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That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

:siren:I had to (at least temporarily) bow out of the LP, but Phelddagrif has been so awesome to offer to take over! The new OP can be located HERE - it'll contain links to the future updates.
:siren: We now have direct thread partecipation! From Scenario 6 onward, the thread is controlling one of our heroes. Everyone's welcome!
:siren:The OP has hit the 50k characters limit! The previous updates have been moved to the second post, to leave space for the ever growing list of newer updates.
:siren:We now have a Discord Server if you want to ask any question!

SPOILER WARNING - these classes have been unlocked and are actively discussed in the thread (after Scenario X):
Two-Minis (aka Phoenix, Conclusion of Scenario 43)
Angry Face (aka Spiky Head, Conclusion of Scenario 81).
Circles (aka Ubisoft, Conclusion of Scenario 24).
Eclipse (aka Moon, Conclusion of Scenario 62).
Music Note (Conclusion of Scenario 62).
Red Guard level 5 content (Conclusion of Scenario 84)
Three Spears (Conclusion of Scenario 72).

What is Gloomhaven?
You can think of it as a (very) modern take on HeroQuest: Gloomhaven is a dungeon crawler, with tactical turn based combat, hero/loot progression, and so on. It has been the top1 game on BGG for more than 3 years now. Here’s a very brief intro to the game in three minutes:
https://www.youtube.com/watch?v=aUE-x8eCg6g

Here's a more thorough rules overview:
https://www.youtube.com/watch?v=pSWMvXT6jCw

For more details about the boardgame, you can check the Trad Games thread.

How will the LP work?
This is going to be a full cooperative LP, with players selected from a list of volunteers. Each player will be able to control a single hero from our party for a whole adventure; in between the dungeon crawling, everyone will partake in votes to decide the outcome of Town and Road events, upgrades and other decisions.

But I don’t know how to play!
Don’t worry about that: the game mechanics are easy enough to pick up and you’ll be able to ask suggestions in the thread. That said, if you’re interested in volunteering to pilot one of the heros in the dungeon crawling portion of the game, you should familiarize yourself with the core rules before your turn to play comes up.
Isaac Childers, author of the game, has a very open mind about online content, and all the manuals for the game are available in various formats:
Searchable online rulebook.
If you’re on mobile, you may prefer the: light version.
Here you can find the latest FAQs in case you have any fringe case doubts!

How do I sign up?
Simply ask in the thread. Please bold your request! I've made the Player List available as a public Google Sheet, so if you are not sure if you've been signed up (or if you want to check your position in queue) click here: https://docs.google.com/spreadsheets/d/1X5o0-NfbKZAB0kV25QTrrvM8narQRumiMYyh_TpAlvM/edit?usp=sharing



LP RULES
Discussion and spoilers: you are free to chat about anything related to the LP (including rules) in the thread; feel free to ask in the thread or reach out to me directly if you need any assistance or clarification. Also please remember to be nice and don't start fights itt over planning/discussion please!
DO NOT POST SPOILERS OF ANY KIND, not even in tags. Gloomhaven has a lot of content that is hidden from the players at the beginning of the game and part of the charm is discovering it. Do not talk or hint about anything that is sealed or has not been seen in the LP, please. I will use spoiler tags in the OP and the 2nd and 3rd posts to hide things (names, pictures, etc) that would provide spoilers for someone casually skimming the thread but it goes without saying that, by following the LP, you will see the content of the game :)

Voting in the thread
Please express your preferences bolded. If you change your mind, please create a new post with both your old and your new vote for easier tallying.

Scenario Level calculator


Cypher


How are you going to play the game?
I’ll be playing the author sanctioned TTS mod.
I’ll also be using Gloomhaven Helper to keep track of the nitty gritty details.

THE TORCH THIEVES

Our Heroes
All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in light yellow. Discarded cards will be marked in red, while lost cards will be marked in deep purple. Cards in the active slot will be marked in teal in turns following the one they are played in. E: I have changed the color scheme to a more color blind friendly one! Available items are also shown there.

Red Guard (JotL class) posted:

Kir Kanos, the Valrath Red Guard

Personal Quest:

Personal Quest Progression: 0/20.

Music Note (CLASS SPOILER BELOW) posted:

Letitia "Letty" Van Halen, the Quatryl Soothsinger

Personal Quest:

Personal Quest Progression: Completed 0/3 Crypt Scenarios, then unlock and complete Scenario 52 Noxious Cellar (0/1) NOTE: we are using Marcel's errata for this PQ since the default one could not be completed so far into the game.

Angry Face / Spiky Head (CLASS SPOILER BELOW) posted:

Boris, the Orchid Doomstalker

Personal Quest:

Personal Quest Progression: 79/200g

Party Sheet



Global Achievements



Prosperity tracker



Market pool:
The Market Pool is available on the mobile friendly spreadsheet! If you are planning an Enhancement, you can find the rules here.
Town Records so far...




Retired Adventurers
These are ex party members who have managed to complete their Personal Quests and have now Retired from the mercenary life!

**RETIRED** Bullwinkle the Inox Brute (Level 3) posted:


Personal Quest and Character Sheet:


Personal Quest Progression: 20/20 (Bandit Archer, Living Bones, Living Corpse, Inox Archer, Inox Shaman, Inox Guard, Vermling Scout, Merciless Overseer, City Archer, City Guard, Captain of the Guard, Cultist, Earth Demon, Giant Viper, Ooze, Hound, Living Spirit, Frost Demon, Flame Demon, Rending Drake).

**RETIRED** Rocky the Savvas Cragheart (Level 4) posted:


Personal Quest and Character Sheet:


Personal Quest Progression: 4/4 (Bandit Commander, Merciless Overseer, Captain of the Guard, The Colorless).

**RETIRED**Two Mini (Level 5) (CLASS SPOILER BELOW) posted:

Ash & Pikachu, the Bear and the Beast Tyrant

Personal Quest:

Personal Quest Progression: 4/4 Enhancements.

**RETIRED** Master Splinter the Vermling Mindthief (Level 8) posted:


Personal Quest:


Personal Quest Progression: Completed two Scenarios in the Lingering Swap (19, 32) (2/2), Unlock and complete Scenario 61 plot (2/2).

**RETIRED** Lina Megumin Inverse the Spellweaver (Level 7) posted:


Personal Quest:


Personal Quest Progression: 2/2 (Two-Minis, Mind Thief)

That Italian Guy fucked around with this message at 09:39 on Oct 12, 2021

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That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Note: it took a couple of Scenarios for the LP to find its footing, format-wise, so please bear that in mind! We have switched to a better format (with more player input) from Scenario 2 onward and, later on (to this day) we have left one of the party members to be controlled directly by people in the thread.

Older updates list (start from here!):
- UPDATE 1 - Meet the Gang, VOTE RESULTS
- Scenario 1 - Black Barrow, Round 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
- City Management I, Update 1, Update 2 and Scenario 2 Preamble
- Scenario 2 - Barrow Lair, Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A,9B, Conclusion
- City Management II, Update 1, Update 2 and Scenario 3 Preamble
- Scenario 3 - Inox Encampment, Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A+B, 10A, 10B, 11A, 11B, 12A, 12B, Conclusion
- City Management III, Update 1, Update 2 and Scenario 9 Preamble
- Scenario 9 - Diamond Mine, Round 1A, 1B, 2A, 2B, 3A, 3B, 4+5A, 5B, 6A, 6B, 7A,7B, 8A, 8B, Conclusion
- City Management IV, Update 1, Update 2 and Scenario 11 Preamble
- Scenario 11 - Gloomhaven Square A Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B+6, 7A, 7B, 8A, 8B, 9A, 9B, 10A+, 10B, 11A, 11B, 12AB+13A, 13B, 14A, Conclusion
- City Management V, Update 1, Update 2 and Scenario 4 Preamble
- Scenario 4 - Crypt of the Damned Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5+6A, 6B, 7A, 7B, 8A, 8B, Conclusion
- City Management VI, Update 1, Update 2 and Scenario 18 Preamble
- Scenario 18 - Abandoned Sewers, Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A+, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A+B, 12A+B, 13A+, 13B, 14A, 14B, 15A, 15B, Conclusion
- City Management VII, Update 1, Update 2 and Scenario 14 Preamble
- Scenario 14 - Frozen Hollow, Round 1A, 1B, 2A, 2B, 3A, 3B, 4, 5, 6, 7A+, 7B, 8A, 8B, 9A, 9B, 10, 11, 12A+, 12B, 13A, 13B, 14A, 14B, Conclusion
- City Management VIII, Update 1, Update 2 and Scenario 43 Preamble
- Scenario 43 - Drake Nest, Round 1A, 1B, 2A, 2B, 3A, 3B, 4, 5, 6A+, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12A, 12B part1, 12B part2, 13A, 13B, 14A, 14B, 15A, 15B, 16A, 16B, 17A, Conclusion
- City Management IX, Update 1, Update 2, Update 3 and Scenario 16 Preamble
- Scenario 16 - Mountain Pass, Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5-6-7A+, 7B, 8A, 8B, 9, 10, 11, 12A+, 12B, 13A, Conclusion
- City Management X, Update 1, Update 2 and Scenario 81 Preamble
- Scenario 81 - Temple of the Eclipse, Round 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A+, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12+13A+, 13B, 14A, 14B, 15A, 15B, 16A, 16B, 17A+B, Conclusion
- City Management XI, Update 1, Update 2, Update 3 and Scenario 66 Preamble
- Scenario 66 - Clockwork Cove 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12A, 12B, 13A, Conclusion
- City Management XII, Update 1, Update 2, Update 3 and Scenario 25 Preamble
- Scenario 25 - Icecrag Ascent 1A, 1B, 2A, 2B, 3A, 3B, 4A+, 4B, 5A, 5B, 6A, 6B, 7, 8, 9A+, 9B, 10A, 10B,11A, 11B, 12A, 12B, Conclusion
- City Management XIII, Update 1, Update 2 and Scenario 5 Preamble
- Scenario 5 - Ruinous Crypt 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 4B+, 5A, 5B, 6A, 6B, 7B, 7B, 8A, 8B, 9, 10, 11, 12A+, 12B, 13A, 13B
- City Management XIV, Update 1, Update 2 and Scenario 34 Preamble
- Scenario 34 - Scorched Summit 1A, 1B, 2A, 2B, 3A, 3B, 4A, Conclusion
- City Management XV, Update 1, Update 2 and Scenario 82 Preamble
- Scenario 82 - Burning Mountain 1A, 1B, 2A, 2B, 3A, 3B, 3B+, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12A, 12B, Conclusion
- City Management XVI, Update 1, Update 2 and Scenario 6 Preamble
- Scenario 6 - Decaying Crypt 1A, 1B, 2A, 2B, 3A, 3B, 4A+, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8&9A+, 9B, 10A, 10B, Conclusion
- City Management XVII, Update 1, Update 2 and Scenario 19 Preamble
- Scenario 19 - Forgotten Crypt 1A, 1B, 2A, That time Master Splinter ran through the whole dungeon in a Turn, 2B continued, 3A, 3B, 4A, Conclusion

This post is also full, the update list continues in the next post!

That Italian Guy fucked around with this message at 11:38 on Jan 8, 2021

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Update List (continued)
- City Management XVIII and Scenario 27 Preamble
- Scenario 27 - Ruinous Rift 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A, 9B, Conclusion
- City Management XIX, Update 1, Update 2, Update 3 and Scenario 24 Preamble
- Scenario 24 - Echo Chamber 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 4B+, 5A, 5B, 6, 7A+, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, Conclusion
- City Management XX, Update 1, Update 2 and Scenario 23 Preamble
- Scenario 23 - Deep Ruins 1A, 1B, 2A, 2B, 3A, 3B, 4A+, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A+, 9B, 10B, 11A, 11B, 12A, 12B, 13A, Conclusion
- City Update XXI and Scenario 32 Preamble
- Scenario 32 - Decrepit Wood 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 7A, 7B, 8A, 8B, 9A, 9B, 10, 11A, 11B, 12A, 12B, 13A, 13B, Conclusion
City Management XXII, Update 1, Update 2 and Scenario 61 Preamble
Scenario 61 - Fading Lighthouse 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A+B, 7A+, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12+13A, Conclusion
- City Management XIII and Scenario 62 Preamble
- Scenario 62 - Pit of Souls 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, Conclusion
- City Management XXIV, Update 1, Update 2, Update 3 and Scenario 30 Preamble
- Scenario 30 - Shrine of the Depths 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5/6/7/8A, 8B, 9A, 9B, 10A, 10B, 11A+B, 12A, 12B, 13A, Conclusion
- City Management XXV, Update 1, Update 2 and Scenario 84 Preamble
- Scenario 84 - Crystalline Cave 1A, 1B, 2A, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6A, 6B, 7A, 7B, 8A, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12A, Conclusion
City Management XXVI, Update 1, Update 2 and Scenario 33 Preamble
- Scenario 33 - Savvas Armory 1, 2A+, 2B, 3A, 3B, 4A, 4B, 5A, 5B, 6-7-8A+, 8B, 9A, 9B, 10A, 10B, 10B continued, 11A, 11B, 12A, 12B, 13A
-Scenario 33 TIME TWIST - Savvas Armory 8A+, 8B, 9A, 9B, 10A, 10B, 11A, 11B, 12A, 12B, 13A, 13B, 14A, 14B, 15A, 15B, 16A, 16B, 17A, 17B, 18A, 18B, 19A, Conclusion

Let's meet our heroes!
These are the heroes initially available for the players to choose from (more heroes are going to become available during the campaign and they'll take the place of existing ones once these retire. We don't have to worry about this for now, though). We are going to pick THREE heroes out of these six for our party.
Please note that the linked guides are by no mean to be perfect; they are simply a good way to show all the cards available to each class and to provide a primer on them! There are plenty of resources online if you are interested in character builds; players are also of course free to come up with their own idea, or ask the thread for assistance!

Reddit guide posted:

The Brute

The starting class best designed for tanking, he sports a huge health pool relative to his level. He is more than just a mindless tank, with access to some ranged damage, a good amount of melee damage, and of course plenty of damage mitigation tools. The Brute can be played one of two ways: either as a melee damage dealer with some damage mitigation, or as a true "tank" with a secondary focus on damage. It's also worth mentioning experience: the Brute has a large amount of experience gain on non-loss cards. This is actually really important because he's a front-liner. Given that he'll be expected to take some hits, it's important that he stays ahead or at least keeps up in levels. If a Brute is underleveled compared to the rest of the group, he's really going to struggle to be effective (similarly to how the Scoundrel relies on looting). So experience is more of a priority for us than some other classes.

Reddit guide posted:

The Tinkerer

The Tinkerer is the support class of the starting 6. She has great healing and a medium-sized health pool. What she lacks, mostly, is damage. She has a number of attacks, some of which are quite decent, although many times they're good because of status effects rather than the damage they deal (further solidifying her role as a support). Her few really good damage attacks are all losses (AKA: 1 time use only). Unlike any other of the starting classes, however, she has a hand size of 12, which is enormous and both gives her a ton of longevity as well as the flexibility to use more loss cards than most other classes. She typically plays from ranged, as she has little benefit from getting into melee range, but a reasonable health pool and a huge hand size means she can risk getting up close and taking a few hits if absolutely necessary.

Reddit guide posted:

The Spellweaver

The Spellweaver's primary focus is dealing moderate amounts of damage to multiple targets at range with some secondary utility through healing and debuffs. A focus on high-impact loss cards for these AoE attacks combined with reasonable hand conservation strategies typically leads to mixing flashy turns dealing tons of damage with filler turns putting in chip damage or providing other support. The Spellweaver has access to the best AoE of the starting classes and she can recover her lost cards (once, through a card called Reviving Ether); she also has access to good XP generation abilities. She lacks strong single target damage cards and her main weakness is that, due to her low card count and unique recovery mechanic (Reviving Ether) it's easy to exhaust her if not properly managed.

Reddit guide posted:

The Scoundrel

The Scoundrel is the "rogue" class of the starting pack. She has good single target damage and she benefits from fighting enemies that are adiacent to other allies; somewhat more rarely a bonus to attack is applied if the monster is not adjacent to any of its allies. The other thing the Scoundrel is amazing at is looting. While you may think that is just a greedy thing, it's actually very important to both the party (looting quest items or other stuff useful to the whole party) and the Scoundrel's development as well. The Scoundrel starts with one of the lower starting hand sizes (and no ability to recoup lost cards like the Spellweaver) so careful planning is needed to avoid an early demise.

Reddit guide posted:

The Cragheart (or check Zurai's Breakdown!)

The Cragheart is a very interesting and diverse class. It can be played as an off-tank, backup support, or ranged damage dealer. The Cragheart works very well in a 3 or 4 player party, depending on the class make up - although it is the only one of the starting six classes that deals friendly fire! While you have to be careful of the collateral damage to your allies, the true damage the Cragheart can deal out is extremely useful in dealing with high shield, low hit point enemies. The Cragheart is also extremely good at gaining XP. It also has the unique ability (at least in the starting pack) to create and manipulate obstacles on the map.

Reddit guide posted:

The Mindthief

The Mindthief is a primarily melee damage dealer, with some ranged utility. She has a medium hand size, and small health pool which gives you the tricky job of trying to keep her in the thick of battle, where she can dish out the most damage, while still keeping her alive and (mostly) well. The Mindthief has also access to crowd control abilities (like the name suggests), semi-permanent self buffs and summons (more rats!).

Jaws of the Lion classes
We have voted to add these 4 classes to the pool! I'm not including a full guide cause, as mentioned before, each of these classes has a sealed component that unlocks at Level 5 so please no spoilers on that content! Level 1-4 cards can be freely discussed instead.

The Red Guard posted:

Reddit resources

The Red Guard is a very mobile and flexible character: he can tank (in the general GH sense), he can deal damage both in melee and at range, he can manipulate his own and the enemies' positions on the battlefield. He revolves around the Fire and Light elements and has both slow and fast inititiative cards, allowing for a MT like 1-2 punch action. He's a Valrath, same as Jakserah.

The Hatchet posted:

Reddit resources

The Inox Hatchet is ranged damage dealer specialized in throwing...hatchets at people. Or hitting people with hatchets, in certain cases. He has a unique mechanic called "The Favorite" - he literally has a favorite hatchet that causes more damage when used, but then gets stuck into fool and need to be recovered before it can be used again.

The Voidwarden posted:

Reddit resources

The Human Voidwarden is all about messing with the enemies (by moving them around or making them attack each other) or helping your party (by...moving them around or making them attack the enemies). She also comes with a suite of buffs (Heals/Blesses/Strenghten) or debuffs (Stun/Disarm/Curse) that are often double-edge swords: she may Heal you for 5, but also Poison you - but if she removes Poison from you, you get a Bless! Or she may allow you do attack an enemy for a ton, but you get damaged in the process. Or Stun an enemy, but Curse herself. You got the gist.

The Demolitionist posted:

Reddit resources

The Quatryl Demolitionist is some kind of rocket powered cross between the theme of the Tinkerer and the Cragheart ability to interact with obstacles. She has a lot of cards that revolve around Obstacles and Walls - punching people into Walls doing extra damage, exploding Obstacles to get buffs, etc. Some of her mechanics revolve around "Rubble Piles" (remains of destroyed obstacles, count as an empty hex otherwise).

Additional Classes unlocked
These classes are locked inside individual boxes when the game start and you can only unlock them whenever one of the existing heroes retires, having completed their Personal Quest. Each of this "unlocked" characters is heavily spoiler-free in every GH thread, since the unlock order is not static, and someone may even finish the full campaign without unlocking them all. Because of that, these classes are normally referred to by what the symbol on their box looks like. AVOID SPOILING THE CONTENT OF THESE BOXES UNTIL THEY ARE REVEALED ITT!

Two-minis posted:


The Beast Tyrant

The Beast Tyrant is the only class with two miniatures, and features a unique ability called "command" that allows the Beast Tyrant to control their trusty Bear. The Bear is by far and away the best summon, with Brute levels of HP and the ability to attack three times in a turn. It also "summons" automatically at the beginning of a scenario when you place your miniatures. Perhaps one of the weak points of the class is the bear's nature as a summon; it will move and attack on its turn like a monster, which can get it into trouble and muddy the plans of your ally's turns. The Tyrant also has incredibly low HP, so you should keep it out of harm's way - and generally you will want to use your move actions to command the bear to attack. Thus, you may only have three or so cards with a movement for your Tyrant, making its positioning key. The alternative build is a Summoner with several different animal pets on top of the Bear.

Angry Face posted:


The Orchid Doomstalker


The Doomstalker is a ranged damage dealer; he does have multi-target options, but he excels at hitting single targets very hard at very long range. His signature mechanic is a variety of debuffs called 'Dooms' that you apply to any enemy target on the board, regardless of LOS or Range; you can only have one Doom active at any given time. With a 12-card hand, Doomstalker can use a number of loss cards, and he has some very powerful ones to choose from, including a Level 2 that grants what amounts to permanent Advantage.

Circles posted:


The Aesther Summoner

The Summoner...summons :v: It has a card similar to the SW Reviving Ether that allows her to recover her Lost summon cards so that she can truly spam the board with critters. It functions mostly as a support and damage dealer class and offer some "tanking" capability as well by presenting more bodies for the enemy to focus. She's an Aesther, same as Hail.

Eclipse posted:


The Aesther Nightshroud
9 cards, easy access to INVISIBILITY, burst damage - this character is an assassin through and through.

Music Note posted:


The Quatryl Soothsinger
The Soothsinger is THE support class in GH. She can heal, she can debuff and control enemies and she uses "songs" to create party-wide buffs. She gains XP at an incredible pace and is, in general, an incredible force multiplier, especially in 3 or 4 Characters parties.

That Italian Guy fucked around with this message at 10:52 on Jul 16, 2021

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Don't forget to specify if you want to be put on the list to control one of the heroes for an adventure! :black101:

E: vvvvv I know, I just want people to understand that voting =/= signing up, unless specified (as some players may just want to have a more "relaxed" participation).

That Italian Guy fucked around with this message at 21:03 on Dec 19, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Some Numbers posted:

So just to confirm, are we going to have the same party of three characters until they retire, but rotate who controls them from scenario to scenario?

Yes, unless there is a strong sentiment in the thread for a change (IE: something is not working out or is considered boring). It is possible to pick each of the available classes at any time, after all, so that's always open as an option.

E: vvvvvvvvvvvvvv Also yes, each hero is going to be controlled by a different set of players (the next 3 in line in the sign up list) every scenario. If we run out of players, we'll start again from the beginning of the list!

That Italian Guy fucked around with this message at 21:23 on Dec 19, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Reik posted:

Since there are a possible 20 starting combinations of 3 heroes, maybe we should vote on them one at a time?

This is actually the way I'm counting the votes (each person gets to vote 3 heroes, instead of voting for "a team"). In the end, it's very difficult to start with an unplayable combination...and we can always swap if what gets picked doesn't work out!

This is the tally so far:
Mindthief 6
Brute 5
Cragheart 5
Spellweaver 3
Tinkerer 2
Scoundrel 2

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Yeah the Reddit guides are there mostly cause it's a simple way to have a list of all the cards available to a class plus a bit of a primer on what each class can do, but they are by no means to be taken as a bible or anything.

It goes without saying that we'll vote on which cards to pick during level ups; and a player is free to bring their preferred deck out of the available cards when it's their turn to play.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
I've changed some things in the OP:
1) Since players can't adapt their tactics on the fly, we'll play at standard difficulty instead of at +1. Not having perfect information about enemy positioning will certainly lead to some non perfect execution, balancing out the advantage of playing with full transparency. We'll play at standard, but we'll start Scenario 1 on Easy - to ease new players into the game.
2) Added this under "Contingencies": Each player is also encouraged to indicate a generic idea for their action (IE: "I want to be out of Focus for as many enemies as possible"). This is mostly going to be needed for the movements, to avoid potentially suicide charges...or total whiffs from melee attacks.
3) Changed order deadline to 3.00AM EST. This should allow more time for the players to submit their orders and will allow me to take advantage of the difference in timezone to maximize available admin time.

That Italian Guy fucked around with this message at 18:40 on Dec 22, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
UPDATE 1: meet the gang
Looks like we have our initial line up ready: Mindthief, Cragheart and Brute! Instead of having the usual fantasy races like orcs, elves and so on, Gloomhaven has a lot of unique ones (even if they usually resemble something from classic fantasy sources, same as the classes).

Now...we need NAMES for our heroes! Also don't forget to vote for The Party Name as well.

Let's meet our cast of misfits!

The Vermling Mindthief posted:


The Mindthief has a hand size of 10 and starts with 6 HP.
These are the cards available to our Mindthief at level 1:


Cards with an "X" instead of a number under the name are immediately available to a player and can be replace any other card in the deck. Each hero can change the cards in their deck (picking from the ones available to them) before each scenario, as long as their hand size is maintained.

The Savvas Cragheart posted:


The Cragheart has a hand size of 11 and starts with 10 HP.
These are the cards available to the Cragheart at level 1:


The Inox Brute posted:


The Brute has a hand size of 10 and starts with 10 HP.
These are the cards available to the Brute at level 1:



Each of our mercenary is in this life because they're looking for something. This "something" is called a Personal Quest. Once the adventurer has achieved this goal, their lust of dungeon crawling dies down and they decide to retire and spend their wealth in blackjack and high end hookers or whatever deranged murderhobos are into these days.
But don't be sad! Once a character retires, we get to hire a new one in their place from the list of available ones...and each completed Personal Quest unlocks a new one! There is a total of six started plus eleven advanced heroes to potentially hire. I'LL STRESS THIS AGAIN, DO NOT UNDER ANY CIRCUMSTANCE DISCUSS OR HINT AT CONTENT THAT HAS NOT BEEN SHOWN IN THE LP, please!
Everytime a new hero is hired (including the initial ones), we get to choose between two randomly selected Personal Quests. In this case, these are the ones the fate has decided to make available for us:

For the Vermling Mindthief... posted:


For the Savvas Cragheart... posted:


For the Inox Brute... posted:


Please vote for one Personal Quest for each character!

Finally...now that our party has been selected, it's time to start exploring Gloomhaven! Before our first real taste of dungeon crawling, we have the chance to take one City Event. These (and the mandatory Road Event) are randomly drawn from an evolving deck and functions in a way like small CYOA: our party is presented with a situation and the players are asked to make a choice, as a group, between two outcomes. City events usually have more positive outcomes compared to Road ones, but that's not always the case. If you already know the outcome of a vote, please don't spoil it. If you don't please refrain from cheating. We're all on the honor system, here :)
This is our very first City Event:

Event 05 posted:


As you can see, we are presented with the option to be model citizens or thieving bastars from the get go! A lot of town events will influence our party reputation in a positive or negative way, opening up potential different options down the road. They can also provide buffs, gold, experience and other assorted resources...or have negative effects! I'll talk more about the consequences of our choices once we have resolved our first event. Please vote for the outcome of this City Event!

PLEASE VOTE FOR (voting is opened until 3AM EST):
- Each Character's name!
- The Party Name!
- A Personal Quest (out of the two available) for each character!
- Which option to select for the City Event (A or B)!


Also Reik, Some Numbers and SalTheBard you are going to be our first players to control our party in the dungeon crawling part of the game! These are the default hero assignment based on your position in the list, but please feel free to swap around if you want to, before the start of the dungeon!
Reik: Mindthief
Some Numbers: Cragheart
SalTheBard: Brute
Once this is done, you can also start thinking about your initial deck out of the available cards!

That Italian Guy fucked around with this message at 12:52 on Dec 20, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Just a note for our less experience players: advanced classes are often given a name based on their symbol, since nothing is really known about them till their boxes are opened. The names Zulily Zoetrope is using are a reference to those symbols, and not the class names themselves.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Zulily Zoetrope posted:

Right, when you get the game, all the locked classes are in sealed boxes, so it's common to give them names based on the symbol on the box, since that's all you know about them. These are the names my group used when we got the game and theorized what might be in those boxes. I can dial back the in-game knowledge if it's too much, but those are all the calls I would have made when first playing the game. Implement of Light was the personal quest I decided not to pick on my first character (also a Mindthief!), on the grounds that the alternative looked easier. Both the quest and the method of unlocking the Sunburst class listed in the rulebook.

No worries, everything seems alright in your post!
I just want to avoid hints at what a class can do or its characteristics/lore until they become public domain itt :)

E:vvvvvv welcome aboard! I've made the Player list available as a public google sheet so if you are not sure if you've been signed up, or if you want to check your position in queue, click here: https://docs.google.com/spreadsheets/d/1X5o0-NfbKZAB0kV25QTrrvM8narQRumiMYyh_TpAlvM/edit?usp=sharing

That Italian Guy fucked around with this message at 13:16 on Dec 20, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Zurai posted:

(for the record, the starting classes are generally considered completely non-spoiler territory because as soon as you open their box -- which you're allowed to do from the very beginning -- you can see all of their cards; if That Italian Guy would rather keep the higher level abilities of the starter classes quiet for now I'll erase those parts of this post)
No worries, once a box has been opened we're free to talk about the content. Not only the starting classes are "opened" by default, the guides I've linked in the 3rd post have all the cards available to each class in them.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
The next voting session we'll have the a vote for items and the Road event (plus we'll start the first dungeon!)

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

namad posted:

Also @OP I hope you remember to remove 1 checkmark box from each level of town prosperity. (The first edition of the game had town levels go up too slowly so the second print run of the game removed one checkmark box from each town level on the prosperity tracker).

We're playing with the official 2nd Edition TTS Module and the additional prosperity checkmarks are already present, yes :) I'll talk more on prosperity in general in the next update.

Zurai posted:

@Some Italian Guy: You missed me for the sign up sheet (probably because I didn't bold my request -- mea culpa). Please sign me up to play. Thanks!

Added retroactively! Yeah, bolding makes it easier to notice when someone signs up or votes, so please do so when you want to participate! Also please let me know if I've missed your sign up request :)

Some Numbers posted:

Are we going to vote on Battle Goals? Because I'll be honest, I'm not liking the idea of getting outvoted and hamstrung into a bad goal.
I don't particularly like voting on items, but at least there aren't many ways for that to straight up screw a character.

No, Battle Goals are going to be selected in secret by each player, out of 2 random ones, as per normal play. I'll PM/email the option to each player when it's their turn, at the beginning of the scenario. More on Battle Goals in the next update!
Regarding starting items, I'll set up a simple vote between using the recommended ones or swapping them for something else. Following equipment decision are going to be more organic (IE: we'll buy or sell somthing if there is enough thread consensus to do so). Players will also be able to pick their own hand at the beginning of a scenario, among the available cards (although we'll vote on level up choices, ofc).

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

namad posted:

I think in the rulebook personal quest's are selected in secret but battle goals can be selected publicly?

It's the other way around :) PQs can be shared, but Battle Goals have to be kept secret. I like the idea of sharing all the BGs, including the discarded ones, itt for everyone to speculate (without revealing who got what)! I'll add that as a vote to see what's everyone opinion in the next update.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Reik posted:

Splinter will just continue to get older and older and mentor the new recruits.

Now we just need to lobby Isaac into releasing a turtle creature as a new expansion hero.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Final votes are in!

Our heroes, The Torch Thieves have an identity:
- Master Splinter, the Vermling Mindthief, want turtles to rule the world and is scheming to achieve the Fall of Man
- Rocky, the Savvas Cragheart, is going to Topple some Giants
- Bullwinkle, the Inox Brute wants to collect them all to become the ultimate Trophy Hunter

Our party is going to help the Sanctuary of the Great Oak by laying down some foundations.

Full update ASAP! Reik, Some Numbers and SalTheBard expect a PM soon! If you don't have access to PMs, please email gloomhavenlp@gmail.com with your preferred contact email!

That Italian Guy fucked around with this message at 11:27 on Dec 21, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Black Barrow, Update 1

The Torch Thieves are not afraid to dirty their hands (Option A)

City Event 05 posted:


Let's have a look at those outcomes!
- First thing first, the teared card icon at the bottom right of the event means that this card is now removed from the game - we won't encounter it in the future no matter what. Some other cards are put at the bottom of the relevant Event deck instead.
- Each hero in the party would be losing one checkmark, if we had any...so it's a good thing we don't! Those are gained when completing Battle Goals and, every 3 of those, an hero can select a new Perk (we'll talk more about Perks the first time someone levels up).
- The party gains 1 reputation: many events have consequences that are only applied if the party meets specific reputation
requirements (see for example outcome for Option B); store prices are also influenced by it (this will be tracked in the Party Sheet).
- The town of Gloomhaven gains 1 prosperity: every time the Prosperity Tracker reaches certains thresholds, Gloomhaven gains a Prosperity Level. Better items become available in the city market at every level; also, newly hired heroes can start at an hero level equal to the prosperity level of the city.
All things considered, a very good outcome! City Events tend to have a more positive outcome, in general, compared to Road ones.

I think it's time to start the game for good, what do you say?

Gloomhaven posted:

Everyone needs to eat.
Whatever your reason for coming to Gloomhaven, out here on the edge of the world, that simple fact is never going to change. A mercenary can’t fight on an empty stomach.
So when Jekserah, a Valrath woman wearing a red cloak and enough gold jewelry to keep you fed for a decade, approaches you in the Sleeping Lion and offers to pay you ten gold coins to track down a thief and retrieve some stolen goods...well, it seems like as good an excuse as any to sober up and start paying off your tab.
“This thief has taken some important documents,” says the red-skinned merchant, her tail whipping about in agitation. “I don’t care what you do to him. Just bring back what is mine.”
Based on Jekserah’s description, it was easy enough to knock around a few alley thugs and get a location of the thieves’ hideout. You don’t fnd yourself as a mercenary way out in Gloomhaven without knowing how to crack a few skulls.
So your target is the Black Barrow. Sounds like a lovely place.

NEW LOCATION - The Black Barrow (01)
GLOBAL ACHIEVEMENT - City Rules: Militaristic

While playing Gloomhaven, we'll unravel its mysteries and explore its lands. In this case, we have unlocked our first Scenario, The Black Barrow. Scenarios are the dungeon crawling part of the game; each Scenario has unique story, rewards and challenges. Every time a Scenario is unlocked, we get to attach a sticker to the world map: those places are available for exploration at any times, by any adventure group - as long as they meet the requirements.

To give you an idea, this is the full world map. There are more than 100 Scenarios available in Gloomhaven; on top of that, there are rules to generate random dungeons, if you want to play the same campaign for 6 years.

We've also unlocked our first Global Achievement: these are mostly used to track the current "world status". Unlocking new ones changes the game world permanently and affects other parties as well. This specific one doesn't have any relevant effect for now. There are also Party Achievements: these are used to track the progress of a specific party through the campaign and have other potential effects. We'll be tracking both kind of cheevos in our Party Sheet (I'll post a picture of it in the next update).

Before adventuring out of town, our heroes are allowed to spend their initial allowance of 30 gold to buy items. The markets in Gloomhaven have an Item Pool that is based on the prosperity level of the city and on other potential unlocks.
- Items can have a passive effect and/or an active one.
- Active items can be SPENT after use ( similar icon to Magic the Gathering "tap" - in this case they can be used again after each Long Rest) or DISCARDED(red "X" on white card symbol - one time use per Scenario).
- Every hero can own an unlimited amount of items, but they can only equip a certain quantity based on slots (2 hands, head, body, legs and 1 small item per 1/2 level of the hero, rounded down).
- Some items inflict penalties, usually in the form of additional -1 negative modifier cards to be added to the hero's deck.
These are the items available for purchase at the moment - there are limited copies available per item (check the small "1/X" note on each card, under the image):

There are suggested starting items for each of our heroes:
- Mindthief: Poison Dagger (Item 011), Minor Stamina Potion (Item 013)
- Cragheart: Boots of Striding (Item 001), Minor Power Potion (Item 014)
- Brute: Boots of Striding (Item 001), Minor Healing Potion (Item 012)
We'll VOTE to decide if we want to keep the default ones or buy new items before leaving town.

It is time for the Toch Thieves to head out into the world and face their first Road Event! These are usually less positive than City Events, but it's not always the case. The fate has decided we'll encounter...

Road Event 12 posted:


So don't forget to VOTE on this too!

Barring an horrible death at the end of the tribble menace, our heroes have reached the Black Barrow.

INTRODUCTION posted:

The hill is easy enough to find—a short journey past the New Market Gate and you see it jutting out on the edge of the Corpsewood, looking like a rat under a rug. Moving closer you see the mound is formed from a black earth. Its small, overgrown entrance presents a worn set of stone stairs leading down into the darkness.
As you descend, you gratefully notice light emanating from below. Unfortunately, the light is accompanied by the unmistakable stench of death. You contemplate what kind of thieves would make their camp in such a horrid place as you reach the bottom of the steps. Here you find your answer—a rough group of cutthroats who don’t seem to have taken very kindly to your sudden appearance. One in the back matches the description of your quarry.
“Take care of these unfortunates,” he says, backing out of the room. You can vaguely make out his silhouette as he retreats down a hallway and through a door to his left.
“Well, it’s not every day we get people stupid enough to hand-deliver their valuables to us,” grins one of the larger bandits, unsheathing a rusty blade. “We’ll be killing you now.”
Joke’s on them. If you had any valuables, you probably wouldn’t be down here in the first place.
Scenario Objective: Kill all enemies
And with this mental one liner, we come to our very first turn! Our players will start in a location of their choice among the ones marked with the ICE token:

Regular Bandit Guards stats are:
6HP
3MOVE
2AT


VOTE FOR
- Road event outcome (A or B)
- Starting Items: keep the recommended ones or buy new ones (in this case, please specify which ones and for whom)

- Everyone is also encouraged to offer their suggestions regarding starting decks, initial positions and ofc first round actions! The acti players will have the last word on these, but thread participation is highly encouraged. Just make sure keep it civil, please :)

Reik, Some Numbers and SalTheBard, please don't forget to provide your Starting deck! You'll also receive a PM (or email - in this case don't forget to provide me with your contact!) for you to submit your initial orders and choose your Battle Goal for this scenario.
I've thought a bit about how orders should be submitted and this seems like a good solution:
- Specify two plans, using the two possible combinations of top/bottom. PLAN A is your preferred one.
- Select one or more preferred target(s) for your attacks. (IE: "n.3"; or "n.4 if it's still alive, otherwise n.5")
- Select one or more preferred final location for your movements.
- Specify the maximum enemy focus threshold you will tolerate: if your selected orders move you in a place that puts you into N+ enemy focus, I'll try to accomodate that into your orders. This is to avoid potential suicide rushes, since you will operate without full knowledge of potential enemy positions.
- (OPTIONAL) add your intention for the round. This will allow me to better understand and execute your idea (IE: I want to grab focus from the enemies trying to kill PlayerX).

As per the discussion in the thread, I'll post the randomly selected Battle Goals here, without revealing who got what, nor who picked what. If you're one the active players, please keep this a secret!


DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST
EDIT: PMs are out! :getin:

That Italian Guy fucked around with this message at 18:02 on Dec 21, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
In case you've missed my edit, I've posted the Battle Goal pool for this Scenario without revealing who got what, nor who picked what. If you're one the active players, please keep this a secret! Anyone else is free to make suggestions :)

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
In case I wasn't clear, if you're an active player, you are free to discuss your orders in the thread and cooperate with the remaining playera on a common plan! The PM is only needed to submit your final orders. Yiu are allowed to discuss initiative numbers and card names as well (but ofc you are free to keep some information from the thread). Per Isaac clarification: As long as you avoid specific numerical values and card names, you can say whatever you want.

We'll play Scenario 1 on easy for a start, as it's kinda brutal if someone is not used to Gloomhaven; if we find it too easy, we can scale up; controversely, if the current system for orders doesn't work out, we can try some of the other ones discussed in the Trad Games thread before the beginning of the LP.

PS: also active players please let me know if you want to specify an enemy focus threshold for this round, to avoid a potential suicide charge :)

That Italian Guy fucked around with this message at 18:39 on Dec 22, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Reik posted:

My plan is to go late in the round as to not get exploded by bandit guards, move in, and see if I can finish anyone off.

Is there a way to denote elite vs normal in TTS? I don't see a differentiation on the current map.

All 6 Bandid Guards we see at the moment are normal! Elites have a yellow outline instead of a red one in tts.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Reik posted:

Ah, that makes sense. Does TTS have a good display of monster stats? I don't think it will have an impact on my turn 1, but it could be useful in future rounds.

I can't believe I have not provided stats for the Bandits I mean, they are mysterious bandits with no stats on round 1.
I'll be using Gloomhaven Helper to keep track and display most details; this is a mockup with the helper UI on the right, so it'll look something like that:


Regular Bandit Guards stats are:
6HP
3MOVE
2AT

Edit: also, I'll be on a plane for a few hours, so don't despair if you receive no answer to questions/PMs!

That Italian Guy fucked around with this message at 17:14 on Dec 21, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Elephant Ambush posted:

Quick reminder for active players: according to the rules as written, you can't take X cards on until after the first scenario. However this is Italian Guy's game and he can house rule it if he wants. Just sucks that technically the Brute can't take Balanced Measure.

I believe that's just a suggestion, since X cards are more complex compared to LVL1 ones? I may be misremembering, though.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Regarding the current system for orders... it's a bit of an experiment to expedite gameplay, but I too foresee a two days update cycle (with an initial card commit, followed by an updated plan once the monster cards are revealed as well) in case this doesn't work out.

Map info: revealing everything ruins a bit of mistique, but I agree it allows for more informed decisions. If the thread is up for it, we can go in knowing the room layout (but not their specific content) plus the full creature list and abilities.

That Italian Guy fucked around with this message at 18:04 on Dec 21, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Zurai posted:

In our personal game I lay out the rooms ahead of time but don't populate them with monsters, obstacles, or traps until the door is opened. I think that's a good compromise between being able to plan for the scenario and keeping the mystique. I tell my players which monsters will be in the scenario but I don't tell them what those monsters can do unless we've fought them before; again, a compromise solution.

I like this solution and I'll implement it on the next update.
Edit: the lack of scenario objective and stats for the monsters in the starting room is, ofc a goof on my end. The stats have been provided above; the goal for this initial scenario is simple: KILL ALL ENEMIES :black101:

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Once all orders for the round are in, we'll try and see how the current system for orders works out; in my experience the game is balanced around fully utilizing your resources (especially at the beginning, I would say) so if we feel this system is not sustainable (or simply not fun to play with), we'll move to the other potential systen suggested in the Trad Games thread before the start of the LP - that is also more closely similar to the game when played irl, even if the update speed would be halved.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
I have not received orders from SalTheBard yet; once those are in, I'll see how much of the actual decisions I have to make for the players with the current system and decide if we are to move to a 2step round. Gloomhaven is a game about making meaningful decisions and smart resources management and I feel like it would be unfun for the players if I end up being the one making those choices instead of them.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

SalTheBard posted:

Sorry working on it now!

No worries, it's cool :) got orders from everyone, I'll start on the update and, if this first round shows what I was talking about in my previous post, we'll switch the system around for the next ones.

In my experience round1 of the Black Barrow is a bit of a hit and miss no matter what even in the TT game (it may work fine or both the heroes and the enemies may stand around without doing anything) so it was probably the best place to start the current order system.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Black Barrow, Update 2

EDIT: if you have any kind of feedback on the LP (especially on anything I could improve...is the update cycle too fast? Are the images and the battle log understandable?) please let me know!

First thing first we're going to save that pupper! (or die trying)

Road Event 12 posted:


The party has gained another +1 reputation. :smugdog:
Rocky must be allergic to dogs, and he'll it'll start the scenario with three -1 attack modifier cards in his deck. No good deed goes unpunished?

Next, our starting item choices, per popular opinion are going to be the following:
Mindthief: Cloak of Invisibility (Item 005), Minor Stamina Potion (Item 013)
Cragheart: Boots of Striding (Item 001), Minor Stamina Potion (Item 013)
Brute: Boots of Striding (Item 001), Minor Stamina Potion (Item 013)

Then, let's have some more information about the Black Barrow itself. This is the full map layout (I'm visiting my parents's place for the holydays and their computer is...not very high end. That's the reason if some of the images from TTS look badly in need of some anti-aliasing!):

In this scenario we'll be facing the following creatures:
Bandit Guards (elite stats)
HP 5 (9)
Move 2 (2)
Atk 2 (3)
Range -
Special: None

Bandit Archers (elite stats)
HP 4 (6)
Move 2 (2)
Atk 2 (3)
Range 3 (3)
Special: None

Living Bones :skeltal: (elite stats)
HP 5 (6)
Move 2 (4)
Atk 1 (2)
Range -
Special: TARGET2 (TARGET2)

But for the time being, our heroes are locked in combat with a bunch of Bandit Guards:

PLAYER'S OVERVIEW
All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green in turns following the one they are played in. Available items are also shown there.
Bullwinkle the Brute leads with initiative 54. He'll use Leaping Cleave (top) and Trample (using bottom for a move 2).
code:
"LEAPING CLEAVE (54) [Lvl1]
TOP: ATK3, PBAOE (check card image) - XP1
BOT: MOVE3, Jump - Generate AIR"

"TRAMPLE (72) [Lvl1]
TOP: ATK3, PIERCE2
BOT: MOVE4, Jump - ATK2 (Target all enemies moved through) - XP2 - LOSS"
Rocky the Cragheart follows with initiative 77 with Backup Ammunition (top) & Earthen Clod (bot)
code:
"BACKUP AMMUNITION (77) [Lvl1]
TOP: Persistent Bonus On your next four ranged Attack actions, gain ADD TARGET - Gain XP1 each trigger - LOSS
BOT: MOVE3"

"EARTHEN CLOD (38) [Lvl1]
TOP: ATK2, Range5 - Consume EARTH: IMMOBILIZE, XP1
BOT: HEAL2, Range3"
Master Splinter the Mindthief closes with initiative 82 with The Mind's Weakness (top) & Gnawing Horde (bot)
code:
"THE MIND'S WEAKNESS (75) [Lvl1]
TOP:  Augment - Persistent Bonus On your melee attacks add +2ATK - ATK1 - XP1 (discard when another augment is played)
BOT: ATK1 - WOUND"

"GNAWING HORDE (82) [Lvl1]
TOP: Persistent Bonus Summon Rat Swarm (HP6, MOVE1, ATK2, POISON) - XP2 - LOSS
BOT: MOVE4"
MONSTERS OVERWIEV
All the players are going slow in this first round, so the Guards have initiative, with 50. There is no Dungeon Master or competing player in Gloomhaven: creatures act according to an AI flowchart and their actions are resolved by following it.
Each creature of a given type follows the same ability card and act at the same initiative; all Elite creatures of a group act first, then all normal monsters do; multiple creatures in the same group act in order of standee, from lower to higher. Creatures only attempt an action (IE: move, attack, etc) if it's present on their ability card for that round.
An important part of the monster AI is called Focus. Every time a creature acts, they identify an enemy player as their focus - normally it's the closest player; in case of multiple players at the same distance, the one with the lowest initiative.
In this case, the Guards's ability card for the round is a simple MOVE2, ATK2. Every Guard will act in order of standee, take focus, try to move closer to the focused enemy and attack.
Let's take Bandit Guard 1 as an example: Bullwinkle the Inox Brute is the closest enemy, so it becomes the focus for this monster. Bandit Guard 1 can only move 2, though, so their not close enough to attack. Now, let's play through the first round:

Black Barrows, Round 1 posted:

50. BANDIT GUARDS 1, 2, 3, 4, 5, 6
Bandit Guard 1 focuses Bullwinkle! Moves 2 to D4.
Bandit Guard 2 focuses Bullwinkle! Moves 2 to D2.
Bandit Guard 1 focuses Bullwinkle! Moves 2 to C5.
Bandit Guard 1 focuses Bullwinkle! Moves 2 to E5.
Bandit Guard 1 focuses Bullwinkle! Moves 2 to E3. Attacks Bulwinkle for 2 (+0) damage!
Bullwinkle is at 8 HP
Bandit Guard 1 focuses Bullwinkle! Moves 2 to F2. Attacks Bulwinkle for 2 (+0) damage!
Bullwinkle is at 6 HP

55. Bullwinkle the Inox Brute
Bullwinkle uses Trample(bot as basic MOVE2)! Moves 0 to G3.
Bullwinkle uses Leaping Cleave(top)! Attacks Bandit Guard 5 for 2 (-1) damage! Attacks Bandit Guard 6 for 4 (+1) damage!
Bandit Guard 5 is at 3 HP
Bandit Guard 6 is at 1 HP

77. Rocky the Savvas Cragheart
Rocky uses Backup Ammunition (top)! Persistent bonus active!
Rocky uses Earthen Clod (bot)! Heals Bullwinkle for 2 HP!
Bullwinkle is at 8 HP

82. Master Splinter the Vermling Mindthief
Master Splinter uses Gnawing Horde (bot)! Moves 3 to E1.
Master Splinter uses The Mind's Weakness (top)! Persistent bonus[/b] active! Attacks Bandit Guard 2 for 2 (+2, -1) damage!
Bandit Guard 2 is at 3 HP


With the first round over, I have to say the current system has worked out better than expected. I was able to carry out the active players's orders without having to take decisions on my own (not more than I would have had to do with the potential new system). With the game being played in an asynchronous way, I still have to take some decisions (IE: I have elected to move Bullwinkle 0 since SalTheBard's intentions were to attack 5 and 6 and to block for his companions). Otho, if see that the current system is not fun/viable or we have a disastrous outcome due to it, we'll take a decision.

I'll post a screenshot of each character's and the party sheet once the first scenario is over! I'll also start collecting these kind of resources in the second and third post of the thread, then.

Reik, Some Numbers and SalTheBard, please submit your orders for round 2!
- Specify two plans, using the two possible combinations of top/bottom. PLAN A is your preferred one.
- Select one or more preferred target(s) for your attacks. (IE: "n.3"; or "n.4 if it's still alive, otherwise n.5")
- Select one or more preferred final location for your movements.
- Specify the maximum enemy focus threshold you will tolerate: if your selected orders move you in a place that puts you into N+ enemy focus, I'll try to accomodate that into your orders. This is to avoid potential suicide rushes, since you will operate without full knowledge of potential enemy positions.
- (OPTIONAL) add your intention for the round. This will allow me to better understand and execute your idea (IE: I want to grab focus from the enemies trying to kill PlayerX).

DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST:getin:
Everyone is free to take part in the planning for the round, even if the last word is reserved for the current active players. Also if you have any kind of feedback on the LP (especially on anything I could improve...is the update cycle too fast? Are the images and the battle log understandable?) please let me know!

That Italian Guy fucked around with this message at 18:19 on Dec 22, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
I wanted to ease the players into the game as I found out that Scenario1 is surprisingly punishing if you're not familiar with Gloomhaven; in this case I think everyone has played it before, but I wasn't sure about it so I kept the difficulty on easy. If the players want me to, we can bump it to LVL1 monsters from the next room on! As Narsham has mentioned, lvl1 Guards have MOVE3 instead of 2, with five of them - instead of 2 - beign able to strike our heroes.

I've mentioned Bullwinkle's move using trample was a basic one in the breakdown but not in the actual combat log; I'll do that in the future, thanks for the advice!

I'll also post stats for Elite Bandit Archers and Living Bones asap!

Some cards have probably lost their lives in a copy/paste mishap in the spreadsheet! Rats! I'll fix that as soon as I'll be back at a computer.

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Some Numbers posted:

Can we discuss why I ended up with all the -1s?

Whatever, I'm going drop some rocks on the guards, so you guys should watch out. You're in the splash zone.

The card text says "One starts scenario with [-1] x3" and the cruel RNG has chosen you. Fate and :smugdog: are fickle mistresses.

Also:
- Bullwinkle's card usage has been clarified in the combat log;
- Basic stats for Elite variants have been provided (elite skellies gotta go fast);
- The Card list sheet for Rocky & Bullwinkle have been fixed!

Some Numbers posted:

Or wait. Am I able to say card names?

EDIT: clarifying since the policy has somewhat been unclear at first (I went back and edited my posts to make this more clear)...We'll do it the normal way - especially since we're playing on LVL0 for this Scenario. And per Isaac clarification: As long as you avoid specific numerical values and card names, you can say whatever you want.

That Italian Guy fucked around with this message at 18:45 on Dec 22, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
^^^^^^^^ That won't be possible today due to timezone differences (I'm in EU, so it's almost dinnertime here and I'll be out for the night - I normally work on the update and release it in the morning GMT so that both EU and US players will have a full day to send their orders in). If I'm staying home, can work on the update and we have a fast round - and if all the active players are good with it - we may be able to play a double-round at times in the future.
Standard update rate will be 1/day to allow everyone to catch up with the thread; also what I really really want to avoid is for one of the active players to feel overwhelmed with the updates frequency, if this becomes higher than the expected one.

As a general rule for new players...As long as you avoid specific numerical values and card names, you can say whatever you want.
So, Things you are allowed to say:
- Your general plan for the round;
- The "speed" you'll act on (IE: I'll be fast, slow, very slow, etc) - note that this could mean different things for different characters!
- Things like "I'll go fast and try to kill that guy"
- "I'll STUN this monster, so you can ignore it for this round"
- "I'll do light damage to this, this and that enemy"
- "Don't move near me or you'll get damaged".
- "Push that guy onto that trap"
- "I need someone to generate FIRE and I'm going medium speed"
- "If you stay near me and go slow I can buff you"
- "I will move into that hex and attack that enemy"
- And so on.

Things you are NOT allowed to say:
- "I'll act at initiative 15."
- "I'll do 6 damage to that guy."
- "I'll play Trample and Skewer this round."
- And so on.

That Italian Guy fucked around with this message at 22:01 on Dec 23, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
E: what a terrible post to start a new page on ahah.

Trasson posted:

I enjoy two thirds of the guards offloading their work onto their buddy.

^^^^ How many of them are either too old for this poo poo or two weeks away from retirement?

Elephant Ambush posted:

Just my opinion as an observer but the 3 -1s should have been decided between the players.

It won't really make a huge difference but I don't think it should be RNG in the future.

Fair enough, but I had to play through the update and draw from the characters's modifier decks; I'll try to avoid the situation whenever possible.

EDIT: orders are in, working on the update!

That Italian Guy fucked around with this message at 09:00 on Dec 23, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Black Barrow, Update 3

PLAYER'S OVERVIEW
All the decks the players have chosen are available as a (mobile friendly) spreadsheet in separate tabs. The cards that have been selected for the current round are marked in yellow. Discarded cards will be marked in light red, while lost cards will be marked in deep red. Cards in the active slot will be marked in green in turns following the one they are played in. Available items are also shown there.

Master Splinter the Mindthief is lightning fast, at initiative 08 with Fearsome Blade (top) & Perverse Edge (bot). INTENT: kill Bandit Guard 6 and STUN Bandit Guard 2.
code:
"FEARSOME BLADE (27) [Lvl1]
TOP: ATK2 - PUSH3 - XP1
BOT: MOVE4 - ATK2 - XP2 - LOSS"

"PERVERSE EDGE (08) [Lvl1]
TOP: ATK3 - Add +2ATK and gain XP1 for each negative condition on the target - LOSS
BOT: ATK1, Range2 - STUN - Generate ICE - XP1"
Bullwinkle the Brute is also very fast, at initiative 10 quite fast, at 27 with Sweeping Blows (top) & Spare Dagger (bot). INTENT: to maximize Bandit Guard targets while minimizing allied splash damage from Rocky's AOE.
code:
"SWEEPING BLOW (64) [Lvl1]
TOP: ATK2, PBAOE (check card)
BOT: MOVE3 - PUSH1 (Target all adjacent enemies)"

"SPARE DAGGER (27) [Lvl1]
TOP: ATK3, Range3 - XP1
BOT: ATK2"
Rocky the Cragheart is slow even when it's fast, at initiative 29 with Rumbling Advance (top) & Massive Boulder (bot). INTENT: target the enemy that maximizes splash to enemies while minimizing friendly fire.
code:
"RUMBLING ADVANCE (29) [Lvl1]
TOP: HEAL4, Range2 - Generate EARTH
BOT: MOVE2 - All adjacent allies and enemies suffer 1 damage - Generate EARTH"

"MASSIVE BOULDER (87) [Lvl1]
TOP: ATK3, Range3 - All allies and enemies adjacent to the target suffer 1 damage - Generate EARTH.
BOT: Move4"
MONSTERS OVERWIEV
This time, all the players are going fast and whoever is left among the Guard ranks is acting after them. The Guards are having a weak turn, buffing themselves with STRENGHTEN for the following turn (STRENGHTEN grants them all advantage on their attacks, allowing each Guard to resolve their ATK by drawing two modifier cards and choosing the best one).

"Black Barrow, Round 2 posted:

08. Master Splinter the Vermling Mindthief
Master Splinter uses Fearsome Blade (top)! Attacks Bandit Guard 6 for 5 (+2, +1) damage! Gains 1 XP!
Master Splinter is at 1 XP
Bandit Guard 6 is killed!
Master Splinter uses Perverse Edge (bot)! Attacks Bandit Guard 2 with disadvantage for 3 (+2, +0/+0) damage! Gains 1 XP!
Bandit Guard 2 is killed!
Master Splinter is at 2 XP
Generate ICE!

10. 27. Bullwinkle the Inox Brute
Bullwinkle's primary intent conflicts with secondary! PLAN B also conflicts! Can't hit more than 1 enemy without suffering friendly fire splash!
Bullwinkle uses Spare Dagger (bot as a basic MOVE2)! Moves 1 to F4.
Bullwinkle uses Sweeping Blows (top)! Attacks Bandit Guard 5 for 1 (-1) damage! Attacks Bandit Guard 1 and draws NULL! Attacks Bandit Guard 4 for 3 (+1) damage!
:xcom:
Bandit Guard 5 is at 2 HP
Bandit Guard 4 is at 2 HP

29. Rocky the Savvas Cragheart
Rocky's primary intent conflicts with secondary! PLAN B also conflicts! Can't hit any enemy without causing friendly fire splash!
Rocky uses Rumbling Advance (bot)! Moves 2 to D2! Master Splinter and Bandit Guard 5 suffer 1 damage!
Bandit Guard 5 is at 1 HP
Master Splinter is at 5 HP
Generates EARTH!

Rocky uses Massive Boulder (top)! Attacks Bandit Guard 3 for 4 (+1) damage! Bandit Guard 1 and 4 suffer 1 damage! EXTRA TARGET from pemanent bonus! Attacks Bandit Guard 1 for 2 (-1) damage! Bullwinkle, Bandit Guard 3, 4 and 5 suffer 1 damage!
Bandit Guard 3 is killed!
Bandit Guard 4 is killed!
Bandit Guard 5 is killed!
Bandit Guard 1 is at 2 HP
Backup Ammunition 1st trigger! Rocky gains 1XP

55. Bandit Guard 1
Bandit Guard 1 focuses Bullwinkle! Attacks Bullwinkle for 3 (+1) damage!
Bullwinkle is at 4 HP

END OF ROUND ACTIONS
- Rocky executes automatic end of round looting, gains 1 coin token.
- Bullwinkle's attack modifiers deck is shuffled!
- EARTH becomes waning
- ICE becomes waning
- Bandit Guard 1 gains STRENGHTEN

A Null attack modifier means that the attack does no damage at all - but other effects are applied normally. Bullwinkle has taken a bit of a beating, but most enemies lay dead on the ground; next round, the Guards are going to benefit from STRENGHTEN, though!

SalTheBard, please let me know if you want to lose a card from your hand or two from your discard pile to prevent the 3 damage attack!

Reik, Some Numbers and SalTheBard, please submit your orders for round 3!
- Specify two plans, using the two possible combinations of top/bottom. PLAN A is your preferred one.
- Select one or more preferred target(s) for your attacks. (IE: "n.3"; or "n.4 if it's still alive, otherwise n.5")
- Select one or more preferred final location for your movements.
- Specify the maximum enemy focus threshold you will tolerate: if your selected orders move you in a place that puts you into N+ enemy focus, I'll try to accomodate that into your orders. This is to avoid potential suicide rushes, since you will operate without full knowledge of potential enemy positions.
- (OPTIONAL) add your intention for the round. This will allow me to better understand and execute your idea (IE: I want to grab focus from the enemies trying to kill PlayerX).

DEADLINE FOR EVERYTHING IS: TONIGHT, 3AM EST:getin:



That Italian Guy fucked around with this message at 08:39 on Dec 24, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
The way I read the outcome, all 3 cards have to be assigned to a single hero? It say "One starts the scenario with x" but I agree the decision on who the "One" is should be left to the players as much as possible.

Also I just realized I've missed to report 1 damage on Bullwinkle's sheet...and to attack with the remaining Guards. Ops! Will be fixed asap, was in a bit of a rush. Learning experience, etc. Since this is at the very end of the round, I'll fix the issue; if errors can't be solved, as a rule of thumb, I'll keep things as they are if they favor the players, but I'll fix errors and replay the round if they disfavor them).

That Italian Guy fucked around with this message at 13:59 on Dec 23, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
The update has been corrected to reflect the Bandit Guards's actions. SalTheBard, please let me know if you want to lose a card from your hand or two from your discard pile to prevent the 3 damage attack (and which one(s) in that case)!

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

Narsham posted:

I suggest not describing looting 1 coin at the end of your turn by standing on it (the default loot action) as "loot 1" given that that has a specific meaning for the game. Either call it "loot 0" and report how many coins are gained, or don't use the word "loot" to describe the end of turn looting at all.

Also, Perverse Edge is a ranged attack even when used against an adjacent target. You appear to have given it the +2 bonus granted by The Mind's Weakness to melee attacks only.

You are absolutely right, I'll add an "End of Round" section in the combat log to better keep track of all those effects. Also you are right about the The Mind's Weakness not applying to Perverse Edge - we'll follow our guidelines and keep things as they are since my mistake is in the player's favor.

Also Bandit Guard 5 has been killed by the splash from Massive Boulder! Fixing the screenshot.

That Italian Guy fucked around with this message at 17:43 on Dec 23, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.
Alright, let's reply in order :)

Some Numbers posted:

I am massively confused about what just happened. I specifically said I wanted to throw my Boulders before moving.
I've tried to apply the intent over the basic order of action as submitted, since you can't react to what has happened in the turn before you go. In this case I've taken the message "maximize targets for Massive Boulder while minimizing friendly fire" as the most important part of your oder; you could only hit several enemies without causing double friendly fire by targeting Guard 3, but it was out of range without a move.
This is the kind of thing I was talking about when discussing potential issues with the current order systems.
If anyone feels like this is robbing them or other players of agency/making the game not fun, please let me know and we'll switch to a 2 step system. This is very important to me and for the LP, so if you feel this way, don't hesitate to let me know :)

quote:

Also, how did my Attack 3 deal 4 and 2 damage when drawing a +1 both times?
Copy/paste error; the damage is correct, the second attack should read 2 (-1) instead of 2 (+1)

quote:

Edit: Wait, how did the Brute move at Init 10 with a 64 and a 27???
I've trusted SalTheBard's PM regarding their init without double checking :argh:
Jokes aside, fault on me for not double checking it, but no harm done as 27 is still faster than 29 - the next initiative in the order.

EDIT2: quality of updates should get back to acceptable levels at the end of the holidays as soon as I'm not forced to release content on a 13'' ancient laptop without a second monitor to avoid furiously alt-tabbing; and Photoshop instead of a lovely online image editor, at least that's the hope. Also NOTE: the next update will be the last one before Christmas; we'll resume on the 26th or the 27th depending on the active players preferences (so please let me know)!

That Italian Guy fucked around with this message at 18:49 on Dec 23, 2018

That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

DarthRoblox posted:

Shouldn't guard #5 be dead? He's listed as dying from Cragheart's attack, but is still around and doing things afterwards.

Bandit Guard 5 was definitely already dead in the previous screenshot/log and was not hanging around like a totally alive monster, why do you ask? Rats! :argh:

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That Italian Guy
Jul 25, 2012

We need the equivalent of the shrimp = small pastry avatar, but for ambulances and their mysteries now.

SalTheBard posted:

I specified 2 different initiatives

Apologies if I wasn't clear on this, but even if you have 2 possible plans, you still need to chose only 2 cards and pick one of the them as your leadig one for initiative! Also I thought the second initiative was a copy/paste error from a previous plan involving Grab and Go instead of Spare Dagger/Sweeping Blow :)

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