- Joined
- Jun 27, 2014
The call goes out: We're on the move!
While the greedy dogs slept off their revelry, I hexed their anchor with every twisted incantation I could muster, imbuing it with the weight of my ambition and my contempt for their cruel extortion. At the witching hour, the anchor pulled with preternatural force, dragging craft and crew down into the depths. They must have cried out, but no sound escaped the swirling black waters.
This one will be the last boss fight of the set - with this, we've made the Hamlet as secure as it's likely to get, and we can prepare for what's to come. Veteran team leader @Burned Man leads a squad with @Ruin, @alex_theman, and @RJ MacReady into the cove, with the intent of putting down the crew for good.
Exactly thirty seconds in and party leader @Burned Man realizes that we forgot to pack torches. So far, things are going well.
Thankfully, however, I'm a canny sort, and came up with a brilliant strategy. Since this mission's comparatively light on encounters and the team is not at a loss for power, I stalled during fights in order to let Ruin recharge the light level by blasting everything with Illumination in a sword-shaped laser rave party. Finally the team reaches the end of this little corridor and took a nap.
That night, the group discusses this mission and recent events. Ruin offers to do the dance to protect the camp but Alex argues that this is a bit too racey and Mac's doggo gets the task instead. Burned Man discusses tactics, and together the group readies to make the final push against the boss tomorrow. Ruin then notices that our campsite happens to be their wrecked ship. This bodes well.
The group fights the Drowned Crew once more. This is basically the same fight it was on Veteran, except that the crew does more damage and has way more HP, making this drag on way harder. This fight kind of sucked in the first place, and the reason I sent this team as opposed to AWMA is because AWMA has a contractual agreement to never have to go to the cove again. Burned Man's team it is!
Ruin fires off her hatelasers to bring the light level back to acceptable thresholds, and the fight begins in earnest.
The fight is pretty much exactly the same as it was: Kill the Anchorman when he snares a party member, and gradually grind the crew down with bug bites. This fight is a fucking grind, with each member of the party doing what they can to hammer this team of unpleasant fucks into submission.
Finally, MacReady lands a brutal strike from his doggo, dealing damage and applying bleed. Bleed and Blight is very good against this boss, both to mitigate his constant healing and since he takes two turns it can help add things up in a hurry if the group keeps pressure on.
Alex does her part by poisoning the boss; between her and MacReady, the bulk of the boss's HP gets torn away in little chunks as Ruin mitigates damage and Burned Man butchers the Anchorman when the Crew summons it. The group is still being hammered, however, even with Ruin's Hand of Light taking a lot of bite out of this guy's offense. His Bleeds are go fuck yourself tier.
Chunk by chunk, meter by bloody meter, the group continues to hammer away at the fiend, with the constant flow of bleeds and blights tearing his HP gluttonously away.
Burned Man then delivers the coup de grace.
Back in town, the bosses have all fallen.
Every last one.
There is only one section of the estate grounds that remains unexplored: A lingering malignancy that has glowered at us since we first set foot in the hamlet.
That which lurks beyond the Ruins. Are you all ready?

While the greedy dogs slept off their revelry, I hexed their anchor with every twisted incantation I could muster, imbuing it with the weight of my ambition and my contempt for their cruel extortion. At the witching hour, the anchor pulled with preternatural force, dragging craft and crew down into the depths. They must have cried out, but no sound escaped the swirling black waters.
This one will be the last boss fight of the set - with this, we've made the Hamlet as secure as it's likely to get, and we can prepare for what's to come. Veteran team leader @Burned Man leads a squad with @Ruin, @alex_theman, and @RJ MacReady into the cove, with the intent of putting down the crew for good.

Exactly thirty seconds in and party leader @Burned Man realizes that we forgot to pack torches. So far, things are going well.

Thankfully, however, I'm a canny sort, and came up with a brilliant strategy. Since this mission's comparatively light on encounters and the team is not at a loss for power, I stalled during fights in order to let Ruin recharge the light level by blasting everything with Illumination in a sword-shaped laser rave party. Finally the team reaches the end of this little corridor and took a nap.

That night, the group discusses this mission and recent events. Ruin offers to do the dance to protect the camp but Alex argues that this is a bit too racey and Mac's doggo gets the task instead. Burned Man discusses tactics, and together the group readies to make the final push against the boss tomorrow. Ruin then notices that our campsite happens to be their wrecked ship. This bodes well.

The group fights the Drowned Crew once more. This is basically the same fight it was on Veteran, except that the crew does more damage and has way more HP, making this drag on way harder. This fight kind of sucked in the first place, and the reason I sent this team as opposed to AWMA is because AWMA has a contractual agreement to never have to go to the cove again. Burned Man's team it is!

Ruin fires off her hatelasers to bring the light level back to acceptable thresholds, and the fight begins in earnest.

The fight is pretty much exactly the same as it was: Kill the Anchorman when he snares a party member, and gradually grind the crew down with bug bites. This fight is a fucking grind, with each member of the party doing what they can to hammer this team of unpleasant fucks into submission.

Finally, MacReady lands a brutal strike from his doggo, dealing damage and applying bleed. Bleed and Blight is very good against this boss, both to mitigate his constant healing and since he takes two turns it can help add things up in a hurry if the group keeps pressure on.

Alex does her part by poisoning the boss; between her and MacReady, the bulk of the boss's HP gets torn away in little chunks as Ruin mitigates damage and Burned Man butchers the Anchorman when the Crew summons it. The group is still being hammered, however, even with Ruin's Hand of Light taking a lot of bite out of this guy's offense. His Bleeds are go fuck yourself tier.

Chunk by chunk, meter by bloody meter, the group continues to hammer away at the fiend, with the constant flow of bleeds and blights tearing his HP gluttonously away.

Burned Man then delivers the coup de grace.

Back in town, the bosses have all fallen.
Every last one.
There is only one section of the estate grounds that remains unexplored: A lingering malignancy that has glowered at us since we first set foot in the hamlet.

That which lurks beyond the Ruins. Are you all ready?