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Darkest Night: With an Inner Light» Forums » Sessions

Subject: AAR #4 Part 2 - Complete Session with Beta Test Kit rss

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TURN 5

MK (S): E: Betrayal (-1S = 4); Activate Focus Chi (+1G = 4); B: (n/e)

CR (M): NM present (-1S = 3); E: Tracker – Elude (1d) = Success; Move > C (+1S = 4);
B: Spies (-1S = 3), Skeletons – Elude (1d) = Fail (-1G = 3)

SR (R): E: Vengeful Spirit – Fight = Success; Search w/ Prediction (1, 5) = Success > Waystone
B: (n/e)

WZ (R): E: Shambling Horror (Mummy) – Elude w/ Invisibility (3d) = Success;
Get Waystone from SR, Move > C (+1S = 5);
Attempt “Collaborators” Quest = Success (-1S = 4) – Treasure Chest
Give Treasure Chest to CR > Angelic Guardian
B: Spies (-1S = 3), Skeletons – Elude w/ Invisibility (3d) = Fail (-1G = 1)

NM (M): D: +1 = 6
M: C
B: DESECRATION! (4, w/ Unholy Aura, Spies, and Skeletons)

Comments: What a difference one turn can make. The Wizard is looking pale, the Crusader is taking hits, and now we have a Desecration in the Castle with 3 other Blights. We're going to have to think hard about where to go from here.

TURN 6

CR (M): NM present (-1S = 2);
E: Vile Messenger – Fail (use Angelic Guardian, +2d -1 U.A. = Fail) (-1G = 3)
Attack Spies (-1S = 1) w/ Wrath (4d, -1G = 2) = Success;
B: Skeletons – Elude (1d) = Fail (-1G = 1)

WZ (C): NM present (-1S = 2); E: Twist of Fate (+1d all rolls this turn); Give Hymnal to CR;
Attack Skeletons (-1S = 1) w/ Lightning Strike (3d, +1 ToF, -1 U.A.) = FAIL (-1G = 0)
B: Skeletons – Fight w/ Lightning Strike (3d, +1 ToF, -1 U.A.) = FAIL / DEAD! (+1D = 7)

SR (R): E: Lich – Elude (1d) = Fail (-1G = 3); Search = Success > KEY #3!; B: (n/e)

MK (S): E: Desperate Bargain (-2G = 2, Destroy DESECRATION);
Search w/ Focus Chi + Clarity (+1 high) = Success – Supply Cache > Patience; B: (n/e)

NM (C): D: +1 = 8
M: Stays in C
B: Shades (3, w/ Unholy Aura, Skeletons)

Comments: This is exactly what happened the last time we used the Wizard. He failed two rolls in a row with at least 3 dice per roll and died on the spot (which is why we didn't use him again). The Crusader is hurting badly. We need another good fighter, so we selected the Knight (Charge, Sprint, -1 default S/G ).

TURN 7

CR (M): NM present (-1S = 0), attacks – Elude (1d) = FAIL (-1G = 0); Move > M (+1S = 1)
B: Shades – Elude (1d) = FAIL / DEAD! (+1D = 9) (CAN I PLEASE MAKE A ROLL?!)

MK (S): E: Evil Day – exhaust Clarity; Move > R (+1S = 5); B: (n/e); give KEYS to SR

SR (R): E: Horde – Elude (3d) = Success; Retrieve Relic; B: (n/e); Give Relic to MK (-1S = 4)

KN (+) : E: (no Events in Monastery); Move > M (+1S = max.); Pick up Hymnal;
B: Shades – Fight w/ Charge (2d) = Success

NM (C): D: +1 = 10 (NM now drops 2 Blights in any location that has none)
M: V
B: Evil Presence (3, w/ Dark Fog, Zombies)

Comments: I'm so mad right now, I can hardly think straight. Both of my characters have been killed after 4 straight failed rolls, two of which should have been easy successes with 3 dice (rolled 4 “1s”, a “2” and a “3”) and one of which had very good odds for one die (3 or better). After much discussion, we decide that the Rogue will have to save the day, as we need a character who can both search and fight with multiple dice. After selecting the Rogue (Ambush, Vanish), we also decide to abandon the 3 Relic strategy and go for the outright kill since we already have one Relic (and dice hate me).

TURN 8

KN (M): E: Raid = -2S = 3; Move > C (+1S = 4);
B: Shades – Elude w/ Sprint (2d) = Success, Shades – Elude w/ Sprint (2d) = Success

RG (+): E: (none); Move > F (S max.); B: Vampire – Elude w/ Vanish (2d) = Success

SR (R): E: Guarded Trove – Elude = Fail (-1G = 4); Prediction (rolled 5, 6); B: (n/e)

MK (R): Has Relic (-1S = 3); E: Shambling Horror (Mummy) – Elude w/ Quiet (2d) = Fail (-1G = 1);
Hide (+1S = 4, refresh powers); B: (n/e)

NM (V): D: +1 = 11 (recorded as “12”--somehow, we lost a Darkness along the way)
M: C
B: Spies (4, with Unholy Aura, Skeletons, Shades)

Comments: Don't ask me how, but we somehow added a Darkness to the track twice—not that we need any help losing. The Castle may be a lost cause, but we need to lure the NM to the Monk somehow while controlling the turn, thereby allowing Patience to add additional dice. With two fresh characters, we are out of immediate danger in terms of Grace levels, so hopefully we can make some progress.

TURN 9

RG (F): E: Horde (S) – Elude w/ Vanish (2d) = Fail (-1G = 2); Move > R (S max.); B: (n/e)

KN (C): NM present (-1S = 3); E: Dead Servant (Archer) – Elude w/ Sprint (2d) = Fail (-1G = 3);
Search = Waystone;
B: Shades – Fight w/ Charge (2d -1 U.A.) = Success,
Skeletons – Elude w/ Sprint (2d) = Success, Spies = -1S = 2

SR (R): E: Unfriendly Eyes = -1S = 3; Hide (+1S = 4, refresh powers); B: (n/e)

MK (R): Has Relic (-1S = 3);
E: Demon (Deadly) – Elude w/ Premonition (3d -1 E.P.) = Success, exhaust;
Focus Chi (+1G = 2); B: (n/e)

NM (C): D: +1 = 13
M: Stays in C
B: Taint (5th in Castle > Monastery) (Great...no G recovery in the Monastery now)

Comments: Well, the Seer has her “6” for an automatic win against the NM when the time comes. The Monk is getting back into healthy shape, so that's good. The Rogue will try to search in the Ruins for something good while the Knight lures the NM to the Ruins.

TURN 10

KN (C): NM present (-1S = 1); E: Betrayal = -1S = 0; Waystone (+1S = 1) > Swamp;
Search (1d) = Fail; B: (n/e)

RG (R): E: Altar (Defiled) = -1G = 1; Search (1d) = Fail; B: (n/e)

MK (R): Has Relic (-1S = 2); E: Demon (Deadly) – Fight w/ Patience (3d) = Success;
Search w/ Focus Chi + Clarity (+1 high) = Success – Epiphany > Quivering Palm; B: (n/e)

SR (R): E: Looters – Elude w/ Premonition (3d) = Success, exhaust; Dowse > KEY; B: (n/e)

NM (C): D: +1 = 14
M: S
B: Skeletons (2, with Shroud)

Comments: I hadn't planned on using the Waystone to get away from the NM, but the free search in the Swamp seemed like a worthwhile effort—no good. The Monk gets his best fighting card right when we need one, and it's not dependent upon other effects (unlike Patience), so that's good.

TURN 11

KN (S): NM present (-1S = 0), attacks – Elude w/ Sprint (2d) = SUCCESS! (Run away! Run away!);
Move > R (+1S = 1); B: (n/e)

RG (R): E: Startling News – Angry Guardian (4T / 1P, Ruins); get Hymnal from KN;
Complete “Angry Guardian” Quest – drop Hymnal (all characters +1G); B: (n/e)

SR (R): E: Panic (Q+1T) – Counter Intelligence (4T / 2P, Swamp, +1T = 1 / 4 Turns);
Search (1d) = Fail; B: (n/e)

MK (R): Has Relic (-1S = 1); E: Anathema (-1G = 2); Focus Chi (+1G = 3); B: (n/e)

NM (S): D: +1 = 15
Q: +1T = 2 / 4 Turns (Counter Intelligence)
M: R
B: Evil Presence (2, w/ Unholy Aura)

Comments: Who would have believed that the Knight could elude the NM—unbelievable. The Rogue uses the Hymnal (totally useless in this game) to “feed” the Angry Guardian. However, I think that the other Quest will not be completed, as we need to set up for the NM ambush.

TURN 12

KN (R): NM present (-1S = 0), attacks – Elude w/ Sprint (2d -1 E.P.) = Fail (-1G = 3);
Attack Unholy Aura (S=0) w/ Charge (2d -1 U.A.) = Fail (-1G = 2); B: (n/e)

RG (R): NM present (-1S = 5); E: Startling News (+1T to Counter Intelligence, 3 / 4 Turns);
Attack Unholy Aura (-1S = 4) w/ Ambush (-1S = 3, 3d -1 U.A.) = Fail (-1G = 1); B: (n/e)

MK (R): Has Relic (-1S = 0);
NM present (S = 0), attacks – Fight w/ Patience + Relic (3d -1 U.A. +1 highest)
= Success > Destroy Unholy Aura; B: (n/e)

SR (R): NM present (-1S = 3); E: Lich – Elude (1d, E.P.) = Success;
Hide (+1S = 4, refresh powers); B: (n/e)

NM (R): D: +1 = 16
Q: +1T = 4 / 4 Turns—Expired; Spies Blight spawned in Swamp
M: Stays in Ruins
B: Skeletons (2, with Evil Presence)

Comments: It seems that we broke even on the Blights, although getting rid of the Unholy Aura will help when attacking the NM next round. It seems I'm back to having bad karma—I failed every roll this turn. I can only hope that it's not up to me to save the day next turn.
 
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