Palantir Quest (1994) – dungeon à la sauce Rolemaster (review part III)

I’ll be dividing my review of Palantir Quest in something like 7-8 parts I’m thinking. Yeah I’ll be quite thorough with this one, I’m not exactly sure why I feel the need to do so to be honest. On the one hand I don’t think there’s ANY real review of this product that exists at the moment. On the other hand I would be really surprised if someone was waiting for it at all. So that’s one of these things, just for the heck of it…

Part 1

Part II

We’ll now be examining the content of chapter five and six of the book. The player characters are leaving behind the kingdom of Rohan and should reach the reconstructing city of Tharbad into the Eriador region after a journey of about seven days.

There’s one fixed event on the road whereas the PCs have the opportunity to save a wounded Eriadorian guy and defeat some hostile nameless Dunlendings. In similar fashion to the earlier chapter, the rescued NPC will ask if he can be escorted to the next point on our map, in this case the town of Larach Duhnan. There, the PCs will have to take the soul-rending decision of which of two inns will they sleep in for the night. As there’s nothing to do (and no npc roster), I suppose the Game Master will encourage the PCs to leave asap and get to Tharbad not that far away.

Maybe it’s time to address somewhat of a big flaw of the book: there’s no sidequests hooks anywhere to be found to go along each chapter’s background history, truly excellent maps with keyed locations, nice buildings layouts and a « People of Note » section. Of course a GM worth its salt can add his own but it’s still a glaring omission.

Then, the player characters reach Tharbad and, as they were told to do so by the Royal Seer back in Minas Tirith, meet Commander Cilis in the restored Royal House. The latter expresses his doubts that there’s any books left in the library, he has seen it a few years ago and it is « no more than a moss-covered ruin ». They also meet Chief-Engineer Hearon who brings them on a tour of Tharbad and we get: « this is a good opportunity for the GM to adlib some meetings with the multi-cultural work force enjoying a well-earned drink in the cool evening air. » Nothing else from these two NPCs, not even a if you happen to find a… or a be on the lookout for… You know, something signaling opportunities, danger, anything!

I’ll note that Tharbad, with a bit of work, would make a very interesting homebase for adventurers as it should have a central role to a resurging kingdom of Arnor (northern Eriador) with its strategic location and afflux of newcomers.

So after after this talk with two NPCs and a rest at the Royal House, the adventurers will leave Tharbad behind and go further north.

Fortunately things will get more eventful in this next chapter.

It takes about 10 days from Tharbad to reach Annuminas, with a stop in-between at the town of Bree. But before reaching Bree: « The air is oppressive. You notice standing stones and strange monoliths littering the downs to the west. Strange, unnatural hillocks deform these western ridges. As you contemplate the scenery, a small figure runs across the hills waving its arms frantically and shouting in a high-pithced voice. »

The player characters have the opportunity to save the hobbit’s friend who was foolish enough to enter a barrow (as in Barrow-downs) – as a great pastiche from The Fellowship of the Ring (the book, it’s absent from the movie). The barrow, Lord Ravenor’s tomb, is a small eight-keys dungeon. There’s two wights within in one corner of the dungeon performing their morbid ceremony on the poor unconscious hobbit. There’s some treasure to be gained too: a few pieces of jewelry, gold coins, a nice magic ring (not powerful but useful) and some magic arrows.

Serviceable and, like I said, a nice pastiche.

After that, the PCs arrive in Bree. It is assumed that they relax a bit at the Prancing Pony, of course, I mean why not, and then continue on their way.

Top-notch art, as Middle Earth/ I.C.E. products were known for.

And now in Annuminas.

The city is completely in ruins, has been for centuries. The map (below) provides us with 10 keys but except for one (the Royal Library), they’re only for ambiance (i.e. « King’s Star Tower. A half-ring of stone remains from the royal observatory. It provides a sheltered camp site. »). There’s no encounters table provided either, though I suppose one could use the Old Arthedain‘s table of the Roadside and Wilderness Encounters found with the others at the end of the book.

Annuminas is not completly empty as there’s a family of seven trolls (3 males, 2 females, 2 youngsters) having a camp, guess where? Right at the PCs’ objective: the Royal Library! But I’m not really complaining, players must have challenges to overcome after all. The trolls would be quite dangerous to fight without a solid plan, probably impossible to beat in a fair fight in fact. Which is fine by me.

The trolls dealt with in some way or the other, the adventurers are free to explore the Royal Library. There’s not much aboveground anymore, a building with half of its walls ruined, but stairwells lead underground. An undergound library? That’s a terrible, terrible idea for books conservation! But, er, yes, maybe there’s some magic involved, let’s not delve on that too much.

« The most valued records and documents were removed from their ordered resting places to occupy the largely vacant shelves of the buried lowest floor of the library. Hasty but deadly traps were contrived and armed to protect the wealth so carelessly assembled. Then the last, brave, hopeless men turned to fight and fall to the hordes of the Witch-King. »

The Royal Library is a single Level dungeon with 29 keys, the only « real » dungeon of the adventure, such as it is.

(Side note: Not surprising, dungeon-crawling isn’t a primary feature of the I.C.E./MERP books. There is certainly some to be found of course and you know, there’s this little thing called the Moria fortress in the series. I guess you could also include Dol Guldur, Mount Gundabad and Angmar. Well, it’s more like stealth missions than dungeon-crawling as a real assault on either of those places would be suicidal even with high-level PCs.)

So, the closest thing to a dungeon in a MERP book let’s say. Let’s take a brief look at it.

Now the first thing that strikes me is that it doesn’t look like an underground complex at all. Yeah I know we must be lenient with dungeon architecture but this isn’t what I mean. The room at the center that you reach with either stairs is the Central Dome. Now, height isn’t mentionned anywhere for any locations so maybe there’s enough space for a dome. But way more revealing are rooms 5 and 7, East Garden and West Garden (which are in fact North and South on the plan, oops): « broken glass allows the filtered rays of the sun », « Prolific greenery has overflowed », « A reflecting pool filled with rainwater, sketchily mirrors the green splendor surrounding it. » This seems obvious to me, this is a refurbished dungeon (not the first time I see this), for an aboveground structure and the authors didn’t changed everything (or much?) from its original purpose.

With that out of the way, lets get back to the entrance.

The two stairs are both on the verge of collapsing and won’t support the weight of more than three men at a time. The way the Rolemaster system works, it’s odd but this is considered a trap and you have to detect it (Very Hard -20 and Extremely hard -30 for the other staircase) and somehow you can disarm it (?) (Sheer Folly -50 in both cases). One of the two staircase has also a (+10) fireball trap set off by the mere presence of intruders. That’s weird design. Shouldn’t the PCs just see that the staircases are damaged and take precautions if they wish so? Even more problematic is that there’s no way to know about the fireball trap – any dungeon designer worth his salt will give some realistic hints – a visible rune, some traces of burning or an incinerated badger maybe? Something to induce players agency you know.

So, a roll for this, roll for that unfortunate tendency I’d say.

But the PCs are now inside (with a 50% chance of them being a bit crisped). They already have the Royal Library’s master key from the start of the adventure, convenient as almost all the doors are at least « Extremely Hard -30 » to lockpick or will set off a spell if forced open. They have to find a specific book within the library with 20 out of 29 rooms having books in them. The objective is like sixty feet away from the entrance but the PCs will have to search randomly room by room, or maybe they have the right Seer spell available and will find the right room and the book in like 5 minutes, that’s a possibility. If not, what they have to contend with is mostly a handful of animated statues and hostile spells at almost every door. There’s also a 10% chance per hour of a ghost of one of the deceased librarian to appear and simply attack the PCs.

The books they’ll be finding everywhere are mostly abstracted (this section has lore on beasts, this one on astrology and so on) except for a few canonical ones (i.e. the silmarillion). No value is given to any books and nothing else can be found in the vicinity. Well, this isn’t a gold for xp game but still, unfun.

I’d say overall, the dungeon has good texture (rooms descriptions are nice if impractical), but it’s severely lacking in interactivty.

To be blunt, I don’t think this dungeon is worth it as is nor is the work of adapting it to one’s campaign unfortunately.

Adventure-wise, we have reached the next milestone, the PCs have obtained the spell to locate the palantir and will be sent to retrieve it.

Coming up, after a digression or two, we’ll see the adventurers become arctic explorers!

A Glimpse of Tower Dungeon 2

Book 1

Just a glimpse, as advertised and focusing on the dungeon.

The trio of adventurers have to go up all the way to Level 100 of the Dragon Tower, which by the way is still very low on this oversized megadungeon.

They found a way to Level 15 but it’s blocked by two of these dangerous guardians, better seek another way.
Navigating this confusing Level isn’t easy.
But with careful mapping…
That didn’t worked that well.
Fortunately, diplomacy can go a long way with some of the Tower’s denizens.
And with their help they get to a spiral staircase that go all the way to Level 80! That’s a massive find!
But it’s never that easy in dungeon exploration…

Palantir Quest (1994) – players are actors (review part II)

Just to be clear, I’ve never ran this adventure (nor played in it).This is a 3 decades late, external look at it we might say.

Part I

At page 14, after having informed the Game Master of relevant background information, the adventure begins with… extremely long read-alouds.

Well-written mind you, interesting for a true Tolkien aficionado perhaps, but boy if my mind would drift away as a player if I was read all this by someone!

But notice, between two grey boxes, a first challenge for the player characters! On how to deal with a « ten-foot portion » of muddy road. Yeah, well, small beginnings and all that…

Railroading into Middle-Earth’s 4th Age

(Side note: There’s a big hint on how the adventure will present itself on chapter 1.0 Guidelines: « Fantasy role playing (FRP) is akin to a living novel where the players are the main characters. Everyone combines to create a story which is never short of adventure. They help forge a new land and strange new tales in which the characters are forever immortalized. » (bold emphasis is mine)

After their mission briefing by the Royal Seer, the Player Characters (PCs) are ready to leave Minas Tirith.

The utlimate goal is to retrieve the lost palantir but in order to do that they first have to reach the Royal Library in ruined Annuminas in the north, to find a tome of spells that will help pinpoint its location. First stop is in Rohan in a place called The Juggler’s Hall.

It takes 10 days of travel to get there and somewhere in the middle we get this fixed event: upon arriving at the Inn of Greys the PCs see that it’s being attacked by bandits and the adventure just assumes that the PCs will intervene (and to be fair, why wouldn’t they?). Upon defeating the bandits the PCs meet Turibor the minstrel who’ll ask if he can accompany them on their journey north. This guy is a key NPC, I mean key as in unlocking another scene kind of thing. He’s the one who will bring the PCs to the Juggler’s Hall and if you had players that were expecting to go to Edoras and meet rohirrim riders they’d better forget about it, aside from taking new horses nothing happens in Edoras. No, instead you get the Thespian Intrigue in the Juggler’s Hall, involving the PCs in a theatre play (about the kin-strife that happened in Gondor, again. not really a nice fit for Rohan). The leader of the Wandering Conscience Company will offer 10 silver pieces and a choice of nice clothes to each character, for participating (acting) and help guard against sabotage from a rival company.

I’ll add that the Juggler’s Hall is oddly, really in the middle of nowhere, but it’s also a base for smuggling operations so there’s that. Talking of smuggling, there’s a bit of foreshadowing in this chapter as it’s mandatory that the PCs witness two NPCs shaking hands in « business-like fashion ». One of these NPC « may draw attention to himself by way of his disturbing laugh ». BUT: « However the PCs should be given no grounds to become suspicious of him ». Well, good luck with that Game Master! Hey players, here’s this fixed scene involving two shady NPCs, one has this disturbing way of laughing, y’know like a cartoon villain would laugh just sayin’, but don’t be suspicious! No no no, no reason at all!

And then the Thespian Intrigue.

The play itself is nicely conceived I’ll say, with a nice plot as mentionned taken from the kin-strife period (a Cromwell-like usurper gets hold of power in Gondor) and plenty of stuff happening (including a real knife stab (instead of a fake one) that the PC victim should try its best to go along with so that the play isn’t disrupted!). Of course the whole thing is nonsensical and out of place (irrelevant to the mission) but I’m pretty sure it could be great fun for the players. The Game Master though, in true Rolemaster fashion, has the cumbersome job to evaluate which + and – to use in the provided chart and get the results for the « Audience Appreciation Level » (AAL): « Having totalled the appropriate modifiers, the actor should roll on the appropriate column. The result is the number to which the GM must roll equal or less than in order for the AAL to increase by 5. If the GM rolls over the number, the AAl decreases by 5. At any time, an AAL of 0 means that the audience boos the company off the stage and leaves, while an AAL of 100 means that the audience immediately rushes the stage in a frenzy of hero worship and adulation. If the play end naturally, then the AAL should be added to an open-ended roll on the Hard column of the maneuver table, and the result is the number which the GM needs to roll under in order for the critics to like the play. »

Phew. I wonder why Rolemaster isn’t a popular system anymore!

Anyway, the PCs can get a substantial bonus reward (or not) depending on how well the play went and also experience points based on what happened so far or « as we recommend, he or she may just award points in a subjective fashion corresponding to how well the players are able to cope with the stress of being onstage ». How well the players cope with the stress of being onstage. Wow, that’s a weird thing to say. I thought the players were like, around a table with pens & papers & dice, not onstage.

This concludes this chapter, a weird one for sure. Next the PCs will leave to continue their journey to Tharbad, en route to the ruined city of Annuminas where they will get to explore a dungeon! Yay!

Part III

A Most Devious Mussel

Brought to my attention by my wonderful wife.

What you see below isn’t a fish but in fact the freshwater plain pocketbook mussel (Lampsilis cardium) displaying her lure mimicking a fish. This sacrificial body part serves to attract a predatory fish and, when chewed upon, will rupture and release parasitic larvae inside said chewer. These larvae attached to the host’s gills will then feed and develop and y’know, live their life at the expense of somebody (just not their parents) until they’re ready to leave.

Okay, that’s not really rpg-related but c’mon! Baiting, camouflaging and parasitism all in one? It begs to be adapted into a monster!

Frosthaven – Frozen Treasure (90)

Satha, Math’s character has the personal quest of destroying a number of undead monsters whilst using the Axe of the Abyss to do so. The axe is a « spent » item, meaning that a long rest is necessary in order to use it again. So this is one of these funny situation where in order to achieve a game goal you have to completely forego verisimilitude (i.e. resting abnormally often) to be efficient about it…

Characters

  • Zam Boni the Frozen Fist (David) lvl 5, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

We’ll be fighting on 4 different icebergs that often join together (as determined by a random counter). Unfortunately for my character who gets all kinds of benefits from ice, there’s oddly no ice tiles on these icebergs.

This is a straighforward kill them all scenario, except that the frozen corpses are not mandatory to kill but give good money if we do.

Closing comments:

  • Easy scenario, fun, a bit too constrained though (no shooting across or teleporting to another area). We’ve stretched it in order for Math to achieve his PQ. And he did, yet another new character next time!
  • We could afford to kill all the frozen corpses and thus earned good money.
  • Satha was a flexible and useful character, she’ll be missed.

Palantir Quest (1994) – tunnel vision (review part I)

I’ve been rummaging through my collection of (twenty-something) I.C.E. middle-earth books lately. I could get good money for them – last time I checked Palantir Quest in particular was on sale for 175 usd on ebay despite being in terrible condition (mine isn’t much better!). But y’know, I’m quite sentimental about these, they are the first rpgs books I’ve bought, some thirty years ago, at age fourteen-fifteen with my hard-earned money as a field hand at the time.

So, no selling.

Paid for in sweat and sore knees.

Palantir Quest is in fact an unusual one among this collection as being one of the rare Adventures book along with Kin-Strife, as well as several much slimmer adventures compilations. All the others in the line are sourcebooks, as far as I know. Incredibly detailed and well-researched sourcebooks I must add in case you haven’t heard of them, something that doesn’t exist anymore in rpgs I think, that required an entire team of dedicated people to do. Something to be nostalgic about no doubt. Keep that in mind if you please, because I’ll be a bit harsh with this one: I.C.E’s sourcebooks were absolutely great.

But back to our current subject.

From the book’s back cover: « Strange portents in the great Seeing-stone of Minas Tirith give promise that one of the lost palantiri of the North has returned to the lands of Men. Can the adventurers find this legendary treasure and bring it to King Elessar? Rogues of the wilds, blizzards out of the Forodwaith, and the greed in Men’s hearts all conspire against them. »

Adventuring into Middle-Earth’s 4th Age

The premise is quite interesting, unlike most of what has been published by I.C.E. this adventure takes place some years AFTER the events of the Lord of the Rings. Sauron has been permanently defeated, what remains of his forces has been scattered away and Aragorn, as the ruler of both Gondor and Arnor is now known as King Elessar. This is the begininng of a new era, the 4th Age of Middle-Earth, and what better news to go with this time of triumphant joy than the resurfacing of a long-lost palantir that could help unite both halves, North and South, of this new victorious kingdom?

Elon: « Imagine holding this super heavy bowling ball in your hands, straining your mind in a superhuman effort, and talk to ONE other person in the world … »

Yes, thank you Elon, very impressive.

But you need two palantiri to do that.

Aragorn/King Elessar has the one from Orthanc of course and the one that Sauron had has been destroyed (or is lost, buried under the ruins of Barad-Dur presumably) and Minas Tirith’s palantir (this book says) has been unfortunately imprinted by Denethor’s last moments of agony (a rather unpleasant sight to behold), this is why finding this other palantir would be incredibly useful.

Enter the PCs.

(Side note: Suggested starting level is 4, the PCs are presumed to have some prior accomplishments. There’s also a provided list of pre-made characters as well as suggested eventual replacement, one for each chapter.)

They’ve been convoked to Minas Tirith by NPC Tarquillan, the venerable Royal Seer, to do the king’s bidding and find the lost palantir of the North. Or not exactly that way – they’re told that a spell from a tome called « A Treatise on Subtle Magika » has been discovered to exist and (much faith has been put into that it seems) it could be used to locate the palantir that has only been glimpsed at. (a written spell? a bit peculiar to me thematically speaking but okay, let’s get on with it). The most likely location of the tome is in the Royal Library of the ruined city of Annuminas.

Unbeknownst to the PCs and their employer, Taladhan, a powerful evil magician no one has ever heard of (he apparently hasn’t got the memo that evil has been defeated) who’s scheming from his hideout in faraway Greenwood, knows everything about the plan to recover the palantir because the Royal Seer’s assistant in fact spies for him. Very astute of him to have put a spy there I must say, just in case there would specifically be news from a resurfacing palantir. But anyway.

Thus begins one of the most Tangential Fetch Quest in the history of RPGs. Probably.

Part II

Frosthaven – The Lady in White (86)

Math, with his new character, has the personal quest of slaying a bunch of different undead monsters using his Axe of the Abyss. So here we are, with an optional scenario that got Ice Wraiths in it, among other things.

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

We have to kill the Lady in White, an evil spirit that hides in the forest. This a simple destroy the objectives (three trees) scenario with a mini boss at the end. There’s one complication though – each time a tree is hit and not destroyed right away, they spawn a black imp.

Satha wants the Ice Wraith for herself. It’s okay, there’s plenty of those pesky Black Imps to kill for Hail and Zam.
We’ve surrounded this big bag of hit points, an Earth Demon.
Let’s smash down this evil tree.
Further in the forest, there’s still work to do.
Where’s the Lady in White?
She has nowhere to hide now!
Satha is having a hard time in a duel againt an elite Earth Demon. Let’s switch places…
This is Victory!

Closing Comments:

  • A real slog of a scenario, it took a long time to kill the monsters (not mandatory, to be fair), the trees and the mini boss one after the other.
  • I coulnd’t do Brittle on the objectives/trees as per the rules, that cut a big part of my game right there. Annoying.
  • Hail, as a low stamina character, has it relatively easy with two tanky companions to protect her at all time. She could even afford to exhaust near the end of the scenario.

My son’s dungeon, Dungeon of Kargen part II

I gladly accept that the most interesting thing I can put on this blog is being made by my son, so here’s another chunk of what is transpiring within Edmond’s own megadungeon:

Part 1 here.

  • The adventurers (solo played by Isaac as usual) explore a bit more the City of the Imps, fight some Living Armors. They get inside a sumptuous room and fight Greater Imps and kill the King of the Imps who was getting annoyed of all the killing & stealing & stuff made all over his domain. The new king of the imps is more reasonable, this is what regime change is all about, and accept a truce with the adventurers.
  • They go back in the Maze, find several libraries (the Minotaur is an avid reader?), they find a secret door and fight the Minotaur again. This time they manage to kill him, except that they he’s not really dead and changes into an upgraded version, again they kill him and again he gets back but the third time’s a charm – the Minotaur is finally vanquished! The adventurers liberate some prisoners, recruit some of them and loot the place.
  • They explore more of the Mixtature. They flee after a round or two when they encounter an (non-trademarked) Evil Eye and find out that they’re obviously overmatched. In another section they find a golden sarcophagi, opening it they find a set of stairs going down and down…
  • Level 2 has Trolls and Slimy Skeletons as wandering monsters, mostly.
  • They are in the Crystal Grottoes, natural caves with large areas that are flooded. They dive into an underwater passage and get into a cave with several chests filled with gold, and with the walls adorned with valuable crystals. They take everything they can and get into another area with a locked chest that they couldn’t open but they do find a crystal armor. After that they get in front of a large door, locked but there’s instructions nearby explaining how to craft the key (!), which they manage to do, and thus gain access to a new area.
  • While exploring they stumble into a lever that opens up a trapdoor, leading into secret passage and eventually, into a large room that has a desert environment (sand and cactus included) and get into a fight against poisonous snakes. Several characters get poisoned during the fight but fortunately they soon find an antidote when they search a corpse in the room. There’s also an arch, six pillars and six bowls which are there to receive offerings. Through trial and error they discover that placing 6 identical tokens, repeated for the six bowls, opens a magic portal inside the arch.
  • They walk through the portal and get into a new area but they also find out that the portal is one way into Level 3!
  • They arrive at an intersection with four passages, they get into one and find a room with a bassin & fountain with coins into it. Throwing a coin gives healing.
  • Just as good as they get into a big fight against 10 trolls, including a chieftain, but the adventurers are victorious.
  • Another intersection, signs indicate: Firengulph, Agony, Suffer in Suffering. Nothing quite tempting in all that and they finally choose the Suffer in Suffering direction.
  • Apparently this section is full of traps and indeed, there’s really a lot of suffering involved… Notwithstanding all the pain, the adventurers make progess and after more exploration they find another portal room, with a similar arch but this one with only two bowls. One is engraved with a dragon and the other with a knight. They don’t find the solution at the moment so they continue to explore.
  • There’s more flooded areas in this section. They evade a fight against a Crystal Octopus.
  • And then they find a Potion Shop (the enterprising owners have put ads all over the dungeon I’m told, often giving tips (not always accurate) on monsters as a marketing ploy!)!
  • After that, inside another room, they find some scrolls that offer some explanations on the magic portal. One has to offer something associated with good in one bowl and evil into the other. With that knowledge they go back to the portal and open it.
  • This get them back into Level 2, into a new area, but they soon find their way to known territory and get back to town. A few more characters are hired to replace some that are dismissed for their lack of competence (adventuring is a fiercely competitive world!). One newly-hired, Roger, is a skilled craftsman, that will come into play very soon.
  • They go back into Level 2. They find an area that is essentially a dormitory (for whom?). Later on they find a guy who’s doing an ad for the aforementionned Potion Shop and he recruits the adventurers for the ad, earning them one healing potion.
  • They flee from a big fight with many Living Armors and a Colossal Living Armor. Not much later they find a weapon that does great work against these foes.
  • Exploring a new area they fall into a pit trap. Directly into lava. They’re all dead…
  • Unless… No! It was only water with the appearance of lava! There’s an extensive underwater system accessible from this pit trap.
  • The adventurers get back in town and come back to this place with enough materials to craft… a submarine!
a 200 hit points submarine upgraded with a ballista
  • There’s a whole new world down there in the water and they even find an impressive Submerged Castle and surrounding village.

TBC…

Frosthaven – Sunless Trench (42)

We’re advancing the lurker sub-campaign as we still have a character to unlock in this one. We’re now playing with two new characters from the newly-available mercenary packs: Satha and Hail, former NPCs and now the real deal!

Characters

  • Zam Boni the Frozen Fist (David) lvl 4, big dude but very graceful on ice
  • Satha the Mayor of Frosthaven (Math) lvl 4, taking matters into her own hands
  • Hail the Irritable Enchanter (Guillaume) lvl 4, will she get irritated enough to care?

A subaquatic scenario (in theming) where we have to loot the five objectives, of course with a lot of baddies in the way within a big map.

We’re surrounded by Deep Terrors and slimy things!
Let’s go on this side first. (Satha grants a move and Zam pulls a DT into a trap).
« Oh so sorry, forgot to tell you my lil’ friend, I’ve put ice on the ground! »
Night Demons also inhabit this sunless trench and they’re not happy to see us…
Hail is irritated, she always is, and start to kill things to blow off steam.
Satha: « cleared ».
This side is completed.
Hail has done good works too! « Don’t stand there like an idiot and open this damn door! »
Frozen Fist: »I think the slimes want to communicate? No? Wait,was that a feeble attack? I can’t tell… »
Sooo, that’s where you meet? Feelin’ lonely down there maybe?
Piss off Night Demons! I have a job to do!
Waitaminute, shiny things over there. Yep, we’re good to go.
Zam Boni has amassed quite the haul!

Closing Comments:

  • It seemed like everything went our way this time around. We have three great characters that work nicely together, that helps a lot.
  • Math already unlocked one mastery, « granting » to his allies every single rounds. Very useful character and will be great under Math, a natural puppet master :P.
  • Hail has probably the best theming of any haven characters imo, with cards names like « beneath me », « crazy antics », « can’t be bothered » and her irritation mechanics!
  • The Deep Terrors were pretty ineffective all along, attacking in straight line with no targets and so on.
  • The brittle-giving strategy is proving to be absolutely brutal, doing short work of otherwise hard opponents.