Sept. 23, 2022

a scoundrel & a sewer logjam

Retired team members:

  • Vermling Mindthief (Dante)
  • Orchid Spellweaver (HGR)
  • Quatryl Tinkerer (me)
  • Savvas Cragheart (numbers)

 Current roster:

  • Inox Brute (newbie)
  • Vermling Beast Tyrant (Dante)
  • Plagueherald (HGR)
  • Scoundrel (me)
  • Aesther Summoner (numbers)

 

Lots of roster swaps! I got to retire the tinkerer a few sessions back, because we finally found a map with forest imps (seven of them, the exact number needed for my personal quest) and everyone let me get the imp kills. I took out two of them with my disintegration beam. My finest moment as tinkerer.

Then we did my unique quest missions. The final mission was a fracas: we ran into a burning building and had to retrieve four chests (all in different rooms) and get back to the entrance before the building collapsed. Cragheart took the first room, ft. a giant nest of vipers. “It’s fine,” he said, “you guys go on—” and then the vipers jumped and got wildly out of position for his aoe.

Meanwhile, Plagueherald and the Inox Brute jetted for the two faraway chests. I’m not sure how we would’ve managed without Beast Tyrant + tinkerer. Beast Tyrant has an ability that swaps the positions of any two characters on the map. It’s a loss action, but tinkerer can recover an ally’s lost card. Plagueherald reached his chest first, racing past a bunch of drakes, and the Beast Tyrant airlifted him to safety before he got one-shot. Meanwhile, the Inox Brute (surrounded by an entire pack of angry hounds. It’s fine. He’s the Inox Brute) got his chest and holed up for a couple turns before Beast Tyrant got him out too. Then we unlocked the final room, the OOZE ROOM, and snagged that chest before the ooze multiplication got out of hand.

So the tinkerer went home to his village to deliver the cure, and I’m now playing the scoundrel, who is a lot of fun. Scoundrel is a super fast, super squishy melee dps with a lot of attacks of opportunity (not in the DnD sense, but, e.g., doing extra damage to enemies who are flanked or isolated from their allies). It’s a big change of pace from tinkerer hanging back and plinking with ranged aoe. It’s also a big adjustment having only 9 cards, in contrast to tinkerer having 15 and throwing around loss cards like confetti.

Shortly after my retirement, Cragheart purchased enough enhancements to retire, and numbers took up the mantle of the Aesther Summoner. Gonna be honest, summoner kind of sucks so far. It doesn’t help that our last two maps were on inhospitable terrain for summoning—one was in a narrow, winding cavern full of stalagmites, and the other was in narrow, half-flooded sewers. numbers summoned the two wolves inside of him (Rengar and Warwick) and we were caught in a massive logjam, with my scoundrel unable to reach melee range half the time. Surely our next few maps will be in big, wide-open rooms so the summoner can really shine.

The Inox Brute is our only OG character left. Who knew that killing bandits and cultists would be the hardest personal quest? (We didn’t prioritize feeding him bandits during the first few maps, when they were everywhere, and the supply seems to have completely dried up.) He’s our tank. For everyone else, numbers rolls the enemy damage and says “5 damage” and the person takes five damage. For Brute, it’s like “5 base damage…” and newbie says “minus 1 from my passive, and I tap my heater shield, and my chainmail…” I’m a bit worried for our teamcomp once he retires. Our frontline was great with the Inox Brute and Cragheart to soak hits for the scoundrel. Without them, there’s…BEAR and the summons? Maybe it’s time to invest in a cloak of invisibility.

Written by Achaius

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