Gunderholfen – Hot & Steamy (session 17)

Hey, what do you mean my title made you expect something else? HOT. STEAMY. I mean, basic vocabulary…

Short session, 2,5 hours.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Grimoire, Goblin Mage, frail but smart (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)

This session’s main goal: find the « dwarven city »

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring but not in Gunderholfen
  • The Protectors: resting/recuperating in Longfelt, Bodil is concussed, Bodil and Efram have infected wounds
  • Black Axes: leaving for Gunderholfen soon
  • The Musers: leisure in Longfelt

Longfelt

  • The BB buy a lot of food rations, put them into a small barrel, with the idea of leaving it inside their newly-acquired Level 4 outpost.
  • While taking their breakfast at the Hare & Hound Inn they are visited by a gnome merchant (and magic-user) named Frinywyd who has an offer for them. He wants to open shop into the liberated Level 1 of Gunderholfen and asks for the BB if they would escort his caravan to get there and they gladly accept.

Ganfal Swamp

  • The crossing is slower than usual, leading the caravan on the treacherous road half-eaten by the swamp. Halfway through, one side of the cart slides into muddy waters and it takes great effort from the group to get it back on firm land. (Forca get disheartened in the process)
  • Fortunately they reach their destination without further hindrances.

Gunderholfen

  • The BB advise the gnome merchant to occupy the room of the late goblin chief in Level 1B and he does so. They also take a look at his wares and Aracyne buys an amulet of spell focus. They see that the gnome sells bottled elementals that can help in fights but the asked price is a bit too steep.
  • They then go down to Level 2, have to defend themselves from several hungry Stirges and then take the secret ladder to Level 3. From there they cross the dead kiigoths’ territory and go down (very cautiously) the slippery stairs to Level 4.
  • They find their outpost undisturbed, door still staked, and they leave their rations inside. They write a quick message on the door: « The Battle Brothers are here » with a cray and leave to explore.
  • They first go nearby, just south of their outpost, and entered a warm area with low visibility due to steam. They hear a high-pitched laughter and a loud PLOP and see, barely, a small winged creature flying above them – a steam mephit. Aracyne has time to shoot an arrow at it and manages to hit it despite the obscuring vapor. Forca is convinced that the nearby stalagmite is a creature and hits it with his hammer, breaking a chunk of it but with no further result.
  • The wounded mephit avenges himself by creating a rain of scalding water on everyone below. Torch protects himself with his shield but the other adventurers are wounded (fortunately I rolled very low on damage). Another mephit sends a jet of hot water at Jedri, who fails to evade and is wounded. But then the PCs act. Aracyne finishes the wounded mephit with another well-place arrow. Grimoire casts a fireball at the other, hurting it ligthly. He then casts Levitate on Forca who smash the mephit with an hammer blow and kills it. With no further threat, Grimoire casts Treat Wound on Jedri and then PCs search for treasure and it takes some time but they finally find some ancient dwarven coins (10 gp each) that were stashed on top of a stalagmite.
  • Thence they go back at the intersection and go south and soon get in another fight despite their attempt at stealth, this time against a juvenile ankheg. An arrow from Aracyne is deflected by the insectoid’s carapace and the creature try to hit Jedri with one leg but he evades. The ratman then counters with two powerful hits from his light flail and morningstar, wounding the ankheg. Next, Forca delivers a massive blow of his hammer, so powerful that it detaches the monster’s head from its body, killing it instantly. The close by lair lair of the ankheg is littered with bones but nothing else.
  • The PCs continue on the path that they’ve been told leads to the the dwarven city, going east and south generally, and after that west, inside a long and warm natural passage that debouche in a large, even warmer cavern. The air is dense with mist.
  • Forka the dogman, even with his helmet on, hears some kind of high-frequency sounds emanating from somewhere above and, through the mist, the PCs can see several glowing spots. They soon see what’s the meaning of all this when creatures plunge towards them: Flaming Bats!
  • 5 Flaming Bats (with some other « warming up » above) get near the PCs. Two of them belch clouds of black smoke, partially obscuring the adventurers’ vision. Another try to rake Aracyne but he dodges. Same with Jedri. Another let go of a jet of fire on Forka but his armor protects him. The adventurers make quick work of all but one bat, but 3 more are coming to the fight! One makes a fiery dive towards Jedri but he dodges. One comically latches on Forka without managing to hurt him in the least and the knight body slams the bat on the ground (brawling attack), crushing it under him. Meanwhile, Aracyne concentrates his shots on the bats flying too high and kill several. Jedri kills a bat but then he inadvertently throws his flail several yards away and also bends his morningstar (two mishaps in a row)! Grimoire casts Levitate on Forka and the latter smashes another bat midair. A bat bites Forka and this time, pierces the armor. Another one painfully burns Jedri with a fire jet. But before long there’s only two Flaming Bats remaining, still on the ceiling, that seem more interested in perpetuating the species than to fight.
  • Victorious in this big fight, the adventurers have a look at the passage to the south, a bit further peek at the gate of the dwarven city and call it a day, having numerous wounds and depleted willpower for almost every PCs (and some conditions) and return to their Level 4 base to rest.

Closing Comments:

  • Escorting the caravan meant increased chance of random encounters but none occured, only a DB ‘s journey mishap.
  • I did not really convert the steam mephit for DB but it worked fine nonetheless, with the first mephit summoning another and then trying to keep away from the PCs and attack at range.
  • Forka’s heavy armor is very handy in fights, no doubt about that, but that makes sneaking for the group virtually impossible (they could still split and scout ahead). I like how it balances overall.
  • The fight with Flaming Bats was finished in 6 rounds, a pretty big fight and really fun I’d say. I made it a bit easier because I ruled that 1d6-1 bats joined the fights each rounds, so not the 14 bats of the room all at once. But it was challenging and the PCs had to spend a lot of ressources to win so I think it was good.

Frosthaven – Relic (79)

We’re doing a side-scenario, a « job posting » that comes from a Town Hall event if I’m not mistaken. Anyway, as usual we’re doing this only to advance our own goals…

Characters

  • Cassandra the Diviner (David) lvl 5, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 7, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 7, no, no, not this kind of teabag or is it?

Pretty big map, we have to move our « sled » all the way to the back in order to break an ice wall with it, somehow. Also, one push (forego a top action) of the sled sends it hurling forward, possibly slamming into foes. A gamey mechanic but quite satisfying nonetheless.

Frost Imps, but they seem surprised and are slow to react to our presence. We kill them in no time.
But there’s more incoming and dangerous Ice Wraiths with them.
The Hive seems in a hurry and jump ahead.
While the Infuser and Diviner deal with the last two foes, the Hive opens a new area.
Revealing many more monsters, and way behind, our objective.
But for now, a tactical retreat despite the Hive’s urge to get it done quickly,
we’ll deal with the monsters together.
The monsters swarm the Hive’s turret and silence it but it gives us time to deal with them.
It’s now safe to proceed further.
Bringing the sled with us. « oh sorry, was that your feet Teabag? »
And opening the way… Two Polar Bears are irked by this great fracas but we just go our way and leave them behind…

Closing Comments:

  • Lots of Imps, hard not to get the brittle condition from them and we received great damage from the ice wraiths because of it.
  • Moving the sled around was somewhat of an hindrance and slowed us down a lot, our hands of cards were pretty thin at the end.
  • Finished my personnal quest of slaying 15 imps, took only 3 scenarios to achieve, that was fast.
  • Trials continue to add a lot of complexity, Math had to guess how many turns it would take us and was a bit on pressure to press forward accordingly.

Sub Terra: mille et une façons de mourir sous terre

Sub Terra, du game designer français Nuts!, est depuis son acquisition il y a quelques mois rapidement devenu notre jeu de prédilection à jouer en famille et j’ai décidé de vous en glisser un mot.

C’est un jeu coopératif à la base, nos personnages (qui ont chacun des capacités spéciales) sont sous terre, dans un réseau de caverne infesté d’horreurs et doivent s’échapper en trouvant la sortie.

La mécanique du jeu est ainsi faite (le temps « s’écoule » via un paquet de carte, à la dernière carte nos lampes frontales s’éteignent et les chances d’être dévorés sont extrêmement élevées) qu’il est préférable de se séparer pour explorer plus efficacement. Comme tout bon film d’horreur quoi! D’ailleurs le jeu fait énormément penser au film The Cave, 2005 (et dans la même veine, à Sanctum (2011) et The Descent (2005)):

Pas le meilleur film du monde mais un bon divertissement en soi, avec une introduction (église de templier construite au-dessus d’un grand réseau de cavernes) absolument inspirante pour fans de rpgs je dois dire.

Entre les secousses, les éboulements, les poches de gaz, les inondations et bien sûr, les horreurs, l’exploration n’est jamais de tout repos.
L’exploration avance, l’agent et le chef y vont en duo mais l’éclaireur et la géologue sont bien loin de leur côté maintenant!
Une soudaine montée des eaux a mis l’agent inconscient le chef est à côté de lui et pourra le réanimer heureusement.
Un nid d’horreur, tout près…

Les parties durent environ 60 minutes à quatre joueurs. La difficulté est présente, nous échouons une fois sur deux à facile, mais échec ou succès les parties sont toujours enlevantes. Je recommande!

Frosthaven – Thawed Wood (33)

The temperature forecast for Québec tomorrow is minus 30 celsius, Frosthaven really doesn’t seem so inhospitable, except for the small matter of monsters maybe…

Characters

  • Cassandra the Diviner (David) lvl 4, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 6, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 6, no, no, not this kind of teabag or is it?

A scenario inside the Radiant Forest, which is described as warm and old-growth, an oasis of life protected from the cold. We’re here to find Radiant Stones to keep our ballz warm.

Hostile wildlife incoming!
The Hive leads the way, helped by his Arcing Generator, but he seems plagued by malfunctions: « I Attack this, NO! Can’t say the word… »
Meanwhile, the Infuser seems to be commited to loot everything by himself and have a nervous breakdown when that doesn’t quite happen. Get ahold of yourself guys!
Nonetheless, the area is soon cleared of hostiles, time to advance further in the forest.
The radiant stones are somewhere in this Fire Swamp.
Where are those damn stones?
Found two, only one more. Die you annoying imp!

Closing Comments:

  • This scenario is as much a puzzle than a tactical challenge. But Math, using the superpower of math, efficiently calculated the easiest course to collect the radiant stones (remember that we can move tokens around to make it work) and it went smoothly from there.
  • Math and Guillaume both had super annoying Trials to accomplish and Math in particular had his character almost die because of it (had to refrain from saying some words in game).
  • I have to kill imps for my personnal quest and this scenario provided me with an abundant source of them, that was good.

Flaming Bats for Dragonbane

I’m converting a monster from Gunderholfen (OSR D&D) to Dragonbane that should be encountered next session most likely. I think I’ve emulated the design of monsters in DB closely enough.

Now, I’m not a fan of « Planar » stuff in rpgs. Flaming bats coming from the plane of fire doesn’t do it for me for some reason. Would there be a more « biological » explanation available? Does it eat coal or something as part of its diet? Or I dunno maybe we should go the magic did it route and let’s say it absorbs ambient mana, convert it to heat and that’s why they’re only found in dungeons…

Flaming Bat

This creature is a large orange and black bat with a 2 meters wingspan. It lairs in hot places within small colonies. When resting it emits only a dim flicker like dying embers but when actively hunting it’s wreathed in flames.

Ferocity: 1

Size: medium

Movement: 30

Armor: –

HP: 9

Resistance: Immune to fire.

Flying: The wings of the flaming bat allows it to move freely through the air.

Weakness: If doused in water, their flames can be quenced for a stretch. During this period a flaming bat will try to flee combat.

Monster Attacks

d6 Attack

1 Sharp Teeth! The agile flaming bat swoops down and takes a quick bite at a player character with its sharp teeth, for 2d6 piercing damage. The attack can be evaded or parried.

2 Smoke Screen! The flaming bat exhales a cloud of black smoke from its mouth, all player characters within 2 meters must evade or be blinded (must succeed in an awareness roll in order to attack). The smoke dissipates after 1 round.

3 Sweeping Claws! The flaming bat does an acrobatic figure midair and tries to rake a player character with its claws, for 2d6 slashing damage. The attack can be evaded or parried wth a shield.

4 Fire Belching! The flying creature opens its mouth and let go of a jet of flames, for 2d8 fire damage. The attack can be evaded or parried wth a shield.

5 Latching Attack! The flaming bat tries to latch itself onto a player character using its fangs and claws. The attack inflicts 1d8 piercing damage and subsequently 1d8 fire damage each round that the flaming bat stays latched on. The attack can be evaded or parried wth a shield.

6 Fiery Dive! The fire-emiting creature suddenly burns brighter and dives towards a player character, for 1d8 slashing damage and 1d8 fire damage. The attack can be evaded or parried with a shield.

Shout-out to DF Whiterock: the gold standard of play reports

Just a quick shout-out to dripton from DF Whiterock as he consistently offers the best rpg play reports out there on his blog, in a category of his own really. Way better than what I’m doing over here I must say, my dear readers. He includes an impressive level of details for one, and never to the detriment of entertainment – not an easy feat to accomplish when writing play reports.

His present endeavor is a campaign of Dungeon Fantasy (a GURPS variant), he’s indeed a DF guy – within the Halls of Arden Vul mega dungeon (which as a bonus I’m also a big fan of).

So, what can I add? The best play reports ever, precise and humorous. Also, a lot of behind the curtain to be appreciated by dungeon masters or would-be dms.

Highly recommended!

Gunderholfen- Peril in Ganfal Swamp (session 16)

I’ll try to have something like a weekly session, at least bi-monthly, of this campaign with my kids for the coming months until summer, we’ll see if I manage to do it.

Short session, 2 hours.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)
  • Grimoire, Goblin Mage, frail but smart (me)

Gunderholfen

  • We start in Level 4, with the Battle Brothers and Protectors in the ogres’ den. Having slaughtered most of the adult males and ordered the survivors away, the adventurers clean up the place, using the open pit to good effect, to make it, well, less of an ogres’ den.
  • After that, they block the door and camp there for the night. Forka, in his turn to keep watch, hear footsteps nearby and whispering voices. There’s the smell of orcs. But they seem to turn back the way they came.
  • Next day they begin together their ascent towards sunlight. They tie themselves together with rope for the slippery stairs to Level 3. Reaching Level 3, they do a small detour to see Grom the ogre and ask him some questions. They give him a 50 gp gem and learn from him of the quickest way to reach the « dwarven city » (going south of the ogre den in Level 4, then south-east and then west in a long, noticably warmer passage into a large carvern and then south to reach their destination).
  • They encounter a patrol of ant workers in Level 2 busy transporting dead giant rats and neither side is interested in fighting.
  • They reach Level 1C, into what was the hobgoblin area and got to a portcullis that was always closed to them in the past. They opened it and, a bit further, got to a deep vertical, artificial shaft with chains dangling but no easy way down.
  • They backtracked and then reached Level 1B and got out by the « goblins » door.

Ganfal Swamp

  • Aracyne leads the group competently through Ganfal Swamp and they make good progress despite the harassing environment but then, several hours in, they see a dozen or more humanoids in ragged clothes emerging from behind an outcrop: ghouls!
  • The adventurers fire a salvo of spells and arrows on the howling undead and four of them are slain and another immobilized by a spell of ensnaring roots. But the ghouls are now in melee. Bodil gets hurt by a claw attack and then tackled to the ground and is in great danger. Efram the Mage gets vomited on by a ghoul and then flees not long after, demoralized by the terrifying howling. Aracyne is dishearthened but stands his ground.
  • Two more ghouls are on the approach. Bodil the elf is badly hurt and unconscious. The Hunter Adalbert also flees after another howling near him. Two ghouls are avidly pursuing Efram and Adalbert. Bayard smashes a ghoul’s face in with his magic mace and it’s killed. Jedri drops his flail inadvertently but has a dagger to continue fighting two-weapons style. Grimoire the goblin Mage casts 3 small fireballs and efficiently finish 3 already wounded ghouls. Forka team up with spear-wielding Torch to slay another. The mage Delevan cast Levitate on the ghoul on top of Bodil and throws it away, hurting it in the process, then he goes to help his fleeing companions.
  • Twelve ghouls have been slaughtered, two surviving start to run away, one is stuck in place by Ensnaring roots and is finished by a big hammer blow delivered by Forka. The adventurers have won, with one casualty among them: Bodil is concussed and has infected wounds. Adalbert and Efram also have infected wounds. Fortunately they soon get out of the swamp, into the farmlands, talk to some peasants on the road and reach the city of Longfelt.
  • The two adventuring guilds make a vow of friendship, decide to leave each other signs (cray writings) in the dungeon if they go separately and then say farewell to each other.

Closing Comments:

  • Grom has gotten back his leadership of the ogres thanks to them, there’s that, but he thinks of the adventurers as dangerous and untrustworty and won’t be a true ally. Giving information in exchange for money to the PCs so they go explore a dangerous area is the most he’s ready to do in my mind.
  • The Level 1 mining shaft isn’t there in the book (it replaces an exit to open air), I added it for some unscrutable reason…
  • Rolled an encounter in the swamp and was tempted to just pick an appropriate monster in the Dragonbane Bestiary but instead I’ve rolled on the d20 table and got 20, ghouls.
  • Ghouls in dragonbane don’t have any paralysis abilities as the D&D ones but, as monsters, have a d6 table to roll on to determine what they do, and also, as monsters, they always hit (it’s up to the target to try to defend if they wish). I rolled for each ghoul separately and it went smoothly enough.

The oldest crap map

Brian Garthwaite over at 52 Monsters has written another clever post related to rpgs yesterday, this time on the subject of crap maps. Incomplete or faulty in some way, crap maps offers an interesting challenge to players, as well as being, in fact, more realistic of what one could expect of most non-modern, non-professionnal maps.

I really haven’t much to add to Brian’s post other than to go the « did you know » path and offer this tidbit of information that was lingering uselessly in my slush pile, these images of the oldest « crap map » (which might be a bit unfair to its babylonian author, I let you decide) with pieces missing and its highly symbolic depiction of the world as the babylonians thought of it.

Or depicted more clearly below:

And if you’re really into this subject I highly recommend that you listen to this british gentleman, historian and museum curator Irving Finkel, who offers us wonderful insights into the challenges of decipering such an amazing artefact.

Gunderholfen – Bullying the Ogres (session 15)

First session of Dragonbane/Gunderholfen since september of last year. Shame on me.

Last session the Battle Brothers had persuaded Bayard and his Protectors to make a temporary alliance and fight together against the denizens of Level 4.

Short session, 2 hours.

Gunderholfen by G. Hawkinshttps://www.drivethrurpg.com/en/product/265629/gunderholfen

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he likes his rat-shape curse (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Torch, Goblin Knight, not expendable anymore (Edmond)
  • Grimoire, Goblin Mage, frail but smart (me)

Level 4

  • The two adventuring guilds, ten strong, descend the long slippery stairs down to Level 4, taking their time to decrease the risk of falling. They also devise a plan to fight the ogres which they already know reside very near the entrance of Level 4.
  • Upon arrival they go east and get to the door leading to the ogres’ den. First trying a quiet approach, they try to open the open door silently but it’s blocked from the other side. Letting go of subtlety, Bayard and Forka, the two strongest characters push the door open, displacing a large rock and a wooden beam, the latter falling to the floor with a loud bam. The PCs hear ogres nearby shouting to each other and get ready for a fight.
  • Getting back quickly to the first room, the adventurers get in formation, with 4 of them frontline and mages and archers (and Torch) behind. The first two ogres in are not very efficient (one good hit to heavily-armored Forka) and are assaulted by weapons and magic and are killed just like that. The following ogre is a bit more successful as he rushes in and rams into Bodil the Elf, tossing him aside on the ground while another ogre misses Jedri the Ratman with a big swing of his club. Aracyne hurts the ramming ogre with two arrows to the chest, wounding him badly and Jedri manages to finish him with a deadly two-weapons combo. Efram, one of the Protectors’ mage uses magic to make one ogre fall asleep and now there’s only one left from the five that were coming at them. The last one still has the will to fight though and wounds Bayard with a big hit but get overhwhelm quickly after.
  • They hear a door slam somewhere close but no other ogres are coming for the moment so the mages have time to do healing magic and everyone is healthy anew.
  • There’s three corridors, with the one in front being were the 5 ogres got out. There’s nothing interesting northeast, they go south and walk close to the wall to get past a (non-hidden) pit trap.
  • They see a room full of refuse, inspect a storeroom (nothing but food & water) and then get in front of double doors, there’s a faint odor of woodfire smoke (along with strong body odours and other unpleasantness).
  • The adventurers bash the doors open and see a big room, something like a cooking area, two teenager ogres were ready for them and immediately kick the burning logs, spraying embers directly on Forka and Bayard. Neither of them were quick enough to evade and lose a round removing the painful embers. The two young ogres don’t stand a chance though and after one is killed the other surrenders and pleads for his life. Bodil would have killed him but Aracyne his in a merciful mood and spare hime in exhange of information. They thus learn of some of the closest areas in this part of the dungeon, not much, the young ogre says that their ex-leader, Gorm (from Level 3), knows a lot more more.
  • The adventurers then proceeded to round up the surviving ogres in the other rooms (in this self-contained area) consisting of: 2 adult male ogres, 5 adult females, the teenager and 2 other youngsters. Aracyne tells them to leave Level 4 and get to Gorm in Level 3 if he would take them. They agree to leave on the condition that they could take their stored food and water with them and the adventurers accept.

Closing Comments:

  • Not much exploration this session but a big step accomplished in removing the ogres, as their presence near the entrance of the Level was always going to be a problem each time they passed.
  • 10 adventurers together are certainly a force to be reckoned with. I’m thinking that they must attract more attention than a smaller group obviously and, at the very least, I will adjust encounter rolls to reflect so in the future. Otherwise, in a non gold-for-xp system there’s just no much disadvantage in being that numerous.

Frosthaven – The Realm of Endless Frost (21)

This play report is in fact our second attempt at this scenario, we failed our previous one, our first failure of the campaign in 50+ sessions. It’s a tricky one for sure. The fact that I’m playing a brand new character didn’t help either. Interestingly, I’m playing a non-frosthaven character, one of the four newly-released « mercenary pack »s.

Characters

  • Cassandra the Diviner (David) lvl 4, forgotten diviner (mercenary pack)
  • 4H2 the Hive (Math) lvl 6, refurbished robotic assembly, ADHD
  • Teabag the Infuser (Guillaume) lvl 6, no, no, not this kind of teabag or is it?

We’re trapped in this underground Realm of the Endless Frost and its mischievious master doesn’t intend to make it easy for us.

Frost Demons and Living Spirits make for a cold welcome.
The fight is on!
We go in the second room and find one of those prevalent evil altar, we must destroy it fast less we become overwhelmed by Living Bones (keep appearing until destroyed).
What’s all that clutters? Undead are not good at home staging it seems.
Living Spirit: « I was about to open the box, but then I realised I needed to put some shelves first, and then I tought, I should paint the walls first and then… »
We’ll help you make some order out of you mess alright.
*Smash everything to bits »
There you go, there’s place to walk now.
Further, we meet face to face with the Prince of Frost, he’s an imp!
And of the summoning, super-annoying kind to boot.
We have him properly surrounded now.
With their prince dead, the other imps lose their will to fight.

Closing Comments:

  • Well, the power of foreknowledge helped a lot. The altar must be destroyed without delay. The Boss is in the fourth room, after three big fights, we have to be careful with our cards management in this one. The fist time we tried, we lost too much cards in the second room and knew we had no chance against the boss.
  • We’ve finished the town challenge deck but now have the Trials unlocked, which are even worse (more annoying). Mine isn’t combat-related but Guillaume and Math were and it further hindered our ability to succeed.
  • The diviner is a bit different from the one in Forgotten Circles, a few tweaks here and there. A complexity 5 character, powerful enough from I’m seeing at the moment.