Thursday 26 May 2016

Quirks, Diseases and Week 4


Our new building this week is the Sanitarium which allows us to remove the negative traits (or quirks) that the adventurers pick up, as well as diseases (which we, thankfully, haven't faced yet). You can also lock in a positive trait to ensure that it doesn't get replaced by anything else, but this is really expensive. The upgrade tracks are Treatment Library (which reduces the costs of removing or reinforcing quirks), Medical Devices (which reduces the cost of treating diseases) and Patient Cells (which opens up more slots for people to be treated.


The only quirk negative enough that I'm willing to shell out at the moment is Marianne's Yips - as you can see, it will cost 1130 gold to remove.


Dave Jones and Jess are also starting to look a little stressed, so they can spend the week in the tavern. Jess is a Gambler and so will only go to the Gambling Hall. We also pick up a couple of new recruits:


At which point, adventure awaits!


A team with a Vestal and a Jester should give us a good chance at surviving a medium adventure, and there is one available in the Weald. So off we go! Before we do though, I buy Matt a new skill (Divine Comfort which is a small full party heal).


Medium length adventures provide some firewood so that you can camp. I also make sure to purchase more food, torches and medicinal herbs (as you can use them for more food in the Weald if you get lucky).


Our quest is, again, to explore 90% of rooms. Now we are on a medium adventure, we can safely ignore two of them and, looking at the map, there are a couple of off-shoots which, unless scouting changes anything, will probably be the ones to be overlooked.


Not a great start...


You must be kidding!


First battle should be fairly straight-forward!


Squire Keen is a Hellion, which is a very aggressive class. Current skills are Wicked Hack (a fairly straight forward attack against spot 1 or 2), Barbaric Yawp! (which stuns the front two enemies, but gives a small damage and dodge debuff to the Hellion), If it Bleeds (which can target spaces 2 or 3 with damage and Bleeding) and Breakthrough (which attacks the front 3 enemies, but gives a debuff to the Hellion that affects damage and dodge). Hoping to finish quickly, we'll try a Breakthrough!


Close but no cigar. Next attack is to Dave Heaton, our Jester. He's primarily useful as a de-stresser, but can also do some fun stuff with status affects. Lots of his skills rely on where he is in the party order, and move him, so he can be hard to use well. His current load-out is Dirk Stab (attacks any of the front 3, but moves him forwards 1), Harvest (which relies on being in space 2 or 3, but attacks both of the enemies in 2 and 3 with Bleeding), Solo (which moves him forwards 3 spaces but hits all enemies with a huge damage and accuracy debuff) and Inspiring Tune (which heals stress and raises resistance to stress in one ally). In this case, Dismas is looking pretty stressed, so an Inspiring Tune it is.


Dismas finishes things off with a Grapeshot Blast.


The next battle will likely prove to be more of an annoyance, but with three people able to inflict Bleeding, we should be ok.


And the basic plan of inflict bleed whenever possible works pretty well.


This is a really quiet dungeon, but a lucky scouting chance reveals a secret room to the west. I had planned not to go that way, but this changes everything!


One secret room can fund a lot of activity!


Let's hope we can take advantage. In this instance, the Cultist isn't the problem he would normally be, as Dave will be able to mitigate him quite well. The ectoplasms might prove annoying though and become primary targets.


They are highly resistant to Bleed, but don't have many hit points so we're able to sort them out before they get to act (and replicate!).


Another battle where Bleed will probably save the day.


This was starting to look bad with stress building faster than I could get rid of it. But sometimes, when an adventurer hits 100 stress, they get a Virtue rather than an Affliction. This will make a difference.


Normally, I'd be tempted to camp after a battle like that, but that would waste Dave's Virtue (which only lasts until you camp or return to the hamlet). Let's press on and hope.


Oh crap.

This guy is the collector - a mini-boss that turns up if the game thinks you are doing too well... To be honest, I'm tempted to cut my losses and run, given that we got the secret room, but with all the bleed we can inflict, we might be ok.


His big trick is summoning friends which are supposed to be the people he's killed. Each corresponds to one of the adventurer classes. The first is a Highwayman, the second a Vestal and the third a Man-at-Arms.


Finally, in round 8, we get to the point where we can mop up the summons (the fourth set!).


Eventually, victory does bring a good prize at least.


And, thankfully, he marked the end of the adventure.


But a good haul earned.


But the new quirks aren't great. Dismas and Matt both develop Deviant Tastes (not allowed in the Brothel), Squire Keen is Tuckered Out (less damage when at less than half health) and a Clutch Hitter (so he gets more crit chance when at less than half health). Dismas also picks up Beast Hater, which means he does more damage to beasts and takes less stress when fighting them.


Sadly, whilst the team were away, Dave Jones has gone on a drunken bender and is nowhere to be found. He'll return... at some point...

Wednesday 25 May 2016

Levelling, character development and week 3

Now that we are into week 3, another couple of buildings open up and these are the primary ones used to develop the adventurers as they level up. Left to right we have...

The Guild, which allows the purchase and improvement of skills. Here you can see Reynald's options - he can't level anything up (as he is only level 1), but we could purchase the first level of the three he didn't start with. It's quite expensive though, at 1000 each (you can see in the bottom-left that we have 12185 total at the moment. The upgrade trees are Instructor Mastery which unlocks the different levels of skills and Training Regimen, which reduces the costs of buying them.

And the Blacksmith, responsible for upgrading weapons and armour. Similar rules apply, which means that we can't take advantage of this building yet (with nobody at level 2). The upgrade trees are Weaponsmith, which unlocks different levels of weapons, Armoursmithing, which does the same for armour, and Furnace, which reduces the cost of both.

On the plus side, we now have the Deed to upgrade the Stagecoach network so, from now on, we'll get four new adventurers per week. We can't afford to also upgrade the Barracks, which stops us from taking on all three of the new recruits from this week, but we can trade in some heirlooms for a different type. The exchange rate is atrocious, but given that we have lots of spare Crests (for the moment), we can make a trade and get the Barracks as well. That way we can take on all the new recruits. Introducing...

Dave Jones the Houndmaster (jumping the queue a little as he specifically requested the class)

Neil the Man-at-Arms

And Dave Leach the Leper.

Before going on the next adventure, however, I send Dave Jones to the Guild to learn a new skill - his Blackjack skill isn't terribly appealing, given that it requires him to be near the front and I'd prefer to keep him at the back. Hound's Harry, a skill that can make all opponents bleed is much more tempting.

However, we know that Bleeding attacks aren't great to take into the Ruins, with all of the undead. So we are going to explore the Weald instead - the woods surrounding the hamlet are full of dangerous creatures and bandits, most of which are vulnerable to bleeding.

This time we are looking for room battles, and we start in the middle of a run. We'll head west first, as that leaves less back-tracking. Scouting opportunities are even more helpful on this particular adventure type, as you can save a lot of time ignoring corridors that don't have room combats in them.

Old Trees have a chance of causing Blight, but this can be removed with antivenom. Sadly, I'm a cheapskate and didn't bring any. Still, it's a relatively small chance, so probably worth the risk - and I get two Deeds and a torch from it.

Our first battle is against two Rabid Gnashers and a Cultist. We surprise them and get to go first. Cultists are still a primary danger because of their stress attack.

Dave Jones gets to go first. Sadly, I forgot to equip the new skill I bought for him (but I can fix that between combats). His other options are Hound's Rush (which causes bleeding to a single target and does additional damage against Beasts and those that are marked), Target Whistle (which does no damage, but does mark a target and reduce their protection significantly) and Guard Ally (which gives a pretty big boost to a target's protection). In this case, we want rid of that Cultist, so Hound's Rush is the way to go.

He takes about half of his health in damage, but resists the bleeding. Marianne is up next and a Sacrificial Stab can reach the Cultist, probably finishing him off.

Success! 

Next action goes to Neil. Men-at-Arms are very defensive and his skills are Crush (a nice default attack), Rampart (which does less damage but has a decent chance of stunning and knocking an enemy back), Defender (which increases his protection and allows him to intercept attacks on an ally) and Bolster (which improves everybody's dodge and protection). We probably don't need to do anything too complicated to deal with two Gnashers, so a basic Crush is probably the way to go.

Sadly, it dodged, so we move onto Dave Leach.

Lepers hit and hit hard. They are also quite self-sufficient. His current skills are Chop (which is the basic attack against either of the front two enemies), Hew (which hits both of the front two enemies, but with a little less damage), Withstand (which heals some of the Leper's stress and improves his protection) and Solemnity (which heals him a little and buffs his resistances). I'd prefer to finish one Gnasher than hurt both, so I'll go with a Chop.

Which is successful and leads to a swift conclusion to the battle.

Thankfully, there is a battle at the end of the corridor so this wasn't wasted effort. However, it is against Ectoplasms, which are really annoying enemies who can replicate themselves if you don't kill them quickly enough. They also surprise us, which throws us out of our ideal order. Dave Leach, in position 3, has nothing he can currently do so will spend actions advancing.

Liberal use of stuns and bleeds helps, but not enough to stop a fourth one being created.

This could be going better...

But we are eventually successful and are able to claim the treasure from the chest. Time to turn round...

This should be fairly straight-forward at least. These creatures can potentially be dangerous, as they cause Blight a lot, but they have very few hit points so, given they are surprised, I'm hoping to finish them before they can act.

Success, but clearly more battles to be found.

Sadly, Neil's Necromania means that he can't help but investigate the corpse we've found, and he gets Blighted by it.

The carcass of something unpleasant allows me to restock our food supplies when it is treated with medicinal herbs.

The various mushroom beasts can be irritating with lots of stunning, marking  and blighting effects.

We don't shower ourselves in glory, but do win through. Part of the loot from the monsters is a key to open the chest (not that we needed it!).

Hopefully a fairly routine fight, but the Fungal Scratchers have high Protection, meaning that they take reduced damage and Bleed/Blight is a far better way to kill them. That means it takes time though.

We ignore the Troubling Effigy - without Holy Water, there is far too much chance of something bad happening.

These guys again...

But they are the final obstacle to victory. We could continue, but knowing there are no more room battles, doesn't mean there isn't anything else, and I'd rather get out whilst we can.

Reasonably lucrative and new traits of The Yips for Marianne (reduces accuracy - not a good result at all!) and Stout for Dave Jones (improves healing skills whilst camping).