Monday, March 10, 2014

Witch: Day 20

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

The Witch spent several days travelling towards the Deep Woods.  On Day 18, the Witch rested at the Inn, and on Day 19 she prepared black mana to fuel her transformation to the Tremendous Flying Dragon, which she intends to do prior to battling the heavy monsters in the Deep Woods.

The Witch is five clearings away from Deep Woods 3, where the heavy monsters are waiting.  She will need to use all of her basic, sunlight, and workhorse phases to reach that clearing today.  Thus, the Witch will not be able to hide prior to combat.

No matter.  Her transformation to the Tremendous Flying Dragon will happen first, as spell casting always precedes combat during the combat phase, so the Witch's transformation will occur before the heavy monsters have the opportunity to attack.
The Tremendous Flying Dragon, above, which the Witch absorbed, is a tremendous armored monster.
Neither the heavy serpents nor the heavy dragons can harm her, as the greatest harm they can inflict is heavy, not enough to kill the Tremendous Flying Dragon.
The Witch has selected 3 fame and 2 notoriety as her victory conditions for this game, and she has yet to collect a single point.  She needs 30 fame and 40 notoriety to fulfill her victory conditions.  The Witch hopes to dispatch all five monsters today, as if she does so, their combined fame and notoriety will equal 72 each, more than enough to meet her victory conditions.  As I said earlier, the Witch's absorb essence strategy is a powerful one, and once she finds a suitable monster to absorb, she can rack up serious amounts of fame and notoriety.
The Witch's only concern today is if the Tremendous Dragon appears (which happens on a monster roll of 1).  The Tremendous Land Dragon is slower than its flying cousin (which the Witch absorbed) so the Witch/Flying Dragon should be able to dispatch the Land Dragon easily.  But the Land Dragon's head attack is length 9, while the Witch/Flying Dragon's head attack is length 7.  During the first combat round, weapon length determines who strikes first.  So the Land Dragon will strike first during combat round 1.
If the Tremendous Dragon appears, flips to its Tremendous head attack side (a 30% chance), and lines up with the Witch's maneuver, it will kill the transformed Witch before she has a chance to strike, since the Land Dragon's head can do tremendous damage.  The Witch will not be hidden during round 1, when weapon length decides attack order, so let's hope the monster roll is a 2 (summoning the Tremendous Serpent which the Witch can easily dispatch) or 3-6 (no other monsters appear).

Having discovered that Giants and Spiders haunt the Mountain, the Witch will dispatch her familiar to find the other hidden path in the Deep Woods.

Witch: Move-Bad Valley 2, Move-Bad Valley 5, Move-Borderland 2, Move-Deep Woods 5, Move-Deep Woods 3
Familiar: Move-Mountain 2, Move-Deep Woods 2, Move-Deep Woods 3, Move-Deep Woods 6
Of course, the monster die roll is a 1, the exact number we had hoped to avoid.  The Tremendous Land Dragon will appear in the Deep Woods clearing 3 at the end of the day.  If the Witch does not get killed by the Tremendous Land Dragon, it's defeat, along with all the other monsters, will supply an additional 33 fate and notoriety to the Witch's score.  If the Witch doesn't get killed first!
The Witch's familiar moves four times to Deep Woods 6.  The Witch moves five times to Deep Woods 3 and is blocked by the five heavy monsters waiting there.

Meanwhile ... the Black Knight continues to loot the Guardhouse, and the Sorceror hides and alerts her shortsword again.  At the end of the day, the Tremendous Land Dragon appears in the Witch's clearing.  There are six monsters for the Witch to fight today.  And the combat round begins.
When it comes to the Witch's combat strategy in round 1, she has little choice.  She must transform into the Tremendous Flying Dragon and kill the Tremendous Land Dragon first.  If the Tremendous Land Dragon strikes the Witch this round, and she doesn't inflict a similar strike, the Land Dragon will tear the Witch/Flying Dragon apart in combat round 2.  The other monsters are nuisances and can be safely ignored until the Witch finishes off the Tremendous Land Dragon.
The Witch will play a color chit this round.  Remember, Absorb Essence is a permanent spell.  We don't need to cast it again.  We just need to play the proper color of magic (in this case, black) and the permanent spell will automatically be invoked, transforming the Witch into the Tremendous Flying Dragon.
The Witch will use her Magic V6 chit, which was transformed into black mana during Day 19, to invoke the Absorb Essence spell.
And lest there be any confusion ... yes, we are going to energize the Absorb Essence spell, and transform into the Tremendous Flying Dragon.
Now that we are the Tremendous Flying Dragon, we select the Tremendous Land Dragon as our first opponent.
We let Realmspeak auto-position the monsters.  It puts the Tremendous Land Dragon in box 3, with the Land Dragon's head attack in box 1.  I'm not sure it matters where we put the Tremendous Land Dragon's attacks: if the Land Dragon's head flips to the Tremendous side (30% chance) and ends up in box 3 (33% chance), there is a 10% chance the Witch will be killed.  Otherwise, the Witch will strike and kill the Tremendous Land Dragon, since the Witch's attack speed is 3, and will undercut the Land Dragon's move speed of 6.  But only if the Tremendous Land Dragon's head doesn't hit us for tremendous damage first.
The Witch successfully kills the Tremendous Land Dragon!  The Land Dragon stayed in box 3, so the Witch's head attack lined up with the Land Dragon's move, and the Land Dragon's head moved to box 2 but stayed on its heavy side, rather than flipping to its tremendous side.

The Witch/Tremendous Flying Dragon takes several more rounds to finish off the heavy serpents and heavy dragons, but the outcome is never in doubt.  By the end of Day 20, the Witch has accumulated 105 fame and 105 notoriety for dispatching all six monsters: (1x10) + (2x4) + (3x4) + (4x5) + (5x5) + (6x5) = 105.  She has fully satisfied (and then some) her starting victory conditions, and there is still a week to go before the end of the game.
 
Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21


Sunday, March 9, 2014

Magic Realm: The Maiden


The Maiden: Princess or pauper?  Saint or Sinner?  Prophetess or Madwoman?  No one knows for sure.  But her presence on the battlefield raises the spirits of her allies and sows dissention and unease amongst the enemies to her cause.

Meaning of Symbol
"CROSS OF LORRAINE": Higher Authority

Weight/Vulnerability: Medium

Start at HOUSE or INN with 10 GOLD plus:
Staff, One Spell (Type I or V)

Friendly:  Soldiers, Company, Lancers, Scholar, Crone
Unfriendly: Patrol, Guard, Order, Bashkars

Special Advantages: 
1.  Battle Standard: When the Maiden and her followers are on same combat sheet, do not roll to change their tactics or attack direction.
2.  Holy Fervor:  Roll 1 die on all meeting tables.

Witch: Day 19

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

Today is Day 19, and the Witch will continue with her plans to prepare black mana chits and travel to Deep Woods 3, where five heavy monsters lay in wait.  Today, she will travel two clearings, to Pine Woods 4, and then, in order to prepare her black mana chits, the Witch will record three Enchant phases. 
The first Enchant phase of any day is a "preparatory" phase.  The following Enchant phases of Day 19 will turn the Witch's Magic V chits (circled in red) into black mana.  As you can see, the Witch has two other fatigued chits, a Type II and Type VIII (those chits were used to dispel her broomstick), but she does not need those chits to re-activate the absorb essence spell, so the fatigued chits will have to wait.

Yesterday, the Witch's familiar found a hidden path in Deep Woods 3.  Today the Witch will send her Cat to the Mountain, to see what monsters and hidden paths are to be discovered there.

Witch: Move-Pine Woods 2, Move-Pine Woods 4, Enchant, Enchant, Enchant
Familiar: Move-Deep Woods 2, Move-Mountain 2, Move-Mountain 4, Peer
Today's monster roll is a 1:  Dragons.  We could have used that monster roll tomorrow, as it would have summoned the Tremendous Dragon to Deep Woods 3, worth an additional 33 fame and notoriety, if killed during the same day as the other five heavy monsters! 
Since we are ending our turn in the Pine Woods, the Tremendous Dragon will not appear in the Deep Woods today (unless the Sorceror recorded a move to the Deep Woods, which is unlikely).

The Cat moves three clearings to Mountain 4 and uncovers the Roar 4 and Stink M chits, which summon Giants and Spiders.  The Witch moves twice to Pine Woods 4, and enchants her two Magic V chits, converting them into black mana to power her absorb essence spell.
Meanwhile, the Black Knight continues to loot the Guardhouse, and the Sorceror hides, alerts her shortsword (since no monsters appeared in the Borderland, she alerted her weapon instead of a magic chit) and moves into the caves in the Borderland.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

Saturday, March 8, 2014

Witch: Day 18

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

The Witch exited the Caves yesterday.  Now on Day 18, she has four days between now and Day 21 to reach Deep Woods clearing 3, where five heavy monsters wait to dispatched.  If the Witch can reach Deep Woods in 3 days rather than 4 (by Day 20) there is a 33% chance that one of either the Tremendous Serpent or Tremendous Dragon will join the battle that day (on monster rolls 1 or 2) allowing the Witch to collect an additional 30-33 fame and notoriety.

There is some urgency, then, to reach Deep Woods 3. 
The Witch is 10 clearings from Deep Woods 3, so it will take two complete travel days to arrive there (four moves plus an extra one each day, because of the Witch's workhorse). 
The Witch also needs to rest twice to recover her fatigued Magic V chits, and three phases to enchant the chits (one preparatory enchant phase, plus two enchant chit phases) to change those Magic V chits into black mana. 
The Witch can perform all 15 phases over three days, but Day 19 will end in the Pine Woods, putting the Witch at some risk that the Wolves will arrive to battle her.  Her workhorse will protect her from the wolves' attacks, so the Witch is actually in no danger.

Witch: Move-Evil Valley 1, Move-Evil Valley 4, Move-Dark Valley 4, Rest, Rest
Familiar: Peer, Peer, Peer, Peer
On Day 18, the monster die roll is a 6: Bats.  The Witch's familiar peers four times and finds the hidden path in Deep Woods 3.  The Witch moves three clearings to the Inn and rests her two fatigued Magic V chits.
Meanwhile, the Black Knight continues to loot the Guardhouse, while the Sorceror moves to the Borderland and successfully hides.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

Friday, March 7, 2014

Witch: Day 17

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

The Witch successfully absorbed the Tremendous Flying Dragon on Day 16. 

Now, on Day 17, the Witch finds herself deep in the Caves, with no black mana available (of her three type V chits, one chit is fatigued, one is tied up with the broomstick, and one is tied up with the absorbed Tremendous Flying Dragon).  The Witch has a readied broomstick to escape danger, but employing it will force the Witch to leave behind her workhorse.

The Witch needs to exit the Caves, recover her fatigued and broomstick-committed black magic chits, and find some monsters to defeat so she can begin racking up some fame and notoriety.  It will take both basic phases on Day 17 to exit the Caves, and the Witch will not be able to hide, rest, or prepare magic chits today.  She is in a vulnerable position: the Sorceror is a day's travel from where the Witch intends to emerge from the Caves, and if the Sorceror ends her turn in the same clearing as the Witch, the Witch will be forced to use the broomstick if she wants to avoid the Sorceror's Fiery Blast.

I'm not quite sure of the Sorceror's intentions, so I helpfully suggest that the Sorceror head towards the Inn and thereafter to the Borderlands, where I can help her defeat any Goblins that may appear(the Witch has found three of the four Goblin-summoning chits in other tiles, so the fourth one is almost certainly in the Borderland).
A week ago, on Day 10, the Witch found herself in the Deep Woods, surrounded by three Dragons and two heavy Serpents.  The Witch would now like to battle them, while in Dragon form.  If defeated by the Witch in left-to-right order during the same day, those monsters are worth a total of 72 fame and 72 notoriety, because of the multipliers applied to additional monsters killed during the same combat.  That monster-infested Deep Woods clearing is the Witch's destination, but she wants to arrive there on or before Day 21, because on Day 21 some of those monsters could be summoned back to the set-up chart and be unavailable for our combat.

Witch: Move-Caves 5, Move-Bad Valley 4
Familiar: Move-Deep Woods 5, Move-Deep Woods 3, Peer, Peer
The monster die roll is a 5: Spiders and the Imp.  The Witch's familiar moves twice to Deep Woods 3 and peers twice, finding hidden enemies and clues, but not hidden paths.  The Witch moves twice to Bad Valley 4 and ends her turn.
I'm not sure if it was already the Sorceror's plan, but she moves five clearings to Pine Woods 4, heading, it appears, towards the Border land.  Meanwhile the Black Knight heads back to the Guard house, hides, loots twice, and proceeds to butcher the other two Guards remaining there.

During the first combat round, the Witch activates her workhorse, and during the second round casts Remedy on the broomstick, releasing the type V chit tied up with the broomstick spell.  That chit becomes fatigued and is ready to be rested and re-enchanted, for use to activate the Tremendous Flying Dragon.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

Darkest Dungeon CRPG: Cosmic Horror


A brief interlude before posting more Magic Realm play-by-plays...

Darkest Dungeon is currently on Kickstarter.  I don't normally play computer role-playing games, but Darkest Dungeon reminds me of Diablo, one of my favorite computer games, so I just had to back this one.

Check it out!

Thursday, March 6, 2014

Witch: Day 16

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

The Witch finds herself in the Caves on Day 16, searching for the Dragon Hoard while she awaits the arrival of the Tremendous Flying Dragon that guards it.  Since Day 1, the Witch's plan has been to find that Dragon, absorb its essence, and then roam the Magic Realm as the Tremendous Flying Dragon, spreading fire and ruin in her wake, racking up significant fame and notoriety in the process.

The Witch's carefully laid plans could be frustrated, either because the Dragon never shows up, or because the Goblins arrive first and interfere with her access to the Dragon.  The Dragon will appear at the Hoard on a monster die roll of 1.  On a monster die roll of 3, the Ruins C chit will summon Goblins directly to whatever clearing the Witch is located.  If the arrival of the Dragon is delayed, it is possible that two or three Goblin clans are summoned to the Caves over several days.  I'll admit that has happened to me on several occasions, resulting in losses.  Hopefully this play-by-play will not end that way!

While awaiting the arrival of the Dragon, on Day 16 the Witch will search twice in Caves 6, hoping to locate the Hoard.  The Witch will send her familiar towards the Deep Woods in search of some hidden paths.

Witch: Search, Search
Familiar: Move-Borderland 3, Move-Borderland 2
With a monster die roll of 1, the Witch's plans are partially satisfied: the Tremendous Flying Dragon will arrive at the end of the Day.
The Familiar moves twice to Borderland 2.  The Witch searches twice, finding the Hoard's location on the second search attempt.  The Witch's turn ends, and she moves on to the combat round, during which she will have the opportunity to absorb the Tremendous Flying Dragon.
The Combat round begins, and the Tremendous Flying Dragon is placed on the Witch's combat sheet.
The Witch will, of course, choose to cast a spell.
The Witch chooses her Absorb Essence spell to cast on the Tremendous Dragon.
You will recall that in order to cast a spell, we must have the spell itself (in this case, the Absorb Essence spell), plus we must have the correct ritual, represented by the Magic V4* chit, and necessary mana to power the spell, represented by the Magic V5* chit will the black splotch on it.  Those three elements result in the spell being cast successfully.
We still need to select a target monster for our Absorb Essence spell.
The Witch selects the Tremendous Flying Dragon as the target for her Absorb Essence spell.
And voila!  The Witch and the Tremendous Flying Dragon merge together as a result of her absorbing the Dragon's essence.  The Witch remains in Dragon form until the end of the day, at which time the spell falls inert, with the absorbed Dragon within the Witch.  The Witch's new Dragon form can re-activated by using some Black mana to re-activate the absorb essence spell.

Meanwhile, at the House:  both the Black Knight and the Sorceror depart the House, with the Black Knight stopping at the Guardhouse, trading a plethora of treasures with the Guards, before killing the Guard leader and running away.  The Sorceror keeps travelling to the Maple Woods, ending her day there, which results in the Small Fire being placed on the Maple Woods tile.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

Wednesday, March 5, 2014

Witch: Day 15

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21

On Day 14, the Witch entered the Caves and enchanted the tile, providing her with improved access to the Dragon Hoard. The Witch's familiar visited the High Pass, discovering clues to the location of the Dragon's Lair.
Today, Day 15, the Witch will head towards the Dragon Hoard, and perform a single search, while the Witch's familiar will backtrack, heading towards the Deep Woods to locate the hidden paths there.

The Witch would really like a monster die roll of 1 today, as that will summon the Tremendous Flying Dragon, the reason for being in the Caves.  The Witch does not want a monster die roll of 3, as that will summon the Goblins, necessitating her escape via the readied broomstick.

Witch:  Move-Caves 6, Search
Familiar: Move-Borderland 4, Move-Borderland 6
The monster die roll is a 6: Giant Bats. 

The Witch's familiar moves twice to Borderland 6, and the Witch moves to Caves 6, and fails her search.  Day 15 ends for the Witch.

Meanwhile, at the House: the Sorceror and the Black Knight continue to loot the abandoned treasures there.

Day 1  Day 2  Day 3  Day 4  Day 5  Day 6  Day  7
Day 8  Day 9  Day10 Day11 Day12 Day13 Day14
Day15 Day16 Day17 Day18 Day19 Day20 Day21