave to great effect, destroying another two Doombots for a total of 200 points.  Sue uses Telekinesis to move the Doombot away from herself and Reed while Thing charges into another Doombot, but it passes it's Shape Change roll and no damage is dealt.

In Round six, Doom fails his leadership, but creates a couple more Doombots.  He then uses Regeneration to heal himself 3 clix with the roll of a 6!  The Doombot that Thing failed to hit retaliates and manages to deal Thing one damage with Precision Strike, while the other Doombots move around the map.  Mr. Fantastic moves and Sue sidesteps while Thing tries "It's Clobberin' Time!" on Doom, but misses.  Sue and Johnny then clear their action tokens.

Round seven is where things start to take a turn for the Fantastic Four, who have been happily blowing up Doombots and smacking Doom around for most of the game.  Doom fails his Leadership roll, but creates a couple of Doombots, and most importantly uses Outwit to negate Human Torch's Energy Shield/Deflection.  The Doombots then use Running shot to deal the final click of damage necessary to KO Human Torch, giving Doom 75 much-needed points, bringing him to a total of 150.  Doom then heals a click thanks to his Team Ability, as do the rest of the Fantastic Four thanks to their Team Ability.  A Doombot also deals another damage to The Thing with a Running Shot and Precision Strike.  Sue sidesteps and then attacks a couple of Doombots at range, but misses.  Meanwhile, Mr. Fantastic takes a swing at Doom with Close Combat Expert and hits, dealing 4 damage thanks to Things Empower ability, but Doom reduces it to 2 with his Invulnerability.  Thing clears his action tokens.

We're getting there!  Round 8, Doom fails his Leadership, but his Doombot on K7 scores another 25 points from the research token, bringing Doom to 175 points.  Doom then Pulse Waves, hitting on a 21 and dealing 1 damage to all three of the remaining FF characters.  Doombots then proceed to rain fire down on the Thing, with two of them hitting and dealing a damage each, which KO's him.  Doom is now at 250 points.  Doom and the FF all heal a click thanks to their Team Abilities.  Sue Sidesteps up to Doom and hits with an incapacitate, putting an action token on Doom while Reed clears.


Round 9!  Doom fails his Leadership yet again, but the Doombot on K7 continues to put in work, scoring another 25 points, putting Doom at 275.  This means that if the FF cannot stop that Doombot, or if Reed or Sue falls, Doom wins.  Unfortunately, the Doombots aren't that competent, with one rolling a critical miss against Sue, KOing it and putting the FF player at 225 points.  The FF decide that their only hope in succeeding is to win this turn.  Reed sidesteps, breaking away from Doom and punches a Doombot, but it passes Shape Change, so he targets a different one, which also passes Shape Change, so he's forced to punch Doom and hits, dealing one damage from Precision Strike.  Sue then swings directly at Doom in a last-ditch effort, dealing 3 damage, which is reduced to 2, but that's enough to KO Doom and win the scenario!  

Scenario D: The Surfer Trap

Using the files in the destroyed Doombots and the research that they were gathering, Reed deduces Doom's plan to capture the Silver Surfer.  The Fantastic Four arrive just in time to foil his plot and save the Silver Surfer!  We'll be setting this one up on the Testing Grounds map, with the Doom player placing some defense turrets (Doombot bystanders with the Immobile special rule and 3 armor tokens, which get removed as they take damage) as well as a 200 point Dr. Doom against a 75 point Fantastic Four and a 300 point Silver Surfer.  At the beginning of Doom's turn, he can roll 2d6 for "Cosmic Magnetism" and move Silver Surfer that many spaces.  At the beginning of the Fantastic Four players turn, Silver Surfer takes D6 unavoidable damage if he's in hindering terrain.  Finally, if Mr. Fantastic KO's a doombot, he puts it on his card.  The Doom player wins if Silver Surfer is KOd, while the Fantastic Four player wins if Doom is KOd, or if he gets 3 Doombots on his card.

The Fantastic Four win the roll-off to go first, and open up with Human Torch using Running Shot to move adjacent to 2 Defense Turrets and hitting them with Energy Explosion, removing an armor token from both.  They then lose another armor token from his Flame Trails.  Sue uses Telekinesis to move Mr. Fantastic up, then he moves, getting into position for a Quake next turn.  Doom's Cosmic Magnetism triggers, moving the Silver Surfer to M5 (hindering terrain).  A couple of Defense Turrets take shots at Human Torch, and one hits.  Torch fails his Super Senses, taking 2 damage.


Silver Surfer takes 3 damage from standing in some bushes to start the turn.  Mr. Fantastic passes his Leadership to remove a token from Sue.  Thing punches a Defense Turret in I8, removing the last Armor Token.  Sue sidesteps and shoots at a defense turret, but misses.  Mr. Fantastic uses Quake, but one of the turrets passes it's Shape Change, so only one goes on his card.  Silver Surfer gives himself Penetrating/Psychic Blast and uses The Surfer Soars to move to N11 with Hypersonic Speed and shoot at Doom, giving himself Improved Targeting: Elevated.  He hits on a 20 and deals 4 damage to Doom, then continues his movement to P12.  Human Torch and Sue both take shots at Defense Turrets, but miss.  Doom fails his Leadership, but uses Running Shot to move to J11 and Pulse Wave everyone but Sue.  He misses, but uses Probability Control to reroll it into a hit on everyone but Silver Surfer, so everyone but him takes 1 damage.  

Silver Surfer chooses to simply Pulse Wave where he is at the top of round three, targeting only Doom.  He hits on an 18 and deals 4 damage, which is enough to KO Doom.  The Fantastic Four win!

Scenario F: Apprehend Doom

The final scenario in my playthrough!  Time to bring Doom to justice!  The map is Doom's Castle, and we have all the FF and Silver Surfer at 100 points, against Doom at 300 points, five Doombots and two Latverian Engineers.  The win conditions for both sides are the same: KO the enemy force!  This is a battle to the bitter end.


Doom goes first and moves himself, 2 Doombots and a Latverian Engineer up the map.  Silver Surfer stays up on the battlements while Sue and Human Torch carry Reed and Thing, ending on the other side of the giant Doom statue.  

Doom fails his Leadership, and an engineer moves up.  Both engineers perplex Doombots attack +1 and they Running Shot on Mr. Fantastic.  He fails both Shape Change rolls, but only one hits.  Reed fails his Super Senses and takes 2 damage.  Another Doombot moves up and hits Thing, dealing 1 damage from Precision Strike.  Doom and an Engineer clear action tokens.  Reed fails his Leadership, and Sue uses Support, but fails to hit.  Reed uses his Giant Reach granted by "I'm Pretty Good At Multitasking" and punches a Doombot, KOing it.  Human Torch uses Running Shot to get up to K9, KOing the engineers, and dealing a damage to Doom with Flame Trails, he then shoots Doom who uses Energy Shield/Deflection, but it still his on a 21.  Doom is taken down to his STOP click on click 5.  Thing uses "It's Clobberin' Time" and places himself in M11 and takes 2 swings at the Doombot there with Flurry.  He misses the first attack, but hits with the second.  The Doombot fails Shape Change and is KOd.  Surfer clears.


Doom fails his Leadership, and tries to Sidestep away from Torch, failing to break away.  He tries to use Penetrating/Psychic Blast on Torch, but misses, even with Probability Control.  The Doombot in G6 uses Running Shot to move to K6 and critically hits Human Torch, dealing 3 damage to him.  The other two Doombots both miss against Torch.  Reed fails his Leadership.  Torch uses "Flame On!" to Poison Doom, dealing him 1 damage.  Silver Surfer uses Running shot to move from B17 to E11, targeting a Doombot with Energy Explosion.  He hits, but the Doombot passes Shape Change, as does every other Doombot, meaning that the only viable enemy target is Doom, who takes no damage, but the explosion does deal 2 damage to Human Torch.  Ouch.  Thing uses "It's Clobberin Time!" to be placed adjacent to Doom, but he misses both attacks.  Reed moves to K8 while Sue and Torch clear action tokens.


Doom fails his Leadership, and manages to break away and Sidestep to H10.  He then uses Outwit to remove Impervious from Thing, then shoots him, Torch and Silver Surfer with Penetrating/Psychic Blast, hitting on an 18.  SS reduces the damage to 1 thanks to Invincibility, Thing takes all 3 damage, and Torch hits his STOP click.  Doombots take potshots at Torch, with one hitting on a 21 which KOs him.  Doom and the FF all heal 1 click thanks to their team abilities.  Reed fails his Leadership and moves from M15 to J9.  SS Running Shots from E11 to D12, using Pulse Wave on 2 Doombots and Doom himself, but misses.  Reed and Thing clear action tokens.

Doom fails his Leadership.  A Doombot shoots Thing and hits, dealing 1 damage.  Doom outwits Sue's Telekinesis, and 2 Doombots and Doom clear.  Reed fails his Leadership, Sue fails Willpower, but SS passes his Willpower, removing an action token.  Surfer Pulse Waves again, but misses.  Sue then Sidesteps adjacent to Doom and punches him, missing on a 17.  Reed moves from J9 to I9.  Thing uses Flurry on an adjacent Doombot, hitting with the second attack.  The Doombot fails it's Shape Change roll and is KOd.

Doom fails his Leadership and tries to Sidestep, but fails to break away thanks to Mr. Fantastic's Plasticity.  Doom shoots Reed, Thing and SS, hitting on a 21 with Penetrating/Psychic Blast.  Reed passes his Super Senses on a 6, Thing hits his STOP click, and SS takes 3 damage.  A lowly Doombot then shoots Thing and hits, KOing him.  Doom and all the remaining FF heal a click thanks to Team Abilities.  Another Doombot uses Running Shot on SS, but misses.  Reed passes his Leadership, removing a token from Sue.  Sue fails her Willpower roll, but SS passes his.  Surfer then passes his breakaway and uses Running Shot to shoot Doom with a Penetrating/Psychic Blast, hitting on a 20 and dealing 3 damage, taking him to his STOP click on click 8.  Sue breaks away from Doom and sidesteps, taking a shot at Doom and a Doombot, but misses.  Reed Outwits Doom's Defense special power, and punches him, hitting on a 22 and dealing 3 damage.

Doom fails Leadership, and Outwits Reed's Damage special power.  Doom then shoots at Reed, Sue and SS, critting on a 21 and dealing 4 damage to each.  Reed fails his Super Senses and takes 4 damage, and Surfer is KOd.  A Doombot then shoots at Sue, critting her and taking her down to her STOP click. The other Doombot, Reed and Sue all clear.

Doom fails his Leadership.  A Doombot takes a shot at Sue, but misses her, while Doom and the other Doombot clear.  Reed punches Doom, and hits on a 17, KOing him!  But wait, it was a Doombot all along!  The Doombot on G8 dies and Doom is placed there.  Sue shoots at Doom but misses.  Reed sidesteps to be adjacent to the new Doom.

Doom fails his Leadership.  Doom Outwits Reed's Super Senses, then shoots Reed and Sue, hitting on a 19, KOing Sue and taking Reed to his STOP click.  Reed heals from his Team Ability.  A Doombot shoots at Reed, but he passes Super Senses on a 6.  Reed punches Doom, hitting him on an 18 and KOing him, and it wasn't a Doombot this time!

The final Doombot shoots and misses, while Reed punches it with a 6 range close attack thanks to his "I'm Pretty Good at Multitasking" and hits on a 19.  The Doombot fails it's Shape Change and is KOd.  The Fantastic Four win!

Conclusion

I really enjoyed my time with this box, and would happily play through it again sometime.  I found the figures included in the box to be very useful and interesting, with a wide variety of special powers and abilities on their dials.  The inclusion of a campaign was most welcome, and I think it would be a great way to introduce a new player to the mechanics, although the sheer amount of power and ability interaction in all scenarios except the first one might make that a little daunting.  For someone like me who is just returning to the Heroclix fold, it was perfect.  Over the course of the four scenarios that I played, I could really feel myself getting back in the groove of the game, and that's probably reflected in my play over the course of this thing.  The first couple of scenarios, I really felt like I was learning how to play all over again, and very likely misplayed/forgot rules.  By the end of it, though, I was very rarely looking at the new rulebook and PAC.

Speaking of the new rules, I thought they were totally fine.  Obviously, I'm not a competitive player, and I don't have the same history with the game that someone who plays in the current meta at a local game store might have, but I feel like this is an evolution to the ruleset that is a long time coming.  For years (decades?), the rules and interactions have grown increasingly complex, which is pretty daunting for new players.  What I don't agree with is Wizkids decision to "take a set or two off" for some of the powers, starting with the upcoming Wonder Woman set.  Meaning that those powers won't be featured on any dials in that set, and perhaps beyond.  Fortunately, that doesn't apply to the figures or campaign I played through here.  I really enjoyed how many powers you were able to "stack" with an action, since many that used to require their own dedicated action are now simply a part of a close attack, ranged attack, or move, meaning you can combine more powers than ever into a single action.  

Overall, I highly recommend this set, or any of the recent boxed games, including the upcoming Wonder Woman 80th Anniversary box.  The game is still a ton of fun, the rules are sleeker than ever, and the miniatures themselves have literally never looked better than they do now.

I hope you enjoyed this, and I'll see you next time!   

Tuesday, August 30, 2016

Cop and a Half Episode 35 - Rise of the Runelord



The halls of the palace were dimly lit, at best.  Once his eyes adjusted, though, Lem was taken aback by what he saw.  Though clearly ancient and unused for years uncounted, this palace was every bit as magnificent as the golden exterior would suggest.  He gaped at the riches that littered every corner of this place.

Lem
Male Halfling Bard Charlatan
Card Feats: Spell x2, Blessing, Armor, Item
Skill Feats: Charisma +4, Intelligence +1
Power Feats: 
Light Armor proficiency 
Once per check, recharge a card to card to add 1D4+3 to a check attempted by another character at your location
Add 2 to your check to acquire an ally or defeat a henchman or villain
Starting Deck
Venomous Heavy Crossbow +2
Wand of Enervation
Sihedron Medallion
Staff of Hungry Shadows
Ring of Protection
Incendiary Cloud
Bewilder
Holy Light
Frost Ray
Lightning Bolt
Mass Cure
Hide Armor of Fire Resistance
Toad
Black Arrow Ranger
Charmed Red Dragon
BoPharasma
BoGozreh
BoErastil
BoAbadar
BoNethys
BoCalistria

Valeros saw no point in gawking at the litter of ages past.  He was here for one reason: to end the threat Karzoug represented.  This runelord had done enough damage already, and he had only recently been returned to this world.  He couldn't begin to imagine what Karzoug might be capable of at full strength.

Valeros 
Male Human Fighter Weapon Master
 Card Feats: Weapon x2, Item, Blessing, Ally
Skill Feats: Strength +4, Constitution +1
Power Feats: 
Hand Size 5
Add 1d4+5 to another character’s combat check at your location
You may use Melee in place of Ranged when using a weapon with the Ranged trait
Starting Deck
Fanged Falchion
Dancing Scimitar+2
Impaler of Thorns
Longsword +2
Scythe+1
Returning Frost Spear +2
Mokmurian’s Club
Magic Chain Mail
Magic Shield
Magic Half-Plate
Wand of Treasure Finding
Emerald Codex
Staff of Minor Healing
Thieves Tools
Merchant
Zuvuzeg
Saber Toothed Tiger
BoGorum 
BoTorag
BoAbadar x2

Neither had much time to muse, however.  The clattering of bones approaching them was unmistakable.  The pair waded through the misshapen mass of reanimated bones that washed over them.  They had no reason to fear, skeletons were as nothing to them at this point.

Turn 1
Lem - BoSarenrae
Thassilonian Dungeon
Skeleton Horde - Everyone gets an ancient skeleton to fight
Lem - Bewilder - evaded - hmm do I explore again?  Probably not - draw a card
Valeros - Fanged Falchion - D10+7+2D4+2 = auto-kill
Bewilder recharge - Impossiburu
Skeleton Horde Banished Forever

Valeros did spy a shortspear amidst the undead that looked usable, however, and snatched it from it's host...along with the host's arm.  Valeros gave a grim smile as he tossed the bones aside.

Turn 2
Valeros - BoGorum
Thassilonian Dungeon
Shortspear +3 - Melee + Lem recharge = D10+7+D4+3 = 18 = Success
Discard merchant explore - Reflecting Shield - Consitution + Lem recharge = D8+2+D4+3 = auto-acquire
Discard Tiger explore - Haste - naaaaah
Discard Zuvuzeg explore - Cultist - how are these still in the deck!? - so incredibly dead - banished forever

Lem also discovered some arcane parchment in the debris.  Given time to properly explore this place, who knows what incredible treasure might await them?

Turn 3
Lem - BoPharasma
Magic Spyglass - Divine - D10+5 = 12 = Success
Discard magic spyglass - Sneak, disintegrate, enfeeble - sneak on bottom, rest on top
Discard BoPharasma explore - Disintegrate - Arcane + BoCalistria = D10+5+D10 = 14 - YES
Discard Black Arrow Ranger explore - Enfeeble - Arcane - auto-acquire 

Skeletons were not the only foes waiting for them in this place.  Cultists devoted to the runelords, and other humanoid scum also lie in wait for the pair.  Valeros made them regret their decision to defend Karzoug.

Turn 4
Valeros - BoErastil
Sneak - Fanged Falchion - D10+7+2D4+2 = 17 = Success

Even what appeared to be Karzoug's elite guard stood no chance against them.  A heavily armored woman disintegrated before Lem's eyes as he mouthed the incantation he had found earlier.  Well...that was gruesome, but this spell could certainly prove useful, he thought.

Turn 5
Lem - BoSarenrae
Viorian Dekanti - DISINTEGRATE + Valeros - D10+5+4D6+D4+5+2+2D4 = 41 = Success = draw a card
Recharge Disintegrate - nossir
Arcane check to close - D10+5 = 8 = Success
Location closed

They reached what appeared to be a throne room, where another horde of reanimated skeletons barred their approach.  Valeros didn't bat an eyelash as he danced through the undead until none were left standing.  Karzoug would need to try harder than this to stop them.

Turn 6
Valeros - BoSarenrae
Throne Room
Skeleton Horde - c’mon man, well at least it’s just Valeros this time - it’s dead - banished forever
Discard BoTorag explore - Diseased Rats - Fanged Falchion - auto-dead - banished forever

Lem took a moment to scour the throne room for clues as to where the master of this palace might be.  If Karzoug was not on the throne, he might be anywhere in this labyrinth.  If Lem knew Valeros at all, he knew that the longer it took to find this runelord, the more pissed off Valeros would become.  He didn't envy Karzoug if he chose to hide from them.

Turn 7
Lem - BoErastil
Throne Room
Scout - D4-1 ranged damage - 0 - Frost Ray - D10+5+2D6 = 22 = Success
Recharge Frost Ray - Success
Mass Cure - D4+1 to both
Lem - 2
Valeros - 5

Turn 8
Valeros - BoG
Shortspear +3 - Melee - D10+7 = 11 = fail

As they moved to leave the throne room, a figure clad in ornate robes stepped from the shadows.

"I am afraid I cannot permit you to go further." he spoke softly as extended an outstretched hand towards them.  a blast of force and flame leapt from his fingertips.  Valeros raised his shield, and Lem sprang to one side, but they were still knocked backward from the force of impact.

"Our turn." Lem muttered through clenched teeth.  He unleashed lightning upon the robed man while Valeros took out his frustrations with his newfound spear.

With the threat ended, the pair pressed on.

Turn 9
Lem - BoDesna
Khalib - 2 force damage toooooo….Valeros - D4 fire damage to both
Lem - 2
Valeros - 4 - reduced by 2 from reflecting shield
Lightning Bolt + Valeros - D10+5+3D6+D4+5+2D4 = 33 = Success
Diplomacy check to close - D10+7 = Auto-success
Location closed

They pressed onwards and came upon what Lem recognized as a runewell.  Perhaps they would find Karzoug absorbed in his magics.  At any rate, the well presented a fine opportunity for Lem to heal their wounds with a quick prayer.

Turn 10
Valeros - BoNethys
Runewell
Cloak of Elvenkind - Dex = D8 = 2 = Fail

Turn 11
Lem - BoG
Exchange Frost Ray for Mass Cure in the discard
Runewell
Mass Cure - D4+1 to both
Lem - 2
Valeros - 4
Recharge Mass Cure = Fail
Blizzard - Arcane + BoNethys - D10+5+D10 = 18 = Success
Discard Magic Spyglass - BoG, Magic Full Plate, Warden of Runes

While Lem was mouthing his incantations, he was interrupted by the thundering approach of another giant.  This one, covered in runes, was clearly the warden of this well.  Fortunately for them, they had had plenty of practice against his kin.  Valeros cleared a path for them with his trusty scythe, and they carried on their way.

Turn 12
Valeros - BoG
Bury a card
BoG - auto-acquire
Emerald Codex - Speed, Raise Dead, Detect Magic
Discard BoG explore - Magic Full Plate - Constitution + Lem recharge - D8+2+D4+3 = auto-acquire
Discard tiger explore - Warden of Runes - 1 electricity damage to both - 
Lem - Sihedron medallion
Valeros - eats it
Recharge medallion - Success
Reveal and recharge Magic Scythe +1 + Lem recharge = D10+7+3D4+1+D4+3 = 29 = Success
Location Closed

In the next room, they were speechless at the sight of a massive machine.  Cables led to a metal framework that housed a circular portal large enough to move an elephant through.  Guarding this device was a lamia with the lower body of a four-legged beast and the upper body of a woman.  She scowled at them as they entered.

"So, the master was right.  You have come at last.  Know that I will do everything in my power to stop you from entering this portal.

"You will try." Lem said as he pointed his wand in her direction.  Energies shot forth from it, wrapping around her form with spectral tendrils.  She weakened visibly as they took hold.  Valeros did not waste this opportunity to strike, charging her with his falchion.  He buried the blade in her lower body before deftly switching to a spear, which he threw directly into her skull.  It was an unexpectedly easy battle.

Turn 13
Lem - BoCalistria
Valeros Staff of Minor Healing - Lem 
The Leng Device 
Most High Ceoptra - Enfeeble
Recharge Enfeeble = Success
D4 tokens removed - 4

Turn 14
Valeros - BoAbadar 
Most High Ceoptra - Attack spells no-go - Reveal and recharge Fanged Falchion + BoG + Lem Recharge = D10+7+4D4+2+D10+D4+3 = 27
Wand of Enervation - -8 to check
2nd check - Reveal and recharge Returning Frost Spear +2 + Lem recharge + BoAbadar + Lem BoGozreh = D10+7+D8+2+2D6+D4+3+D10+D10 = 38 = Success

Scenario Victory!
Reward - Chellan, sword of greed, Maester Grump, Wand of Scorching Ray, Greatclub+3, Brodert Quink, Force Sling +3, Magic Shield, Toxic Cloud, Potion of Healing, Venomous Heavy Crossbow +2

They stood in front of the portal, and Lem would lie if he said he didn't dread what awaited them on the other side.  A being so powerful that he was essentially a god.  Immortal, and powerful enough to command aberrations from all manner of planes of existence.  A being that had built one of the most powerful empires the world had ever known.  Now, it was up to the two of them to end his evil once and for all.

Lem
Male Halfling Bard Charlatan
Card Feats: Spell x2, Blessing, Armor, Item
Skill Feats: Charisma +4, Intelligence +1
Power Feats: 
Light Armor proficiency 
Once per check, recharge a card to card to add 1D4+3 to a check attempted by another character at your location
Add 2 to your check to acquire an ally or defeat a henchman or villain
Starting Deck
Force Sling +3
Wand of Enervation
Sihedron Medallion
Staff of Hungry Shadows
Ring of Protection
Blizzard
Bewilder
Holy Light
Disintegrate
Lightning Bolt
Mass Cure
Hide Armor of Fire Resistance
Toad
Black Arrow Ranger
Charmed Red Dragon
BoPharasma
BoGozreh
BoErastil
BoAbadar
BoNethys
BoCalistria

Even Valeros was shaken by the fact that they had reached the end of their long journey.  He took a quick inventory of his weapons, ensuring that each was ready to be deployed at a moments notice.  There was no telling what awaited them on the other side of that portal.  He needed to be ready for anything.

Valeros 
Male Human Fighter Weapon Master
Card Feats: Weapon x2, Item, Blessing, Ally
Skill Feats: Strength +4, Constitution +1
Power Feats: 
Hand Size 5
Add 1d4+5 to another character’s combat check at your location
You may use Melee in place of Ranged when using a weapon with the Ranged trait
Starting Deck
Fanged Falchion
Dancing Scimitar+2
Impaler of Thorns
Shortspear +3
Greatclub +3
Returning Frost Spear +2
Mokmurian’s Club
Magic Full Plate
Reflecting Shield
Magic Half-Plate
Magic Spyglass
Emerald Codex
Staff of Minor Healing
Thieves Tools
Merchant
Zuvuzeg
Saber Toothed Tiger
BoGorum 
BoTorag
BoAbadar x2

Lem looked to his friend and nodded.  They entered together.  Instantaneously, they were somewhere far from the palace on the mountain peak.  Somewhere far more dangerous.  A runewell stood in the center of a large circular chamber. Standing behind the well was Karzoug himself, and he was surrounded by all manner of his servants.

A giant covered in runes bounded towards them immediately, and was disintegrated on the spot by a gesture from Lem's hand.

Karzoug clapped slowly.  "Impressive, small one.  In time, you might have been a powerful magic user in your own right.  Instead, you will die here for nothing."

Turn 1
Lem 
Runewell
Bury a card
Warden of Runes - 1 electricity damage to both - lem ring of prot - Disintegrate + Valeros = D10+5+4D6+D4+5 = 33 = Success
Recharge Disintegrate - nope
Discard Toad explore - Consecration - Divine - D10+5 = 9 = Success
Discard BoNethys explore - Bastard Sword +1 = fail

Karzoug raised a finger and unleashed a torrent of flame upon the pair.  There was no way to dodge the column of flame, and both man and halfling cried out in pain as it washed over them.

Turn 2
Valeros 
Runewell
Bury a card
Emerald Codex - Swipe, Restoration, Aid - pretty good stuff!
Karzoug - D4+1 fire damage to both
Lem - 3 - ring of prot - 2
Valeros - 4
Fail and take all the damage, Valeros was out of cards anyway

Before they could recover, a blue dragon moved forward to attack, unleashing a blast of electricity from it's massive jaws.  Lem was able to gather his wits enough to throw lightning of his own back at the creature, and it was just enough.  The dragon fell smoldering to the ground.  They were still in trouble though, for Karzoug did not look as though he would relent.

Turn 3
Lem 
Bury a card
Enslaved Blue Dragon - D4+1 electricity damage to both
Lem - 2 - reduced to 1 by ring of prot
Valeros - 4 - reduced by 2 thanks to reflecting shield
Lightning Bolt + Valeros = D10+5+3D6+D4+5+2 = 25 = Success
Recharge lightning bolt = nope

Lem tried to cure them as he circled around for a better vantage point on Karzoug.  It wasn't much, but hopefully enough to allow them to finish this fight.

Turn 4
Valeros
Bury a card
Discard Magic Spyglass - Chime of unlocking, Frost Ray, Karzoug
Chime of unlocking- fail

Turn 5
Lem
Bury a card
Valeros restoration Lem 
Lem Mass Cure - D4+1 to both
Lem - 2
Valeros - 2
Recharge Mass Cure - Success
Frost Ray = auto-acquire

Another wave of flame came without warning, and they could do nothing but endure as it consumed everything it touched.

Turn 6
Valeros
Bury a card
Karoug - D4+1 damage to both
Lem - 3 - reduced to 2
Valeros - 3

The flames would not stop.  The pain, unending and overwhelming, was all they could think about.  This was it.  This moment would determine whether they would fail the world, or save it.  Lem could not see Valeros, or vice-versa, but he knew that they both realized that this was the end.  Lem forced himself upright, and reached blindly for his sling.  He strained to recall where Karzoug stood, imagining through the pain where runelord was in relation to his own position.  Body aflame, and blinded by both pain and fire, he whirled his sling and sent a stone flying in the direction of the runelord.  He collapsed to the ground immediately afterward.

Valeros gritted his teeth and held his club tightly in both hands.  He took tentative steps forward, straining against the pain with each movement.  He could feel his flesh blistering and peeling under the onslaught of flame.  It was now or never.  A loud cracking sound, and a grunt of pain ahead prefaced the end of the torrent of flame.  Though still blinded, he knew this was his chance.  He ran forward with all the strength he could muster, club held high overhead.

He smashed into a body at full force, knocking it and himself to the ground.  With every remaining ounce of strength he smashed his club into the form beneath him.  It was enough.  It had to be enough.  His thoughts faded to darkness as he collapsed on the stone floor.

Turn 7
Lem 
Bury a card
Karzoug - shit - D4+1 damage to both
Lem - 3 - reduced to 2
Valeros - 2 - Bury Magic Half-Plate
Actually going to fight this time
Lem - discard Force Sling +3 + BoErastil + Valeros = D8+D6+3+2D8+D4+5+2D4+2 = 37 = Success
2nd check - Valeros - Mokmurian’s club + discard a card + BoGorum = D10+7+D10+2+D10+2D10+2D4 = 44 = Success
1 fire damage to Valeros

Turn 8
Valeros
Bury a card
BoGorum - strength = Success
Discard BoGorum explore - Magic Full PLate - Consitution - D8+2 = 4 = Fail
Valeros dies

Turn 9
Lem
Bury a card
Karzoug - D4+1 damage - 5 - 4 thanks to ring of prot
Every damage ever
Lem dies

Post-Game Analysis

Well, that was intense.  First off, I want to thank everyone who read or supported the series in any way.  This is definitely one of the longest-running things I have ever done, and I don't regret it at all.  I don't know right now whether I'll do a campaign like this for Skull & Shackles or Wrath of the Righteous, but I had a great time with this.

I decided to lump the two last scenarios together because they were both fairly brief.  I knew what I was in for going into the final scenario.  Did the pair win?  According to the rules, no, they did not.  However, in my mind they definitely won.  Even if they died, they still defeated Karzoug.

I really hope you enjoyed this, and all the past episodes.  Keep playing, and I'll see you again with whatever crazy creative writing project I decide upon next.

P.S. Before anyone even says it, I don't know why I used Bewilder on some skeletons on the first turn of this one.  I know I can't.  I wonder what I was thinking, but it's been too long since I played for me to recall why I did that.

Cop and a Half Episode 34 - The Final Climb



There was no time to rest before scaling the massive cliffs and frozen outcroppings that rose to meet the palace atop the mountain peak.  Lem took a moment to secure his gear as much as possible, and steeled himself for the long climb ahead.

Lem
Male Halfling Bard Charlatan
Card Feats: Spell x2, Blessing, Armor, Item
Skill Feats: Charisma +4, Intelligence +1
Power Feats: 
Light Armor proficiency 
Once per check, recharge a card to card to add 1D4+3 to a check attempted by another character at your location
Add 2 to your check to acquire an ally or defeat a henchman or villain
Starting Deck
Venomous Heavy Crossbow +2
Wand of Enervation
Sihedron Medallion
Staff of Hungry Shadows
Ring of Protection
Incendiary Cloud
Haste
Holy Light
Frost Ray
Lightning Bolt
Mass Cure
Hide Armor of Fire Resistance
Toad
Father Zantus
Charmed Red Dragon
BoPharasma
BoGozreh
BoErastil
BoAbadar
BoNethys
BoCalistria

Valeros did the same, checking each of his weapons in turn to ensure that he would not lose any as they climbed.  Though the distance to the peak was daunting, they had come too far to consider failure at this point.  It was do or die.

Valeros 
Male Human Fighter Weapon Master
 Card Feats: Weapon x2, Item, Blessing, Ally
Skill Feats: Strength +4, Constitution +1
Power Feats: 
Hand Size 5
Add 1d4+5 to another character’s combat check at your location
You may use Melee in place of Ranged when using a weapon with the Ranged trait
Starting Deck
Fanged Falchion
Dancing Scimitar+2
Impaler of Thorns
Longsword +2
Scythe+1
Returning Frost Spear +2
Mokmurian’s Club
Magic Chain Mail
Magic Shield
Magic Half-Plate
Wand of Treasure Finding
Emerald Codex
Staff of Minor Healing
Thieves Tools
Merchant
Zuvuzeg
Saber Toothed Tiger
BoGorum 
BoTorag
BoAbadar x2

Nearly as soon as they had begun their climb up the often-times sheer rock face, crossbow bolts began to fly in their direction.  It made sense that Karzoug would have scouts patrolling, especially since he knew the pair were approaching his lair.  Fortunately, Lem was able to maneuver his crossbow into a firing position, and end the immediate threat with a well-placed bolt of his own.

Turn 1
Lem - BoDesna
Death Zone 1
Goblin Commando - 1 ranged combat damage - Venomous Heavy Crossbow +2 + Valeros = D8+D10+2+D4+5 = 13 = Success = Banished forever

Valeros was similarly able to ward off more of Karzoug's henchmen with precision thrusts of his spear as they descended upon him.  If the enemy insisted on this continuous assault, at least time would pass quickly as they climbed.

Turn 2
Valeros - BoG
Death Zone 1
Cultist - Impaler of Thorns - D10+7+D8+2 = auto-success even if I rolled all 1’s = Banished forever
Emerald Codex - Augury, Consecration, Detect Evil
Detect Evil - BoG
Discard BoAbadar explore - BoG - auto-acquire
Discard BoG explore - Mercenary - Impaler of Thorns = D10+7+D8+2 = 23 = Success
Augury - Henchman - Black Arrow Ranger, Pit Trap, Warlord - all shuffled

Lem, as nimble as he was, was having little issue finding good hand and foot holds in the rock.  They also found that there were plenty of flat areas that served as areas of respite during their climb.  That's not to say it was easy, but rather that it was manageable for adventurers of their experience.

Turn 3
Lem - BoG
Trapped Spellbook - Divine + BoAbadar = D10+5+2D10 = 23 = Success = D4 random spells to hand = 2 = Bewilder, Detect Evil
Detect Evil - Leng Spider
Recharge Detect Evil = Success

As he dispatched another giant spider, Valeros reflected on the sheer scope of their journey.  It felt as though they had been working towards this final battle for years.  How long had it been?  He had truly lost track of time.  He was sure Lem felt the same.  He shook his head in disbelief and continued the climb.

Turn 4
Valeros - BoG
Leng Spider - D6 to see if I can play spells with attack trait - 3 - no attack spells, oh noes!
Reveal and recharge Fanged Falchion + Lem rechage = D10+7+4D4+2+D4+3 = 28 = Success
Wisdom check to close +Lem recharge + Lem BoErastil = 3D4+3 = 6 = Fail

As they continued, they found that not only were enemies a constant threat, but traps as well.  Explosive rune traps were well-placed all over the cliffs.  Lem supposed it made sense, since they were nearing the lair of a runelord, but it made them no less annoying to deal with.

Turn 5
Lem - BoNethys
Warlord - Frost Ray + Valeros = D10+5+2D6+D4+5 = 18 = Success
Recharge Frost Ray = Success
Discard BoPharasma explore - Black Arrow Ranger - Diplomacy = D10+7 = auto-acquire
Discard Black Arrow Ranger explore - Explosive Runes - Arcane + Valeros BoAbadar = D10+5+2D10 = 24 = Success

The traps were honestly pretty insulting, Valeros thought.  As though they would fall victim to a simple spell or hole dug into the ground.  To him, it was a clear sign of disrespect.

Turn 6
Valeros - BoIrori
Pit Trap - Dex + Lem recharge + Lem BoCalistria = 3D8+D4+3 = 23 = Success
Wisdom check to close + Lem recharge = 2D4+3 = 10 = Success

The sense of finality that Lem was experiencing only grew stronger as they climbed.  What would they even do after this?  Lem laughed as he realized that he had never given it thought.  Indeed, who would even believe their tale after this.  The whole journey felt like one absurd battle after another.

Turn 7
Lem - BoLamashtu
Death Zone 2
Trapped Locker - just take the damage and banish it forever = D4-1 = 1 card discarded from top of deck

Another spider descended upon Valeros.  This time, he didn't even have to react, as their tiger companion pounced from a nearby rock.  The cat was having no issues in scaling the rocks with the duo.  Valeros wondered if the cat knew where they were headed, or had any concept of what awaited them there.  Probably best if it didn't.

Turn 8
Valeros - BoIrori
Death Zone 2
Leng Spider - D6 or no attack spells - 1 nope, no spells - Impaler of Thorns + recharge tiger + Lem recharge = D10+7+D8+2+D6+D4+3 = 21 = fail = recharge impaler of thorns to reroll = umm wow so much worse.  16.  = all damage to----Lem - Bury Hide Armor of Fire Resistance to reduce to 0

A flash of metal was the only warning that a blade trap had been sprung in the rocks facing the pair as they climbed.  Fortunately, the metal could not penetrate the protection Lem's ring offered.  Nor could it pierce the magic armor that Valeros wore.  The pair sighed in unison and continued onward.

Turn 9
Lem - BoShelyn
Slashing Blade - No way in hell - D4 damage to both
Lem - 1 - ring of prot to avoid
Valeros - 2 - recharge magic half-plate to avoid

As Valeros sliced through another apparition sent to stop their progress, he cocked his head towards Lem.
"So, have you thought about what happens after this?"
"What, you mean the fight at the top?  Not really."
"Yeah, that, and what happens after that's over."
"Nah, you know me, I like to live one moment at a time." Lem chuckled and Valeros let it go at that.  He glanced upwards; halfway there.

Turn 10
Valeros - BoDesna
Ghost - Scythe+1 + Lem recharge = D10+7+2D4+1+D4+3 = 19 = Success = Banished forever
Discard Merchant explore - Spectre - Scythe+1 + Lem recharge = D10+7+2D4+1+D4+3 = 18 = Success = Banished forever

Lem was glad to know that he wasn't the only one coming to the realization that their quest was nearly at an end.  He thought back to when he first met the crazy man next to him, and smiled at the fact that he could never have imagined how close they would become over the course of the journey.  Valeros was like family now.  No, even closer than that.  Would they go their separate ways after this?

Turn 11
Lem - BoG
Collapsed Ceiling - Valeros discard Thieves’ Tools to defeat = Banished forever

Turn 12
Valeros - BoNethys
Staff of Minor healing - Lem 
Clockwork Librarian - Int + Lem recharge + BoTorag = 2D6+D4+3 = 0 = holy crap

They must be getting close now, Lem could hear the rumbling of giants above.  Sure enough, a hulking reanimated corpse descended upon them soon thereafter.  Magical fire was quick to end that threat, though.  It wouldn't be long now.

Turn 13
Lem - BoG
Zombie Giant - I admit, I almost used Bewilder, are you proud of me? :P - Incendiary Cloud + Valeros + Valeros BoGorum = 2D4+3D4+D4+5 = 19 = Success
Recharge Incendiary Cloud = Fail

They were up in the clouds that surrounded the peak now.  The lack of vision was frustrating, but nothing they couldn't deal with.  Ice crystals had formed on their clothes and packs, but Valeros didn't feel the slightest bit cold.  Maybe it was the exertion from the climb, maybe something less mundane, but Valeros wasn't concerned either way.

Turn 14 
Valeros - BoTorag
Slashing Blade - my archnemesis - Dex + Lem recharge = D8+D4+3 = 11 = Success! = Banished forever

Lem took a brief moment to heal the pair before their final ascent.  Neither spoke, other than the incantation that Lem muttered as he mended their wounds this one last time.

Turn 15
Lem - BoG
Exchange Bewilder for Mass Cure in discard
Mass Cure - D4+1 to both
Lem - 5
Valeros - 3
Recharge Mass Cure - Fail

Another spider fell to Valeros' club, as they neared the end of their climb.  The palace ahead of them was truly gargantuan. it shimmered with gold and other precious metals.  It was by far the most ornate and intricately-designed building that Valeros had ever seen.  It was otherworldy, and he would be lying if he said he wasn't in awe.

Turn 16
Valeros - BoG
Leng Spider - D6 for attack spells - 4 ATTACK SPELLS HOOOOOO! - Mokmurian’s club + Discard a card + Lem Charmed Red Dragon + Lem recharge = D10+7+D10+2+D10+5+D4+3 = 35 = Success
Dragon Roll - 10
Wisdom to close + Lem recharge + BoNethys = 3D4+3 = 9 = Fail

Turn 17
Lem - BoG

One final zombie giant stood between the pair and their destination.  The duo did not hesitate, bringing the giant down with ease.  This was it.  Time to see what was on the other side.  They strained and pushed open the palace doors easily four times their size, and entered.

Turn 18
Valeros - BoG
Zombie Giant…..again - Mokmurian’s club + Lem recharge - D10+7+D10+2+D4+3 = 26 = Success
Discard Zuvuzeg explore - BoIomedae - Charisma - D6 = 6 = Success
Wisdom close check + Lem BoGozreh + BoIomedae + Lem recharge = 5D4+3 = 17 = Success 

Post-Game Analysis

Hello again, everyone, and welcome to the penultimate scenario!  This one is one of those scenarios that is a lot scarier to play through the more characters you have in your party.  With two, it wasn't so bad.  I never really felt pressured or endangered.

I wanted to convey some reflection on the part of our characters for this installment.  They never really get a chance to think about the things they are doing, or the obstacles they have overcome to reach this point, so I thought it might be fun to explore that a bit.

There won't be any wait for the final installment.  It's on the way today!

Tuesday, August 9, 2016

Cop and a Half Episode 33 - Do you know the way to Xin-Shalast?



Lem did not sleep.  Not really, anyway.  Any time he closed his eyes, his mind summoned nightmarish images that sent adrenaline surging.  The bitter wind whistled through the dilapidated cabin that they had chosen to spend the night in, which didn't help things.  All he could do was count the seconds before the sun rose once again.

Lem
Male Halfling Bard Charlatan
Card Feats: Spell x2, Blessing, Armor, Item
Skill Feats: Charisma +4, Intelligence +1
Power Feats: 
Light Armor proficiency 
Once per check, recharge a card to card to add 1D4+3 to a check attempted by another character at your location
Add 2 to your check to acquire an ally or defeat a henchman or villain
Starting Deck
Venomous Heavy Crossbow +2
Wand of Enervation
Sihedron Medallion
Staff of Hungry Shadows
Wand of Scorching Ray
Incendiary Cloud
Haste
Holy Light
Frost Ray
Lightning Bolt
Mass Cure
Hide Armor of Fire Resistance
Toad
Merchant
Saber Toothed Tiger
BoPharasma
BoGozreh
BoErastil
BoAbadar
BoNethys
BoCalistria

Valeros slept like a rock.  He had been in placed far worse than this, and seen things far worse than any hallucination his mind could conjure.  This might be their last opportunity to rest before the final battle, and he was determined to make the best of it.

Valeros 
Male Human Fighter Weapon Master
Card Feats: Weapon x2, Item, Blessing, Ally
Skill Feats: Strength +4, Constitution +1
Power Feats: 
Hand Size 5
Add 1d4+5 to another character’s combat check at your location
You may use Melee in place of Ranged when using a weapon with the Ranged trait
Starting Deck
Fanged Falchion
Dancing Scimitar+2
Impaler of Thorns
Longsword +2
Scythe+1
Bastard Sword +1
Mokmurian’s Club
Magic Chain Mail
Magic Shield
Magic Half-Plate
Wand of Treasure Finding
Emerald Codex
Staff of Minor Healing
Thieves Tools
Grizzled Mercenary
Zuvuzeg
Charmed Red Dragon
BoGorum
BoTorag
BoAbadar x2

Once the first rays of sunlight began to peek over the mountaintop, Lem woke Valeros up and got them moving.  As soon as they stepped outside, their tiger emitted a low growl as it sniffed the air.  Something was wrong.

Before they could react, a fearsome creature was upon them.  A long-haired bipedal beast, easily twice the size of Valeros.  Still, Lem was tired, but not that tired.  He and Valeros were like a well-oiled machine at this stage in their adventure.  He aimed his crossbow for the head of the creature while Valeros swept the leg.  The creature went down without trouble.

Turn 1
Lem - BoDesna
Mountain Peak
Wisdom Check from location - Wisdom + BoCalistria = 2D6 = 7 = Success
Ambush - Dex + Valeros Bobadar = 3D8 = 13 = Fail = search location for a monster card = Abominable Snowman - Reveal and discard Venomous Heavy Crossbow +2 + Valeros = D8+D10+2+D12+D4+5 = 31 (yes, subtracting 1 from each die) = Success
Discard BoNethys to examine top 2 cards - Heavy Pick +1 and Tickwood Boar - encounter heavy pick +1 - fail

They carried on along the mountain peak, working in the direction that they hoped Xin-Shalast lay.  The dwarven expedition that had built that cabin was fabled to have discovered Xin-Shalast as well, so it couldn't be too far.  Along the way, the pair encountered several varieties of unfriendly wildlife, but had no trouble dispatching it.

Turn 2
Valeros - BoGorum
Bury a card
Tickwood Boar - Mokmurian’s club - D10+7+D10+2 = auto-dead = recharge random card from discard
Emerald Codex - Detect Evil, Restoration, Invoke
Detect Evil - Headband of Epic intelligence
Restoration - Lem

Turn 3
Lem - BoPharasma
Bury a card
Headband of Epic Intelligence - Fail
Discard Toad explore - Entropy Shield - Fail
Discard Merchant explore - Ambush (again?!) - Dex + Valeros BoGorum = 2D8 = 4 = Fail - search for a monster - Bunyip - Wand of Scorching Ray = 4D6 = 13 = Success = Banished Forever
Recharge Wand = Success
Haste explore - Pit Trap - Dex = D8 = 7 = fail = D4 damage to both
Lem - 4
Valeros - 2
Recharge Haste = Success

At long last, the gates of Xin-Shalast came into view.  The tarnished brass filigree glistened in the early morning sunlight.  Even as they walked towards them, the gates began opening slowly.  Soon, the cause for their opening came into view.

A massive giant stepped from the city and stood, one hand on it's hip, the other clutching a monstrous sword, staring at them as they approached.  Valeros exhaled sharply and began stretching.  He pulled out his falchion, a wicked curved sword, and began jogging towards the giant, with the tiger following just behind.

The closer he got the more his pace quickened, until finally he was at a full sprint when he reached the giant.  No words were exchanged, for there was nothing to say.  Valeros ducked underneath the blade of the giant, slashing at the back of it's knees.  With a thunderous noise, the giant fell forward and then it was the tiger's turn.  It ripped and tore at the neck of the giant in a brutal fashion until the form of the tiger itself was lost in a sea of red.  The gates were open and they were free to enter Xin-Shalast.

Turn 4
Valeros - BoErastil
Location Wisdom check - wisdom + lem recharge = 2D4+3 = 7 = Success
Warden of Runes - 1 electricity damage to both - Reveal and recharge fanged falchion = D10+7+4D4+2 = 25 = Success
Location Close check - Ghlorofaex deals D4+1 electricity damage to both 
Lem - 4
Valeros - 2
Valeros Wisdom +BoGorum = 2D4 = 6 = holy crap it’s closed
Examine City Gate - Crushing Door

They took a moment to clean off.  Fortunately, there was plenty of snow around to use as a water source.  No further movement or noise came from the city, which was disconcerting to say the least.  Was it abandoned?  Why would the giant be guarding it then?

Turn 5
Lem - BoIrori
Trade Haste for Mass Cure 
Mass Cure - D4+1 to both
Lem - 2
Valeros - 5
Recharge Mass Cure = fail
Examine Town Square - Wand of Shield

Valeros moved to inspect the corpse of the giant.  It appeared that this one was more well-armed than their previous opponents.  There were some magic items here that Valeros might make good use of.

Turn 6
Valeros - BoShelyn
City Gate
Bury Wand of Treasure Finding - Returning Frost Spear +2
Returning Frost Spear +2 = Dex + Lem BoPharasma + BoAbadar = 3D8 = 17 = Success
Discard BoTorag explore - Maester Grump - Diplomacy - D6+2 = 6 = Fail
Discard Zuvuzeg explore - Ring of Protection - Constitution - D8+1 = 7 = Success

Valeros gave to Lem a ring he had found with protective runes inscribed upon it, and then the pair continued into the city itself.

Turn 7
Lem - BoDesna
City Gate

Turn 8
Valeros - BoG
Give Lem Ring of Prot
Staff of Minor Healing - Lem
Goblin Pyro - Explode it - banish forever - 1 fire damage

As they passed through the gates, they began to close with incredible speed.  Whether this was a trap or a deliberate attempt to crush them, Lem couldn't be sure.  They managed to squeeze through before being crushed to a pulp, and breathed a sigh of relief on the other side.

Turn 9
Lem - BoNethys
Snake - Wisdom - D6 = 1 = Fail = Banish forever
Discard BoErastil explore - Crushing Door - Dex + BoAbadar + Valeros BoAbadar = 5D8 = 15 = Success

Turn 10
Valeros - BoG
Hellhound - explode it - banish forever - 1 damage to each - Lem reveals ring of prot

Awaiting them on the other side was yet another giant, appearing to be the same in all ways to their last opponent.  Lem leveled his wand and blasted the creature with a gout of flame before it could even react.  The stench was terrible, but the battle was over before it had begun.

Turn 11
Lem - BoG
Exchange Haste for Mass Cure
Mass Cure - D4+1 to both
Lem - 5
Valeros - 3
Recharge Mass Cure = Fail
Warden of Runes - 1 electricity damage to each - Lem reveals Ring of Prot - Wand of Scorching Ray + Valeros = 4D6+D4+5 = 23 = Success, and yes I realize my incredible luck right now
Recharge wand = Success
Location Close - Ghlorofaex - deals 1D4+1 to both
Lem - 4 - uses sihedron medallion
Valeros - 3
Recharge Medallion = Fail
Summon a Bandit Henchman - recharge a card - Strength + Valeros = D4+D4+5 = 10 = Success 
Location Closed

The buildings littering the city were ornate in structure and massive in size.  It was clear that this city was designed for, if not by, giants.  And it didn't take long for the inhabitants of the city to rush from these structures to meet them.  Lem blasted a stone giant with a holy light, sending it crumbling to the ground.

As seemingly easy as it was to dispatch these giants, they had no desire to stick around and meet them all.  They moved through the streets with a quickened pace, looking for a structure that would be the obvious place for Karzoug to rule from.

Turn 12
Valeros - BoGozreh
Town Square
Wand of Shield - Fail

Turn 13
Lem - BoGozreh
Exchange Frost Ray for Mass Cure
Town Square
Mass Cure - D4+1 to both
Lem - 2
Valeros - 2
Recharge Mass Cure - Fail
Stone Giant - Holy Light + BoGozreh (recharged) + Valeros = D10+5+2D6+D10+D4+5 = 29 = Success
Recharge Holy Light = Success

They cut down more of the city's inhabitants as they worked their way through the wide but winding streets.  There must be some kind of palace or notable structure here, but where?

Turn 14
Valeros - BoGozreh (sigh)
Bastard Sword - Auto-acquire
Discard Grizzled Merc explore - Enfeeble - Banished
Discard BoTorag explore - Skinsaw Ritual - Each encounter a skinsaw cultist
Lem - Wand of Scorching Ray + Valeros = 4D6+D4+5 = 19 = Success
Valeros - Reveal and recharge Bastard Sword + Lem recharge = D10+7+D10+D4+3 = dead cultist
Ritual banished forever
Recharge Wand = Success

Turn 15
Lem - BoG

Before that question could be answered, they were nearly knocked from their feet by a gust of wind.  turning to face the source, they both gasped involuntarily at the sight of a huge blue dragon.  It's scaled head reared back on a serpentine neck before blasting them both with it's deadly breath attack.  Valeros was able to dodge to the side just in time, but Lem was not so lucky.  He was alive, but hurting.

Valeros rose and met the dragon head-on with his scimitar while Lem conjured a great cloud of fire with one hand while leveling his wand at the beast with another.  The creature roared with enough force to cause snow on nearby peaks to cascade downwards in an avalanche.

Singed and bleeding, the dragon spread it's terrible bat-like wings and took to the skies.

Turn 16
Valeros - BoNorgorber
Warden of Runes - Banished and replaced by Ghlorofaex - D4+1 damage to everyone
Lem - 4 - ring of prot reduces it to 3
Valeros - 5 - Buries Magic Half-Plate to reduce to 0
Incendiary Cloud
Wand of Enervation - -8 to check
Reveal and recharge Dancing Scimitar +2 + Charmed Red Dragon + Incendiary Cloud = D10+7+2D6+4+5+2D4 = 30 = Success
Recharge Incendiary Cloud = Success
Recharge Wand = Fail
Dragon Roll = 8
Each Character Recharges and draws a card
Location Closed

Lem used his curative magic on himself and Valeros while they had the chance.  They then followed the dragon's flight, which led them out of the city and towards the largest peak on the mountain.

Turn 17
Lem - BoG
Exchange Incendiary Cloud for Mass Cure 
Mass Cure - D4+1 to both
Lem - 4
Valeros - 4
Recharge Mass Cure = Fail
Heptaric Locus

Turn 18
Valeros - BoIomedae
Heptaric Locus
Magic Chain Mail - Banish forever

Turn 19
Lem - BoDesna
Exchange Holy Light for Mass Cure
Mass Cure - D4+1 to both
Lem - 4
Valeros - 5

Another giant, this one riding a mammoth, stood between them and the dragon.  Valeros wasted no time, crushing one of the woolly beast's kneecaps with his club.  The beast moaned in pain and sent it's rider flying as it collapsed.  The giant was not able to recover before Valeros put his club to work on it.  Lem knew that in situations like this, sometimes it was best to stay out of the mans way and let him work.

Turn 20
Valeros - BoShelyn
Mammoth - Mokmurian’s club + Lem recharge = D10+7+D10+2+D4+3 = 23 = Success = recharge a card from discard
Discard BoAbadar explore - Sinspawn Axeman - Mokmurian’s club + Discard a card + Lem recharge = D10+7+D10+2+D10+D4+3 = 31 = Success = recharge a card from discard
Discard BoGorum explore - BoTorag = auto-acquire
Discard BoTorag explore - Warden of Runes - 1 electricity damage to both - lem reveals ring of prot to avoid - Mokmurian’s club + Lem BoGozreh + Lem recharge = D10+7+D10+2+D10+D4+3 = 31 = Success = recharge card from discard
Only Ghlorofaex left

They stopped for a moment to catch their breath.  By chance, Lem glanced upwards and saw the glint of gold from the mountain peak.  Slowly, the clouds surrounding the peak parted for a brief moment, and Lem grabbed his partner's arm and pointed upward.

"I think that's what we're looking for."  He said in awe.

Above them, a titanic palace dominated the entirety of the peak.  They had caught their breath.  It was time to finish that dragon and start their journey to the top.

Turn 21
Lem - BoG

Turn 22
Valeros - BoNethys

Turn 23
Lem - BoIrori
Exchange Frost Ray for Mass Cure
Mass Cure - D4+1 to both
Lem - 5
Valeros - 4
Recharge Mass Cure = Fail

The dragon itself was no match for the rested and prepared duo.  Valeros took no pleasure in felling such a magnificent beast, much to his own surprise.  He almost felt sorry for it.  The runelord on the mountain, though, he did not feel sorry for.  Only rage.

Turn 24
Valeros - BoShelyn
Ghlorofaex - D4+1 electricity damage to both
Lem - 3 - reduced to 2 from ring of prot
Valeros - 2
Mokmurian’s club + discard a card + Lem BoCalistria + Lem recharge = D10+7+D10+2+D10+D10+D4+3 = 40 = Success

Scenario Victory!
Reward - Each character chooses a type of boon and draws a random non-basic non-elite one from the box
Lem - Spell - Incendiary Cloud : /
Valeros - Ally - Father Zantus...

Post-Game Analysis

Here we are, in the final stretch.  My apologies for the delay, but we'll get there eventually :)  As mentioned previously, I've finished the AP at this point, so my only barrier is finding the time to post.
This one was close at points, mostly because I play so recklessly.  I did manage to snag a few really nice upgrades, like the frost spear and ring of prot (finally), and some really awful upgrades like Father Zantus (no offense, old man).  Let's hope I made good use of what I found in these final scenarios!

Friday, July 8, 2016

Cop and a Half Episode 32 - Cabin in the Snow



It took time, but Lem was able to unlock at least some of the secrets of the runeforge.  He was able to imbue their weapons (yes, even all of Valeros') with some of it's power.  Satisfied, they left the runeforge and returned to the mountaintop from which they entered.  It was time to go to Xin-Shalast.

Lem
Male Halfling Bard Charlatan
Card Feats: Spell x2, Blessing, Armor, Item
Skill Feats: Charisma +4, Intelligence +1
Power Feats: 
Light Armor proficiency 
Once per check, recharge a card to card to add 1D4+3 to a check attempted by another character at your location
Add 2 to your check to acquire an ally or defeat a henchman
Starting Deck
Venomous Heavy Crossbow +2
Wand of Enervation
Sihedron Medallion
Staff of Hungry Shadows
Wand of Scorching Ray
Incendiary Cloud
Haste
Holy Light
Frost Ray
Lightning Bolt
Mass Cure
Hide Armor of Fire Resistance
Toad
Merchant
Saber Toothed Tiger
BoPharasma x2
BoGozreh
BoErastil
BoAbadar
BoIrori

The last mention of Xin-Shalast in any of tomes that they had studied in their travels placed the city somewhere in the Kodar mountains.  In fact, the only time it had been described in any detail was in mention of a dwarven expedition to find the city.  That was some time ago, but perhaps the pair could find the remains of that expedition as a starting point.

Valeros 
Male Human Fighter Weapon Master
 Card Feats: Weapon x2, Item, Blessing, Ally
Skill Feats: Strength +4, Constitution +1
Power Feats: 
Hand Size 5
Add 1d4+4 to another character’s combat check at your location
You may use Melee in place of Ranged when using a weapon with the Ranged trait
Starting Deck
Fanged Falchion
Dancing Scimitar+2
Impaler of Thorns
Longsword +2
Scythe+1
Bastard Sword +1
Mokmurian’s Club
Magic Chain Mail
Magic Shield
Magic Half-Plate
Wand of Treasure Finding
Emerald Codex
Staff of Minor Healing
Blast Stone
Grizzled Mercenary
Burglar
Charmed Red Dragon
BoCalistria
BoGorum
BoTorag
BoAbadar

Rimeskull itself was found on the western edge of the Kodar mountains, which spanned almost the entirety of the northern border of Varisia.  Not knowing precisely where Xin-Shalast was located, they would have to travel east, searching for signs of the dwarves and hoping that those signs still existed. And so the pair and their tiger set out from Rimeskull, following the base of the mountains through thick woods.

Their first encounter was with a horde of undead.  Though they were easily defeated, their appearance was unhelpful in determining whether they were still on the correct path to Xin-Shalast.

Turn 1
Lem - BoShelyn
Woods
Skeleton Horde - Everyone fights an ancient skeleton *yawn*
Lem - Lightning Bolt + Valeros = D10+5+3D6+D4+4 = Dead
Valeros - Bastard Sword+1 = D10+7+D10+1 = Super Dead
Skeleton Horde banished forever
Recharge Lightning Bolt = Successful

As they felled the last skeleton in the horde that had attacked them, a great howl sounded from the woods.  It was haunting, unlike anything they had heard before.  It echoed through the trees, and sent a chill up Lem's spine and sent their tiger running into the woods.

Valeros, as usual, was unfazed.  He readied his sword for whatever might attack them.  However, even he could not remain steady at the sight of the creature that charged them from the trees.  It was a huge, muscular, bipedal, but definitely not humanoid.  It's limbs were long and misshapen.  The hands formed into impossibly large claws while the legs ended at the ankle.  It simply floated towards them with incredible speed.

Worst of all was it's head: a twisted mockery of an elk, with huge red eyes and a twisted rack of antlers sprouting from it.  The sound it produced was nearly deafening.  Valeros slashed at it as he tried to dive from it's path, but his blade appeared to be ineffectual.  It sprinted past them, heading east.  Perhaps this creature, terrifying as it was, would lead them to their destination.  Reluctantly, they followed.

Turn 2
Valeros - BoG
Woods
Wendigo - No spells, difficulty +2, Reveal Bastard Sword+1 + BoGorum + Lem BoIrori + Lem Recharge = D10+7+D10+1+2D10+D10+D4+3 = 36 = Success 
Location Closed

They reached the mouth of a great cave.  The creature had entered here, and they could still hear it's screams echoing through the hollow rock.  They entered cautiously, but it was no use.  The creature descended upon Lem with blinding speed.  In seconds, Lem lay bleeding on the stone floor, and the creature was gone once again.

Turn 3
Lem - BoNethys
Treacherous Cave
Wendigo - ugh - just discard whole hand and cry a little, then Wendigo moves and I discard one more card.  Now, this location says I need to pass a check to be moved to another location, so I just voluntarily failed that and thus wasn’t moved by Wendigo’s effect

As Valeros tended to Lem's wounds, he sensed movement from behind them.  It wasn't the creature, but something else.  As he turned, the pale blue outline of a dwarf shimmered in the darkness.  It said nothing, but reached out toward, eyes wide with horror.  Slowly, bites of flesh disappeared from the dwarf, until there was nothing left.  The bones collapsed to the floor before disappearing.

"That..." Lem said weakly, struggling to rise, "That was one of the dwarves.  If their spirits haunt this place, we must be close."

Turn 4
Valeros - BoG
Treacherous Cave
Emerald Codex - Consecration, Detect Magic, Holy Light
Detect Magic - Goblin Warchanter
Goblin Warchanter - Scythe+1 = D10+7+2D4+1 = Banished forever
Discard BoAbadar explore - Cannibal Haunt - Banish Burglar from hand forever
Location Close check - Wisdom + Lem Recharge + Lem BoPharasma = 3D4+3 = 12 = Success
Wendigo Remains in Deck 

Valeros helped Lem to his feet and, slowly, they began to make progress once again.  Valeros was on-guard for any sign that the creature was near.  Lem was in bad shape, and he couldn't afford to join him.

Turn 5
Lem - BoG

They reached the end of the tunnel, and standing in the entryway was the creature, waiting for them.  Valeros gently set Lem down and readied his sword once again.  The creature made no move, but stood motionless at the entrance.  It stared at them with those giant red eyes.

Valeros charged, not wanting to give the creature an opportunity to strike first.  His sword cleaved through the creature and it dissipated, vanishing like a mist.  Was it destroyed?  That seemed too easy.  No, they had best remain on their guard.  Retrieving Lem, they resumed their journey and exited the cave.

Turn 6
Valeros - BoG
Wendigo - No spells with the attack trait, difficulty +2, banish haunt difficulty -2, Reveal and recharge Bastard Sword +1 + Lem Recharge + Lem reduces check difficulty using staff of hungry shadows + Lem BoPharasma + Dancing Scimitar +2 recharge = D10+7+D10+1+D10+D4+3+D10+D6+2 = 37 = success = no need to roll for staff
Location closed
Staff of minor healing - Lem

They had reached the peak of the mountain, and Lem still felt as though they were on the right track.  The scene they witnessed with the dwarf was a warning, and it was one that his wounds told him he should take to heart.

Turn 7
Lem - BoCalistria
Mountain Peak
Learned my lesson - no explore

Lem had finally recovered enough to be able to heal some of his wounds with a divine prayer.  He hoped it would be enough to see him through this trek.  These mountains were treacherous, and the monsters that lurked here would only make it more challenging.

Valeros stopped just outside the cave, spotting a glint in the snow that littered the mountain peak.  He found tools, and they were of dwarven make.  This only reinforced the notion that they were close to the dwarven encampment, if not Xin-Shalast itself.

Turn 8
Valeros - BoAbadar
Mountain Peak
Lem Mass Cure - D4+1 to both
Lem - 5
Valeros - 3
Recharge Mass Cure - Fail
Wand of Treasure Finding - Thieves Tools - no sign of henchman or villain
Thieves Tools - Dex = D8 = 6 = Success

Although they had reached the peak, this mountain range was massive.  They continued their journey east, hoping that the encampment was nearby.  They were sure that no dwarves were left there, whether or not they had found Xin-Shalast, but there may still be some shelter.

Turn 9
Lem - BoG
Bury a card

A sound in the rocks nearby caused the pair to whirl, and they both sprang into action, unleashing hell on the spot where the sound had come from.  Convinced that whatever might have been there was destroyed or disappeared, they moved to inspect the area.  Valeros found a book half-buried in the snow.  He picked it up and attempted to open it.  There was a lock on it, but it would stand no chance against his strength.  As he pried the book open, Lem turned and saw what his friend was doing.

"Wait, don't-" but it was too late; Valeros opened the book and it exploded in flames, engulfing both of the adventurers.  After rolling in the snow to extinguish the flames, Lem brushed some of the soot and snow from his clothes as he chastised his companion.

"You may be able to read a few spells, but leave the strange books to me next time."  Valeros couldn't argue with that.

Turn 10
Valeros - BoCalistria
Bury a card
Ambush - Dex + BoCalistria (recharged!) + Lem BoAbadar = 5D8 = 21 = Success
Free explore - Trapped Spellbook - Yeah, no way - 2D4 fire damage to both
Lem - 4
Valeros - 4
Lem Sihedron Medallion reduces to 0 
Recharge Medallion = Success

Lem took another brief opportunity to heal their wounds.  Who knows when they might have another chance to do so?  As he muttered the healing incantations, he involuntarily shivered, noticing for the first time how cold it was on the mountain peak.  They would need to find shelter before dark.

Turn 11
Lem - BoNorgorber
Bury a card
Exchange Incendiary Cloud for Mass Cure
Mass Cure - D4+1 to both
Lem - 4
Valeros - 3
Recharge Mass Cure - Fail

Their trek continued unmolested for some time.  Only the wind howled at them from between the sparse trees.  They saw no further sign of the dwarves, or their camp.  Valeros started to worry that perhaps they had lost the trail.

Turn 12
Valeros - BoCalistria
Bury a card
BoLamashtu - Intelligence - D6 = 4 = Fail
Discard BoGorum explore - BoAbadar - Dex - D8 = 6 = Success
Discard BoAbadar expore - Greatsword - Melee - D10+7 = 13 = Success

That worry disappeared quickly as a shambling mass of vegetation moved towards them.  A quick poisoned bolt, and a bit of flame, were quick to end that threat, but it was not the last of the threats that faced them.

Turn 13
Lem - BoIrori
Bury a card
Battered Chest - Banish forever
Discard Toad explore - Elven Breastplate - Banish forever
Discard BoErastil Explore - BoCalistria - auto-acquire
Discard BoCalistria explore - Muck Graul - Wand of Enervation - -7 to difficulty, Venomous Heavy Crossbow +2 + Charmed Red Dragon + Valeros = D8+D10+2+5+D8+D4+4 = 34 = overkill
Recharge Wand = Success
Red Dragon Roll - 8 = Safe

A robed figure stood on the horizon, watching the pair.  Was this a servant of Karzoug?  Perhaps a citizen of Xin-Shalast itself!  Before any of these questions could be answered, Valeros' spear flew through the air and impaled the figure, killing it instantly.

Exasperated, Lem turned to his companion, "We actually might have wanted to question that one."

Valeros only shrugged, and moved to retrieve his spear.

Turn 14 
Valeros - BoGorum
Bury a card
Cultist - seriously?  Banished forever

They crested another rise, and saw it: the dwarven encampment!  It was in shambles, and half-buried, but it was there.  Their pace quickened to reach shelter and explore the remnants of the dwarves for clues.

Before they could reach it, a spectral figure rose from the earth to block their path.  It said nothing but flew, arms outstretched, towards Lem.  He fired his magical crossbow at the creature, and it seemed surprised to find that the bolt found its mark.  It dropped into the snow before vanishing.

"Well, we're definitely on the right track." Lem muttered.

Turn 15
Lem - BoPharasma
Bury a card
Karivek Vekker - Combat - Venomous Heavy Crossbow +2 + Recharge Tiger + BoPharasma + Valeros BoAbadar + Valeros = D8+D10+2+D6+D8+D8+D4+4 = 29 = Success
Location Close check - Wisdom + BoAbadar = 3D6 = 9 = Success
Examine top card of Village House = Shadow

Another shadow confronted them as they entered the first dilapidated cabin, but was easily cast aside by Valeros' blade.  How many ghosts were there here, Valeros wondered.  There had already been too many for his taste.  He preferred corporeal foes.

Turn 16
Valeros - BoErastil
Village House
Shadow - Bastard Sword +1 = D10+7+D10+1 = 19 = Success

Lem took another opportunity to heal what remaining wounds they had.  They began to search the first cabin, filled mostly with decayed clothing, bones, and rusted weapons.  There was very little here worth salvaging.

Turn 17
Lem - BoIrori
Exchange Haste for Mass Cure
Village House
Mass Cure - 1D4+1 to both
Lem - 5
Valeros - 2
Mass Cure recharge - Fail
Soldier - Banish forever
Discard BoGozreh explore - Warhammer - Banish forever

Valeros began throwing piles of junk out into the snow, trying to clean up some of the space in the makeshift cabin.  It was small by his standards, and the more room he could make, the better.

Turn 18
Valeros - BoShelyn
BoG - auto-acquire
Discard BoG explore - Night Watch - Banish forever

Lem helped his companion, grabbing piles of gnawed bones that he would rather not think about, and throwing them outside.  Underneath one pile, his eye caught a cluster of runes.  Thassilonian runes.  He had become quite adept at spotting them at this point, and there was no mistake.  These particular runes appeared to be some sort of trap, which Lem was fortunately able to disarm.

Once he did so, however, another hideous dwarven apparition appeared.  This one, like the others, had great bites taken from it's flesh.  There was no time to reach for his crossbow, the thing was upon him.  Spectral teeth and claws began gnawing at him before Valeros could attempt to remove the ghost from Lem.  They were so intertwined, it was impossible to swing any of his weapons at the creature, so Valeros went in himself, attempting to wrench the creature from his friend.  Finally, he was able to wrap his hands around the neck of the spirit, and tore it's head free from the spectral body.  It did not die, but merely disappeared back to whatever limbo it had come from.

Turn 19
Lem - BoDesna
Exchange Holy Light for Mass Cure
Mass Cure - D4+1 to both
Lem - 2
Valeros - 5
Recharge Mass Cure - Fail
Zuvuzeg - recharge venomous crossbow to acquire
Discard Zuvuzeg explore - Explosive Runes - Arcane + BoIrori = 2D10+5 = 15 = Success
Haste explore - BoNethys - Auto-acquire
Recharge Haste = Success
Discard BoNethys explore - BoTorag - Auto-acquire
Discard BoTorag explore - Silas Vekker -  14 to defeat? No problem!  Wait...WISDOM?!  OK...nm
All the damage to BOTH characters

Valeros once again helped Lem to his feet and checked his wounds.  They were not fatal, but the bites and scratches were deep.  If they did not plan on resting here before, they would definitely need to now.  Especially with that abomination still roaming the snowy peak outside.

Turn 20
Valeros - BoG

Before they could even gather themselves or prepare any defense, the door to the cabin burst into a thousand splinters, and sent Valeros flying into the wall, unconscious.  In the doorway stood the monster.  The unblinking eyes were fixated on the pair, and it's twisted maw opened, emitting a terrible scream.  It charged Lem knocking him to the ground with it's antlers.  Lem wasn't about to go down without a fight, though.  He swung at the creature with his bare fists, again and again.  One blow pierced one of the bulbous red eyes, and the thing reared back.  The screaming it emitted never ceased.

The wind was suddenly knocked from Lem's lungs as another weight descended upon the pile.  Their tiger had returned!  It's claws and teeth tore open the backside of the creature.  After a few moments of melee that felt like an eternity, the thing collapsed upon Lem completely.  The tiger sank it's teeth into it and dragged it from Lem's body.  Lem was alive, and he would heal.

Turn 21
Lem - BoG
Wendigo - No attack spells, Wisdom check + BoCalistria + Valeros BoG = 3D6 = 12 = Success, Wand of enervation - -7 to difficulty, Strength + Recharge Tiger + Valeros Blast Stone + BoErastil + Valeros BoGorum + Valeros = D4+D6+D4+D4+2D4+D4+4 = 22 =  Success
Yes, Lem just rode in on a tiger and punched the Wendigo TO DEATH

Valeros boarded up the doorway as best he could, and they spent the night freezing inside the cabin.  It was not pleasant, but they would survive.  They had to.

Xin-Shalast awaited them both.

Scenario Victory!
Reward - Power Feat
Lem - Add 2 to acquire an ally, defeat a henchman or villain
Valeros - Add 1D4+5 to another character’s combat check at your location

Post-Game Analysis
This was a really fun one.  It's also one that I feel is much more difficult with more characters, so I was thankful to be playing only with 2.  No real loot of note this time, just another solid adventure in the books.

Behind the scenes, I only have two scenarios left to play for this campaign.  I'm excited and sad at the same time to be finishing this up.  Till next time!