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    ←Previous Post -- Next Post→ Week Twenty-Seven -- The Sodden Crew Prying eyes had become a nuisance along the old road, and so I undertook to receive my most curious deliveries by way of marine shipments. A sheltered jetty was accessible by a narrow stone stair off the back of the manor, and a discreet system of pulleys could hoist even the heaviest prizes up the rock face from a securely tied dinghy below. Well, that’s a good start to the spooky season. Even if the general strategy for this run has been “don’t use the stress-relief activities unless the adventurer is afflicted,” and therefore this event isn’t particularly threatening, it does give us a Halloween backdrop to this week as we prepare to face off against a quartet of zombie sailors. You can really tell how insignificant you are against the uncaring vastness of the cosmos. Anyway, here’s the plan: There’s a slight mistake here, in that I didn’t exactly remember how The Crew fights actually worked and didn’t think to double-check a wiki. I would not recommend an Arbalest or Musketeer for this fight for reasons that will become obvious. You really need people who can hit the first enemy row, too, and neither of them are effective at it at all. Besides these reasons, I wanted a second ancillary healer to back Paracelsus up in a pinch, and she can also serve as the initiation for the Mark tactics that Skaia and Joan facilitate. The actual dungeon leading up to the fight isn’t all that exciting. We got another secret room, so we’re really regaining all that gold we were spending before, and Skaia got a bit better, both through finding one of those soothing corals and being judged by Joan for his sins. This damages Skaia in exchange for a buff so I assume Joan does that “hold your hand to the fire and the Light will cleanse all impurities thing” I know, I know. I said “quartet” earlier, and this lineup clearly only depicts three crewmen. And true, this crew gets three actions per turn, and takes up three spaces, but that’s just because the fourth hasn’t been called up with the very first command: “All Hands On Deck!” All Hands On Deck does two things: It summons the fourth member, the Drowned Anchorman, and pulls a party member to the front of the lineup. This is why Margaret was a bad pick for this venture, though she thankfully resists the pull forward on this particular occasion, given how useless she and ABC are in that position. That did leave Joan to take the Anchorman’s attack in her stead, though. This is the gimmick of the fight. Being chained up by the anchor immobilizes the adventurer, making it so they can’t leave the front row, and also brings them into the realm of the drowned, inflicting a decent amount of stress damage every turn (that is, every time someone does something, not merely every round) and healing the Crew for a small amount as well. In this way, it’s a reverse Hag fight, where you want to kill the Drowned Anchorman as quickly as possible to mitigate the healing and stress. Thankfully, the Anchorman only has 14 HP at this level, so both Skaia and Joan can take care of it pretty quickly, just in time for the Crew to summon another one with another All Hands On Deck. The crew itself has a few more tricks it can do. Drink with the Dead is a stress attack, Boarding Clutch can inflict some bleed, and Mutiny is a debuff, but these are manageable so long as you don’t get caught in the attrition game the Crew wants to play with you and get forced to spend turns simply moving your party back into position. In the end, although I made fun of myself already, it’s Margaret who gets the kill on the boss, so never punished, I guess. I do have to note, this week finally pushed the Crimson Court infestation level to “High.” I don’t know what I’m going to do with that information, though. I don’t think we’re prepared enough to actually deal with that, so I’m probably just going to ignore it and take my chances. We do have a decent amount of blood stockpiled, so it’s not like Alhazred is going to die of thirst any time soon. How I ignore it, though, I haven’t quite decided yet. See you next week. -r ←Previous Post -- Next Post→
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