Bardsung Full Playthough (Also seen on the One Stop Coop Shop)
greetings i'm berent and welcome to meet me at the table today we're going to be starting our playthrough of bard song that's right this is a one to five player dungeon crawler that spans an entire campaign i've been super excited for this one to come out and i'm excited to bring it to the table to show all of you we're gonna be playing with three characters we're gonna run through one of the adventures that's found inside the campaign book there's also a way of playing with the narrative game as well that's found inside one of the stretch goals box called the fables but we're going to be playing through one of the campaign missions it's going to be one of the starter missions so you're going to be able to see a little bit of what the story is and how the game is played without spoiling too much of it i'm not doing the tutorial mission that a lot of other channels have shown i will be putting a link to a couple other channels that have been putting out some great bard song content so please check out those channels there's branching paths throughout this entire campaign and our path is going to be different from some of those other channels i'm excited to bring this out to you this game has so many great mechanics like brings like the best of all the different dungeon crawlers we've ever played and combines them into one massive game this is gonna be really cool of course during the playthrough if you do see any errors please make sure you let me know i'll put a pin comment of all different errors that i've made because there's a lot going on in this game and i want to make sure that not only do you enjoy this game but you're able to learn from this play through as well so if you're excited to see our three characters this adventure and what could possibly be in store when you go into a dungeon then i need you to meet me at the table [Music] when setting up bard song the first thing we're going to do is pick our characters we're gonna choose three different characters that we're gonna play with you could play with up to five if you ever play with less than three you're gonna add in squire cards that are gonna represent other heroes that are joining the fight but they're not gonna be fully flushed out heroes like this and if you're ever playing just with a solo player there's a second win card that is going to be used to represent the fact that this character's kind of got a lot of monsters and not very many actions it gives that character an extra action so you can play this game true solo if you want we're going to be playing with three characters the first one that we're going to use is dawnguard this is a cleric type character dawnguard has some things up here the first one is speed it's how many movement this person can do which is two this is the modifier it's going to have when it gets attacked it's going to use that modifier to protect itself it has five health its attack modifier is zero and in order to see if you critically hit the monster it is going to be rolling a d6 and try to reach the target number of the monster here's an example of one of our enemies the brigand and right here you notice this number here is its toughness if our attack modifier is ever equal to or above the toughness then we have critically hit the monster and whatever what action we're doing that has to do with damage we're going to be using the critical hit thing i'll show you right down here for example we've got guiding strike you'll see how this all works during the playthrough if we're ever able to hit our target number of our enemy which is nine for our brigade we're going to be doing the bottom one right here then we roll our attack modifier and if like i said we get higher than that attack modifier of the enemy then we'll be doing our critical and we'll be doing some extra things as well so that's what you see on the card also there's a special power down here called savior when this hero attack pushes an enemy out of the zone containing another hero replenish one fate fate is used to perform some really special actions later on the game we'll see some of our characters are going to have symbols on our cards here that are going to have to be used with fate in order to use them for example our steadfast card right here i didn't realize she this character had one it does if you want to use steadfast you have to use one of your fate tokens and you only start with three if you had four characters you'd have four and five for five characters but since we're playing a three we only get the three fate tokens of course we'll be able to gain them back based on some of the things we've done in the game so if we were able to push one out of a square we get a fate token back which say we use the steadfast and then we decide to use something else that allows the character to be pushed we'd get that fate token back so you'll see those tokens going back and forth quite a bit it's a really cool system able to use some really cool powers but you can't use them all the time it's pretty awesome next we have our ability scores up here their strength dexterity wisdom intelligence constitution and charisma it's very similar to stuff you may have seen in some of the role-playing games that you may have played but they use the same type of things here these modifiers are going to enhance or de-enhance whatever you're attempting to do based on your character class for example if we use guiding strike as our attack we're going to be using this stat charisma so our charisma when we roll is going to give us a plus two you're going to find that on the back of our character cards this person gets plus two to charisma and plus one to this stat right here i need to go grab a token here we are we get plus one and these are double-sided so as you go up in gaining experience points you can use those to better up your skills if you wish or your stats i should say you can also get better skills too with experience as well and we'll go over these in just a second you do start out with weapons and shields or armor this person happens to have a sun shield and a blessed mace you can kind of tell because it's red so it kind of goes with the character down here it says at the start of an encounter place three devotion tokens on this card this hero can spend devotion tokens in place of fate oh that's really good on top of that they can use devotion tokens inside some of their skill cards right here each of these skill cards are going to do different things some are going to be abilities and some are going to be passive here is a passive power you can tell by the symbol right down here this is our fear of god when this hero makes an exploration action after placing enemies place one enemy in the previous tile on the bard song symbol so and then you're not overwhelmed by a whole bunch enemies you can actually get that one out of here we also start with instead fast this is the one that's going to use our symbol we can use one of our tokens if we wish to as well and those are found right here i have a pool of four of them and this one does say at the start of an encounter place three so i'm gonna grab three i'll put another one back but at some point this character may be able to gain four maybe if they upgrade their shield because everything in this game can upgrade as you go through it which is pretty cool steadfast then the hero or another hero on the same tile is going to gain this bonus right here and it's really hard to see some of these symbols right here but that's one of the harder things in the game is realizing what all these little symbols mean and it's not because there's a lot of them it's just that they're really small and i'm old this means pinned so i'm able to pin somebody a hero or another hero on the same towel can get pinned what that means is in the initiative order track i could choose to put a person in the same place as they were before this is the attack that dawnguard has and we'll go through a lot of the other guys faster than this this is the tactic is melee it uses a weapon it uses our charisma in order to do our damage here or see if we hit then this is what's going to do it when it hits it's going to push and do a wound if we get a critical it's going to push do a wound and it's also going to give us something another symbol i'm not actually sure what it is i can't make it out it's going to inspire us so it's going to flip over one of our fate tokens and then penance when we completed our original prelude mission which we're not doing we're going to be doing the first mission the game i don't want to do the introductory mission instead what we were able to do when we finished it it basically taught you the game which was really cool we got three experience points and you're able to do whatever you want those three experience points one of the things you can do is buy new skills you could choose to level up skills for example if i wanted fear of god to be more powerful i could spend the three experience points and flip the card to make this a more powerful power in the book it does tell you at the end after that adventure that most likely you'll want to pick up this power for dawnguard so that's what i've done it says place a devotion token in the same or adjacent zone to an enemies in the same zone as the token reduce their speed to zero discard this token at the start of the hero's next turn so that's gonna be able to put to stop monsters from coming into our squares which have helped quite a bit i've also set this character up i think a little bit wrong most of the time you're just supposed to put these over here and all your skills kind of laid out but for recording purposes it's a lot easier to do it in this fashion so that's our dawn guard we're gonna go over other two characters and we'll be doing it a lot faster now that i've explained what a lot of these things you see already are the next character we're going to use is knight feather knight feather is a rogue type character with three speed one resilience for health no attack modifier but it does get a d6 for its damage modifier which is going to be pretty cool on top of that very dexterous has an extra intelligence point here here are the starting equipment which is found on the back of the card along with the plus two and plus one it shows us that we get our ravenstown and crows murder we also get our starting abilities piercing strike taunt and swift reaction the astri tier has to do with the tutorial so i'm not too worried about it on top of that it does if you're able to put all the rest of the cards in here which is pretty cool here are all the different skills that you could learn from this character when we're deciding to level up and we decide to buy skills these are all the different skills we could choose from it's something a little bit overwhelming and if that's not enough to make it overwhelming you can also cross-class in this game instead of paying three experience to learn a new skill you can spend four experience to cross-class into any other class and grab that skill i bet you can find some really cool combos with that concept in mind here are all the different skills and abilities this person has throwing knives it has piercing strike it has taunt and swift reaction swift reaction is going to be our passive power when this hero makes an explore action and is placed on a current tile they can dodge which means they'll be able to move back a square or forward to square where they want to go we do have our throwing knives this is going to be our one that's going to use one of our fate token it's modified with dexterity it's a attack and it's also i think this is a range attack and plus one of the heroes attack range during this attack so here you go you get your plus one range here so you can actually throw these knives and start throwing knives that's what those do it has piercing strike which again is going to be modified with dexterity and it's a melee attack if i hit i get to dodge so it actually doesn't do any damage but if i quit i do two damage and i get to dodge but if i miss i get to dodge as well if the target is the only enemy in the zone add plus two to the damage roll so i do get a better chance of critting so i get the d6 plus two which would be pretty cool then our last one of course is taunt which is going to be the same type of stuff you see up here but if i hit i get to dodge critical i get to hit and dodge as well and if this attack hits after resolving the effect the attacker the target can be placed in the same zone as this hero so i could dodge and then move that character into my place so now i'm by myself and then i could hit him with this piercing strike and really do some damage on top of that nightfall has a isolated target ability if the hero critically hits an enemy that is only enemy in the zone i need to replenish one faith so that's kind of combo you want to try with this character our final character is skull splitter skull splitter is a barbarian the first two characters you saw dawnguard and knight feather are both from the core box but skull splitter is from the expansion box so i want to kind of mix it up a little bit on top of that the three characters you're seeing here today were voted on by my patreons if you're interested in becoming a patreon the link will be in the description of this video one thing that they're able to do is be able to pick not only the games but who plays in our games also naming some of our characters if we need to and you can choose what type of things we're going to do in some of our live painting episodes for example we painted up skull splitter he is right here and ready to go i painted him up and we were able to get him the hopefully the colors that are there i think he looks pretty sweet i'll put him right there for right now he's going to go on the board and look like that but i do do live painting videos that use our character's friend you are going to see in some of the games that are coming up which you can watch and patreons help me decide what we're going to be painting which is pretty sweet at the end of our tutorial adventure we did get three experience points instead of getting a skill for skull splitter i have decided to raise one of his attributes in order to raise the attributes you have to pay the cost of the next attribute allocation since he already has a plus two in strength we're going to raise it to three by paying our three experience points if you want to raise one of these to one it would cost you one if you want to raise it to two it'd cost you two but you have to already have the one there before you go to the two you can't just pay four and put that up to a four you have to buy it in the increments of what it is now of course that doesn't mean you have to pay one and that's the end for that time if you had four experience points you could boost this up to a two without any problem by paying one and then two which would be a total of three experience points he does have three abilities down here two awesome attacks and one passive power here so i don't need to worry about really getting a new skill for him from what i could tell though he does of course have the same amount of skills everybody else does if skull splitter makes an exploration replenish one fate each time skull splitter suffers a wound in the following round so of course a barbarian doesn't mind if he gets wounded he has frenzy which is very similar to some of the other things you've seen he's going to be using his strengths i'm going to be getting plus three to my attack remember i want to hit with this guy and i want to hit like a truck that's going to be the plan i can do damage and i do double damage if i critically hit he has two speed no armor bonus no attack bonus but he will be getting his plus three when he uses his skills he rolls a d10 to see if he can actually critically hit an enemy that's amazing and seven health which is absolutely out of control probably some of the highest health in the game during your their turn skull splitter can suffer wound to ignore the abilities fate cost so if i want to i could take a damage in order to use frenzy unbelievable this guy i think is gonna be a ton of fun now that we have those characters all set up we're gonna place down our potion tokens these are three potion tokens if your character ever takes enough damage to die instead of dying you're gonna flip one of these potion tokens and that person comes back removes all damage and status effects and continues the battle in order to lose well actually i'm saying orders lose but we one way to lose if we don't have any of these potions and somebody dies that's it and since it's a co-op game if you lose one character that is it you are done you've got to start you have lost the encounter or the actual mission you're playing on we do have tool kits these are going to be used for different things during the game one of them potentially could be looking for secret doors and things of that nature this is firewood where we're going to be able to build camp and potentially heal some of our characters if we have a lot if we're actually in a tile where we can actually do that then we have our charm tokens which are here these we can use to flip over to reset all of our fate tokens if we need to right now we start with three fate tokens and as you use them we're going to flip these tokens back and forth and hopefully we'll be able to get some back as we use them if we're ever out of fate tokens we really want to use one we could to use on our charm tokens to flip those over you can re-flip these over by paying gold at the end of the adventure during the buy phase of the intermission i guess you could say between the different missions you're doing over here we have our decks of cards we have our room cards which are told to us by the game which to put in here we have rooms one through 13 and during the game we're going to be told potentially to remove some of these or add other ones into them it's kind of a cool way to advance the way the deck is set up this is our treasure deck we have our these are corridor cards in the game from what i understand you shuffled the entire deck of quarter cards i have not shuffled yet as you can see they're all still right in order but when we get to game we will actually be shuffling this up these are the monster ai cards we're not going to be drawing these each monster is going to have a specific card that you're going to pull out of here and that's going to be the actions that they're going to be doing for example if you look again at the brigand it's got this symbol down here so you would look through your deck and find that symbol and it's going to be probably the very first one or close to it it's going to be right here it would have ferocious so there's our symbol so this is the actions that that enemy is going to carry out during the game and each one could have its own or it could have multiple that you're going to have to deal with while they're going to activate here are wound cards you're going to take these if you get wounded if you take a serious wound you're going to flip it over and take the serious wound and have to deal with this some serious wound cards have these tn numbers these are it's referenced in the book as tn target numbers a lot of these numbers are called target numbers and you can use at the beginning of your turn a roll against the target number to be able to flip these back over or some of them are going to have actual timers on them where you're going to have to deal with that for a certain amount of time based on what the card says then we have two different cards here one is our aspect battle deck and the other one is our aspect challenge deck and these will be drawn based on whatever our cards are telling us to put out there these are going to be more like events that you're going to have to deal with and again these are set up from going from c one to eight and then the mission we're playing has told us to put in certain cards to make it very thematic to what we're trying to do we're going to go over what the scenario is after we get everything set up and here's our battle one same thing one through i think 10 or 11 or something and 12 13 1 through 13 and then we have two extra ones that are specific to this scenario and as we play through that scenario it might tell us to take these out and they're going to be permanently removed from the game continuing on throughout the adventure as this game goes it's going to branch off into many different paths throughout the campaign and these decks are going to change based on what you've done in the campaign which makes this super cool the last thing we're going to do for the setup of this mission which i will get to shortly is we place down our characters in the starting tile here we're going to place them all on this area right here where the stairs are this game actually does have different sectors of the tile it all looks like one tile i know it's kind of a little disorientating here is our dawn guard i have painted the character up like this it's all she this person's all set to go pretty sweet these miniatures are all really kind of cool i like them and here's a night feather right here painted up and ready to go super cool nice little thiefy looking character and just right there on the tile the tile has three separate areas one two and three it's hard to fully make out how that works but the cool thing is this game does come with this neat little sheet here that shows you how each one of these tiles is laid out so if you can't quite figure out where the breaks are in all the different tiles they do have them printed out on this neat reference sheet our characters are ready to go let's figure out what is going to befall our characters inside of bard's song before i read the intro to our adventure i do want to mention that the entire game is voiced by foreteller which is an amazing app that really brings the narrative to all of these new cool dungeon crawlers and narrative adventures to life no i'm not getting paid by foretellers say that i just think their company is amazing so if you're interested in knowing anything more about foretailor i will put a link to foreteller's web address in the description of this video i'm not going to play the foreteller thing for i'm not sure if copyright restrictions allow me to do it so instead i'm going to read you what it is if you have the foreteller app and want to listen to it feel free to skip this part and go right to the next part but here we go it says the skies are painted a crimson hue by the time you draw close to your destination the setting sun casting elongated shadows from behind the trees each is the silhouette of a dagger ready to strike just as you are at the hobgoblins though the rich color reflects warmth in your eyes rather than murderous intent your guides have long departed years of ingrained fear too much for them to bear it's of little matter the land has already begun to take a downward slope as you approach the depression and you can follow the aged dirt path the rest of the way you even have a map drawn by a vulnerable dwarven villager that claims to have ventured into the depths during his youth complete with scribbles of where enemies are most likely to be hiding ahead a mysterious figure awaits they wear a long cloak with the hood drawn up to conceal their face greetings heroes their voice is difficult to place curiously flat without concern i commend your bravery this night and the great undertaking you are about to make yet it occurs to me there is perhaps an alternative to the obvious path you follow now your enemies will doubtless have posted guards where they are encamped are you so eager to see their steel barred the stranger gestures to a trail that departs from your current path the stony gravel far older than the dirt you stand upon now you notice their protruding finger is skeletal thin and extremely pale another route lies upon the stone paths yonder and amongst the ruins such passages might even yield precious treasures the fiends are yet to uncover surely such wonders might allow you the upper hand against them when you hunt them to their lair their piece said the mysterious stranger abruptly departs gliding down the path they indicated i shall await you at the bottom brave heroes i suspect you and i shall become well acquainted this evening you are now faced with your first choice if you want to investigate the ruins and see if there's any truth to the stranger's claim progress to chapter one if you prefer to remain in the trail and hope the hobgoblins lead you to their captives progress to chapter two so here's the deal i know that many of the playthroughs are probably gonna do chapter one so we're gonna check out chapter two just to make it different in case you're looking for other examples of how this game is played and what you can have in store for you i do want you to know that this is a campaign game so if you're doing chapter one or chapter two and you watch any of it there could potentially be spoilers for you going forward i just want that to be clear though this is a huge book with a huge narrative going on inside it so i don't think going through just one chapter is going to probably ruin the entire adventure for you but i just wanted you to know that that is a possibility chapter 2 hobgoblin encampment despite the stranger's tempting words you refuse to allow the hobgoblins to inflict yet more suffering upon the good townsfolk your duty this evening is clear and you will not be swayed from your path the only way this region can ever be safe is if you can seek out the creature's lair and tear this menace out by its roots it's laughably easy for you to track your quarry hobgoblins are not considerate or stealthy creatures by nature preferring brutality and force of arms to lead the way and spread fear before them the bandits have left a trail of carnage behind them discarded in bloodied possessions slaughtered carcasses and the stench of sweat and rotten flesh that surrounds every hobgoblin from birth until death before too long it becomes obvious the path is not some meandering wave of chaos but one with a deliberate destination as the ground beneath your feet continues to slope downwards and the rough path leads to a tunnel choked by daretus you realize that despite ignoring the stranger's words your choice has still led to the threshold of the ancient forge clearly fate had this destination in mind for you regardless the next thing we're going to see is again how we're supposed to set up this adventure so the card decks are going to change based on what we decided to do and what we've done in the past for example we have new cards to add to our challenge aspect deck i kind of showed those off a little bit during the setup but these are going to be added to the one through i believe 12 or 10 or 13 that we already have placed there and if any cards are listed here that you can't find you may have already added those to the decks so don't be alarmed if a card here is not where it's supposed to be something in the game may have already triggered it to be in another place battle aspect decks we're gonna grab those two cards add them to it then the lost treasure deck we're gonna retrieve the top four cards out of that huge deck and place them aside this is going to be our lost treasure deck so we have our four treasures and we hopefully are gonna come across them as we go through this dungeon as we progress through this adventure we're gonna be gaining experience points based on the encounters we complete and the treasures we find so we want to find some treasure we want to complete some encounters and we want to also complete the chapter to gain as much experience as we can so we can level up our characters and gain some new skills and hopefully advance our attributes a little bit the only thing i have left to show you is this mess of a map that we got from the dwarf all the adventures look like this and they're they were a little confusing at first when i started dealing with them but i eventually kind of figured out so each of these symbols inside of these triangles are going to be the type of adventure or you're going to go on for example these are your simple dungeon delves you're going to go from the southernmost point of the board and try to get out through the north part of the board that's how this works down here are going to be scripted type of encounters that's what this is and there are going to be other ones other than these two that you see on this map as you continue through the campaign i think there's like six or seven different types of ways that the encounters are going to play out or at least the board and monsters are going to hit on top of that you're going to see 2 a 2 c 2 b 2 d those are just telling you that that's the different types of ones that you're going to these are the different are just signaling that these are different nodes this staircase up there is where you're going to start this shows you how many treasures are going to be inside of that node also there's going to be scripted moments as well as you go so say we get done with this one we're going to read we could decide to go this way and read 300 or we could go this way and read 272 it's up to us but these arrowed paths mean we cannot go back this way once we go that way though if we go down this path we could go back up here because there isn't an arrow in either one of these directions but down here you're going to see this is the ending so we're not going to be able to go anywhere else unless of course the game tells us we can i have no idea what could possibly be happening but i just want you to bear in mind that that's how this book looks it was a little weird when i first looked at it because i'm like that's not i don't understand how you set this up but once i started reading and understanding it it made a lot more sense also at the bottom of the book it's going to show us what enemies could potentially appear on our dungeon cards and our wandering monsters that could potentially happen so we've grabbed these two monsters and these two events out of the decks that they're supposed to be coming from and if our echo token which is right here ever reaches us we're gonna have to deal with one of these wandering monsters on top of that we have our terrain that might also be on some of the cards and if a train appears it is going to be a banner and we'll deal with that when we actually come to it while i was showing you that book you may have noticed this small token sitting inside this giant square not sure why these squares have to be this big for that small little token but being aware this is your reputation track this game does have a reputation system and if you ever gain good will it's going to be moving up and if you ever gain corruption it's going to be moving down corruption and goodwill technically aren't necessarily good or bad it's just the way you decided to go through the adventure i've panned out quite a bit just to show you how big this board is so our goal is to get from here and we're supposed to make a tile touch or go a little bit past that line from how i understand it in this actual mission here it did show that there is one treasure if you notice there's these little bard song symbols all over this board and there's a big one right in the middle we're going to take our treasure token we're going to place it in the one farthest north and if you notice here our compass up here is going to tell us that north is right up there so i'm going to take this token drop it down here and as we're playing through the game if our if we're able to make the dungeon touch that token that treasure token will enter the dungeon and we're going to be able to gain it if we go on to the spot where that dungeon token is on the tile we have our stuff all set up we're going to begin our dungeon delve this is going to be super fun thank you for sticking around for the entire setup i know there's a lot but here we go it's time to see what happens to our adventurers it's time to play bard song to start we're gonna take all three of our initiative cards flip them over and shuffle them up oh they're all different the same color on the other side see this is a little problem here really so basically just look away while you're shuffling these up and then after that you just drop them down on the board ready to go here's number one so skull splitter is going first don guard is second and night feather is going to be third every time it is your hero's turn the first thing they can try to do is attempt to flip over one of their serious wound cards of course we haven't taken any serious ones yet hopefully we don't get it i'm not a big fan of serious wounds at this point we can then do two actions the actions you can choose are either to move use an ability explore or open or close a door yes that's right these doors can open and close these neat little 3d doors i haven't had a chance to paint these up yet they're sadly also a little impractical for how huge they are on top of these little tiles but that's okay we're going to use them i think they're kind of cool but in some of the future playthroughs i might not use these because they're a little out of control but for now they're going to use them so we have our skull splitter moving first he is on this first set area here so what we're going to do is we're going to use our first action to explore whenever you're in a room you're then going to draw a quarter whenever you're in a quarter you're going to draw a room so we're going to take the top card from our corridor deck and we're going to flip it over and take a look so we have found a four-way passage so we're gonna be able to place this any way we want if there is a blue symbol in one of these arrow marks that would mean that that would be the exact place you have to place it but since it isn't i can place this however i want so we're gonna grab that tile and place it on the map we're going to take our tile and place it down just like this so it matches up right here and we're able to then since we explore we automatically move into that room one space if we look at the bottom of this we are going to be grabbing one of our challenge aspect cards we've gone ahead shuffled the deck up and here's our top challenge aspect card it said frightened trader you see a trader the type of mercenary soul that cares little for the buyer he looks worried has your reputation preceded you if the reputat reputation track shows two or more corruption replenish a healing potion firewood or tool kit token if the reputation track shows less than two corruption the heroes can spend 10 gold to replenish the healing potion firewood tool choke that's kind of funny return this card to the vault the vault means that this card is going back to the box it may come out again in future missions but for this mission mission we're doing or any future missions that don't ask for this card this card is now completely gone from that deck with our first action completed i'm going to use our second action just move right over there and that'll be it and i lied if we look at our tile this is why some of the tiles are weird this is the only thing separating the two different zones of this tile so this is all considered one zone and a second zone so for my second action i could either i'm going to move over to here remember our goal is kind of up over there i want to get that treasure so i think if we go up we'll find our next room up here and then hopefully continue down that way hold at least that'll be our plan we'll see if it happens i'm going to put this card to the side we don't want to worry about that one dawnguard is our next person to go dawnguard is going to use one action to move one two and then dawnguard will explore but this time we'll be exploring a room so we'll draw our first room card and see what we have found we found a giant room with a whole bunch of symbols so let me start explaining what this is first we're going to be using a battle aspect card then we're gonna see if there's any blue arrows here there are not so i can orientate this any way i want to that could be advantageous to myself next the symbols that we see circled are used for four to five player games so we're not going to be worrying about those symbols so the other symbols are going to be what enemies spawn onto this tile this right here could potentially be that terrain we have to do so let's consult our book and see what we have to deal with if we look at our enemies and we look at the card it looks like we're gonna be fighting two brigands which are right here then we're gonna be fighting two raiders which are going to be right there and then our last one is going to be it's going to be a reaver is going to be right here so that's where the enemies are and then we do have our symbol here that does show that our banner is going to be in play as well for the terrain so we'll place down our two brigands in the back here now i've got these brigands painted up they look pretty cool i like the way that they actually turned out these are really cool looking miniatures and i kind of made a little bit different i put a gringing thing on that guy that's pretty neat i haven't got a chance to finish their bases yet but for now they're as good as they're going to get then we do have a couple of our raiders they're right here these are what the raider guys look like again kind of paint up these little bows one is going to be found in that area there and right here it is divided as you can see these wood are going to be dividing some of the things so there's actually one two three four five and six different places you can stand in this room and here's the other one right here that one's gonna be in that spot there now sadly i haven't gotten painted up the reavers yet but that's okay we'll get to them very soon i apologize for that but that's okay there's a lot of miniatures and i want to get to this game because i was having so much fun playing just the intro part of this so i'm really excited to do this we're going to move this character into here they automatically move into the portal from where they came from and that's going to signal a change in the marching order so we have to now add these enemies to the cards and reshuffle the deck and do it again i know our character down here has not moved yet but that's okay it all kind of balances out in the end once you'll see how this works but it is sad that this person didn't get to go and not only that she loses her second or he i apologize he or she loses the second action that they have as soon as these monsters are placed on the board now that our enemies are placed we're going to draw a battle aspect card because of that symbol down there on this tile we're going to draw number seven i guess it says deep pockets it seems this mob may have just returned from a successful raid place a number of time tokens on this card corresponding the number of heroes there are three to four heroes two time tokens during the end phase discard a token from this card if there are no tokens to discard discard this card if the card is still on the marching order when the last enemy is defeated the heroes gain three gold oh that'll be pretty sweet notice there are some symbols down here each one of these symbols correspond with a particular type of action the first one here is immediate it's the same one that our our trader had that frightened trader if you notice that one was lit up with a little symbol here so it's immediate this is not an immediate one this one is a sustained one so that's what that means this card is placed next to the tile and rules on this card are consistent with what is going to be to keep it sustained we have these tokens we have to deal with the next one is a delayed we'll place this one of the delayed slots at the end of the marching order and we'd be resolving something in that aspect this is not a delayed one and lastly we also have engagement this will always appear in addition to one other symbol above this indicates that the the the card is discarded if all enemy cards are removed from the marching order so this will be laid out right here next the board will put two time tokens onto it which are on the flip side of our wound tokens which is kind of cool we got time token on one side wound on the other so we're gonna put down two time tokens and i'm hoping to fill this board with wound tokens that's my goal and we'll see if we can actually do that and take out these guys the final thing we have to do is place down our banner token right here in accordance to our card we had it noticed it is right up in this area with the bandit brigands here we have the brains with the banner what that banner does is the first enemy card to become exhausted each round will suffer stop which means it'll go all the way to the back of the line after that it will be then exhausted heroes in the same zone as this banner token can use an action to discard the token what that means is when one of the first enemy that in this group actually activates after it activates it's going to go to the back of the initiative order and activate again at the end of the turn after everybody else has gone so it's kind of like getting an extra turn so we have to try to get rid of this banner but have to spend an action and there can't be anybody in the square to do it so i don't know how we're going to get to that banner right away we might have to deal with the consequences at least for now at this point i get to use my fear of god when this hero makes an exploration action after placing enemies place one of them on the previous tiles fate symbol here this bard song symbol so i'm going to place one of them there i think i'm going to place one of the raiders let's get one of the raiders out of here i'm going to put him right there and we can take him out real quick that'd be pretty sweet we're now going to take all of those new enemies that we have in here along with our cards and we're going to shuffle them up with them a quick little truffle shuffle here and we're going to place them out on the initiative track now i think in the future i'm going to use an opaque back sleeves i haven't had a chance to sleeve all these cards yet and i really want to and i think the best plan would be to use opaque sleeves on the enemies and your activation cards so that you don't know what's coming out here otherwise you have to just look away that's what i'm doing looking away all right we'll give them a truffle shuffle here and put them down our first one is going to be the raiders then dawnguard followed by the brigand nightfeather the reaver and lastly is going to be skull splitter i was really hoping skull sweater earlier but some skulls that would be really good but instead we've got the raider let's check out what that character does so we have two speed it has a four in order to get a critical hit that's it's like resistance we it'll die if it takes two wounds every time something takes two wounds you reference this right here this means death this does not this means it's going to heat up and you're going to flip this card if you notice the initiative order had a different side which could change what the character does the next thing we have is how much gold you're gonna get when this is removed not per character that you kill it's per card that is removed from the marching order then we have what the character is it's i believe like a hobgoblin this is what head has for range so it does have two range it's going to do one damage if it hits these are going to be the ai cards that it's going to use so if we grab both of those ai cards the first one we have is cautious and that was on top so we'll start with that one and you're going to do one action per set of brackets here there's only one set of brackets so we're just going to attack the closest hero so and that can happen so we're not going to do the move until the closest hero is an attack range so let's take a look at the board and figure out who the raiders are going to attack the raiders will be following this behavior it'll start with this one and then move to that one the first one it is going to do is cautious it has that symbol there so it is going to perform these right here if it's an orange it is mandatory it has to do the action and with these brackets here it has to it does one of the things in the bracket starting from the top going down the first one says tack the closest hero it can do that because the raider has a range of two and we have this one here so attack the closest hero it's going to attack dawnguard this one is going to attack skull splitter the aura could attack featherweight or night feather right here because it is also one square away when there's a tie between who it's going to fight it will go towards whoever is highest in the initiative order so in this case it actually is going to be a night feather night feather is closest in the initiative order and is equal distance from this enemy when making its attack at this point we'll see if we're able to block this attack you're always going to use the target number for both attacking and defending so when you roll higher than a 10 in order to defend against this raiders attack the first person that will be attacked is dawnguard dawnguard does have plus one to the roll found on the card here so we'll roll up our die and see what we get we got a total of 14 so that's gonna be a 15 which is higher than that so we're not going to get hit night feather will be next night feather also has plus one to the roll so we'll see how that goes it also got a 15 so it gets a 16 that's so good so the raider did not hit either of us that's the end of its cautious attack because it is only going to fulfill one thing found inside this bracket once that's done we'll go to the second part of its ai step which is found down here that is called retreat if this enemy is in the same zone as a hero it moves up to its speed value toward the closest zone that doesn't contain a hero if the enemy doesn't have sufficient speed to reach a valid zone it does not move so that's going to be the end of the raider we'll see if it's going to move but i think it's not there are nobody in either one of the squares that it's in and as you can see i was right there's nobody in his zone and nobody in his zone and when it comes to being heroes so these are not going to do any type of retreat we'll move to the next character the next character in initiative order is dawnguard the first thing dawnguard is going to do is dawnguard is going to use steadfast this hero or another hero on the same tile gains pinned i'm going to use one of our fate tokens here to become pinned this is an ability here at during your actions you can perform two actions you can two two ability actions you can do two move actions or you can do it to explore actions you can do any two actions you want the thing is you can never do the same ability twice so i couldn't use steadfast twice but i could do steadfast and let's say striking guard or guarding strike or i could use penance or any of my other abilities you can just never use the same ability and card twice so for this one we're going to use pinned first what that means is we're going to take this token and place it there when i shuffle up this initiative deck dawnguard will be second no matter what which is pretty sweet because there's a lot of characters in this fight and being able to go second will not only potentially bring targets towards this character but also have this character be able to act hopefully before some of the enemies next time we go now that's the first action dawnguard is going to do the second one is going to be a move action and i may have a plan we'll see if it works before we move i am going to flip over our fate token we did have to use one in order to use our steadfast card i'm going to move her or him back into here and that's going to be the two actions that dawnguard is going to perform at this point the next character in line is going to be our brigand so we're going to check this ai to see what it does or i should say behavior card this is going to be its range let's see if it's attacking our ferocious a i card says attack hero in the same zone that's not going to happen there's nobody in the zone next we have charge charge a hero in an unengaged zone well here are some heroes in an unengaged zone so they could charge them our brigand has a total of two speeds so it's not gonna be able to make it because it's gonna have to go one two those are two separate tile areas here or two separate zones we're going to then move to the third one charge a hero in an engage zone again it can't do that so it's just going to move toward the closest hero so we're going to move one two and one two now that the brigand has gone they're going to exhaust one thing i didn't do for these two is it does say in the rules that once you complete a character or a person initiative track you should flip them 90 degrees to show that they have done their actions instead i'm going to use these just so i can keep all the cards in line so these three characters have gone remember this one is going to be able to take advantage of the banner so it's going to get stopped it's going to move all the way to the back of the initiative order and be able to activate again this is where i'm a little unclear do all these slide up and if so does this one get pinned to the top or would it get pinned to number two for the way we're gonna play for now i'm not exactly sure how that's gonna go so i'm just gonna pin it to two and that's how we're gonna resolve this issue this brigand has gone it's going to be night feather i'm just going to drop the token now to show that we're going to be using night feather in our next move night feather is behind closed or an open door i should say which i was really hoping to close but sadly we found an absolute monstrous amount of monsters let's do some monsters oh i'm pretty good we're going to use our action first to move into that square then we're going to attack this raider using our piercing strike this is going to be a melee attack and it uses dexterity in order to add to our attack role we're looking for a critical i hope because that would do a lot of damage and it says here if the target is the only enemy in the zone add plus two to the damage roll so we're going to be able to do that there is only one target in the zone and this is an ability that you have to use it is not a passive ability the passive abilities have this symbol right here so we're going to be using our piercing strike and see if we can take this guy out our raider has a target number of 10.
here's our piercing strike i'm gonna be able to add two because of our dexterity i do want to mention here that when i was explaining the characters i mentioned that this was the amount i'm going to be able to gain towards my attack that's false this is the range value of characters or enemies what you're going to use to decide how you're going to add or subtract numbers from your roll is based on the symbol inside the abilities you're using for example this one is going to use decks our character does have plus 2 decks so we'll see if we're able to hit the raider we got a 17 so plus 2 is 19 that's easily over 10 so we're able to hit the raider at this point we are gonna see if we're able to break his resilience here i'm sorry not resilience his toughness his toughness is a four knight feather is going to be using his modifier here of a d6 this is a really cool system i'm gonna be rolling a d6 i need to get a four or higher if i do the attack is not a hit but a critical hit that is the deal so we're gonna roll this up and see how it goes i got a four which does meet or beat that so it is a critical hit on top of that remember we had this down here where i get to add plus two to the damage roll so this is actually a six which means we get the critical hit do two damage and we also get to dodge what that means is i'll be able to move one or place myself into an adjacent area or adjacent zone to this attack we've done two damage whenever you do two damage you're going to check to see up here what is going to happen to our monster our monster's grit is a death symbol so when this one gains two damage it will die which is fantastic our brigand is destroyed and we'll remove him from the board we'll remove this raider from the board and move him over here i will dodge into this adjacent location over here oh it's kind of maybe i might not because if i can get this door closed that would be really beneficial to us i think i am going to remain there we're going to see how the rest of this combat plays out i might have to move him and we'll see how it works knight feather has completed their turn we're moved to the reaver the reaver is going to use its disciplined maneuver here it also has a gained up ability enemies with another enemy in the same zone gains powerful attack on their attacks now sadly i will say these symbols are really small on these cards sadly with my 40 plus year old eyes it's kind of tough to see sometimes but we're going to be able to do a powerful attack for enemies with another enemy in the same zone there when we move this around i think that's not really going to take place but i will tell you that powerful attack gives defense roles disadvantage against the attack if we had other people in we'd probably have to deal with that but let's check out our disciplined card here our discipline card says attack the hero in the same zone there isn't one then it's going to charge the hero in an engaged zone there aren't any engaged enemies or zones then we're gonna charge you here in an unengaged zone our reaver here has a move value of two according to our card so it's gonna move one two into this unengaged zone and make an attack and it will attack the person that is farthest up the initiative track which will be our dawn guard yet again the reaver's target number is an 11 i do get plus one to this roll i got a 12 which does mean that he does not hit me if he did hit me i would take one damage we'll place a exhaust token on him super excited how this is going so far we're gonna use skull splitter next and this is gonna be super super fun it's time to split some skulls looking at skull splitter we do notice this symbol here on his power called frenzy remember when i said you could not do the same ability twice well this is going to break that rule it's called chain attacks a chain attack represents the hero making flurry of rapid blows unlike a normal ability the chain attack can may be made up to twice per turn so i could use this card twice if i wish to in addition after resolving the chain attack that hit an enemy the hero can spend a fate token if i wish to to immediately make the same or another chain attack as a free action so he could make a massive amount of attacks just swirling this axe around it sounds really cool chain attacks made as free actions can't generate extra attacks though and the most attacking person can ever make in any turn is six yeah six if i ever did six attacks in one turn that would be an epic epic maneuver i don't think we're ever gonna see that at least not now but what we're gonna do is just to keep this simple i'm not gonna use our chain attacks but i do want you to know that that is what that symbol is and that's how that works we're going to activate our wild swipe and then we're going to activate our frenzy and we're going to have to pay our fate token in order to do that unless i want to use skull splitter's ability here that says during their turn scalp splitter can suffer a damage to ignore the ability's fate cost well we have quite a bit of fit we have two and we do have knight feathers ability that fired off that i forgot to use it says if this hero critically hits an enemy that is the only enemy in the zone replenish one fate we did do that we took out a raider so i'm gonna take our exhausted fate token and flip it back over but then i'm gonna flip it right back over because we're gonna use it to do our frenzy attack let's see how this all goes our reaver has a target number of 11.
remember we were able to boost up skull splitter's strength to a three and this uses strength to see if it's able to do a hit so roll this up i got a 17 so that's a 20. it's not a natural 20. it's what they call a dirty 20 i guess but if you're able to get actually a natural 20 when you make the attack that's an auto critical wound you don't even have to roll to see if you're able to critically hit them but that last did not happen we got a 17 plus three is a 20.
at this point we will check to see skull splitter's damage modifier and he's going to be rolling a d10 which is absolutely out of control talk about splitting skulls this guy's a monster i need to get a four higher in order to critically hit him i got an 8. so that means our critical hit is going to go off which means we have done two damage if we look here the grit for this character is going to mean that we are going to flip his card to the other side which is going to change how this monster fully reacts it's going to be i believe it's called fired up or something to that nature again we keep the same two and the same was it the endurance here we then next here is our grit is going to be killing him and if we remove him from the board we gain two gold also if you notice his hit has changed to a serious wound as opposed to just doing actual wounds and he's a modifier has changed there's a lot of really cool things that happen when you're fighting these monsters but hopefully we just see a dead monster here because we are going to move into our next attack which is going to use our frenzy ability and at this point i'm then going to spend that fate token so we have two left we'll roll up our die we got a 16 plus three is 19.
so we did hit the reaver let's see if we were able to critically oh you bet this guy's toast we did two more damage two damage now is going to show that he will be dead so we're going to remove him from the board we were able to take out the reaver oh my gosh this skull spinner is so good having defeated the reaver we'll give us two gold i'll place that with skull splitter though it's a pool of gold from what i understand you can use it to replenish one of the some of the tokens that you get in this game also later in the game you might be using it to potentially upgrade items or something of that nature i don't know if that is the case i haven't played anything more than the tutorial but i do know that the normal rules for gold is going to be to power up these tokens so for example if we use one of these tokens we could spend our gold to replenish for example our healing potions or our tool kits or things of that nature that's the end for skull splitter we will exhaust him and at this point we have our raider again that is going to attack and again the raider will use his cautious attack which means he will attack the closest hero oh well that's going to be dawnguard yet again because she's up here and she is the closest hero to the only raider left on the board seeing here our raider is back there and two squares away so it will attack dawnguard being closer in the initiative order we need a 10 in order to block this attack we got a seven we get to add one as eight that's not quite enough so we're going to take one of our wound cards and give it to dawnguard dawnguard has a total health value of five once we take five damage we would be defeated of course we would be using a healing potion then in order to bring that character back so that we don't fail the mission at this point we have done every action with everybody we can everybody is exhausted we'll move into the end step this means we'll start by checking to see if there are any condition tokens for the heroes or enemies there aren't any in this particular case resolve any delayed aspect cards at the end of the marching order moving left to right from what i understand let me just check our pickpocket deep pockets card here and it says what see what it says here during the end phase discard a token from this card if there are no targets to this card discard this card so at this point we will discard one of our tokens there's only one token left then we will go to make an event roll there are two things that could happen during this event roll first if there's any dangerous terrain or to hazardous terrain on the map it would activate on a roll of six you're rolling a d6 by the way and if i get a one or two i fail what is technically called the event roll and if that happens the echo token that is off the board at this point will then be placed onto the board and after that it would if you roll it again it would move one full area towards the the closest hero on the map areas are basically any place that is in between unlocked doors so this entire thing here is considered an area at this point if i were to close this door which is what i've been trying to do but i can't even deal with these monsters that would be this area and then there'd be a second area up here so we want to try to keep as many areas between us and this echo token that we can let's go ahead roll up our event roll and see what happens we got a 2 so that is bad news city we are going to place our echo token into the dungeon the first time you do fail the roll it goes right onto the starting tile if i fail it again it will move one area towards the closest hero once that's completed we are going to shuffle up the initiative order and again i'm not sure if dawnguard should be second or first that is a really outs weird rule here based on that stop mechanic from the banner i'm going to leave it second please let me know what you think in the comments below i could go either way on this one that these slide up or down but i don't think it says anything about anything sliding around it just says it moves to the back so i still think that person be second that's the way i'm going to play it we'll shuffle these up and of course not look and get some card protectors in the next video so that i don't ever see what these are though the problem is some of those characters do flip over back and forth all right our first person to go is going to be our raiders again then night feather skull splitter and finally our brigands are going to go third so let's start with our raiders and see what they can do good news there's only one on the board good news we know what it's going to do because it's going to be the same thing it did at the very end of the last turn it's going to fire at dawnguard right there we'll see if we can block the attack we got a six plus one is seven that again is not a block for dawnguard i'm going to take another wound we're at two out of five the raider is finished before i exhaust him i do want to talk about this this means this character has physical vulnerability i should have been rolling with advantage against the raider when making physical attacks so when knight feather did make that attack i should have been rolling with advantage meaning i get to roll two 20 siders not one that's okay we still killed that raider i just want to make sure you understand that and going forward i'm going to make sure i do that because all the advantage i can get is good we'll move to dawnguard dawnguard is going to be unpinned but it's now going to be that character's turn let's see what they can do don guard is going to move down here and for the second action close this door that fate that echo token is scaring me so we're going to close the door to prevent ourselves from being all in one area dawnguard finishing the turn we'll move to nightfeather nightfair is going to move one two to right here and i want to make sure you understand you can have as many characters in a zone as you want there is no limitations to what is the size of the map from here they're going to use the character is going to use a throwing knife i'm going to have to use one of my fate tokens so that means we will be exhausting our second fate token to use this attack i'm going to be able to use my dexterity and i get to add plus one range to the hero's attack range during this attack action i do want to mention that i'm going to be firing at this character here this raider i am not going to be getting any type of opportunity attacks that's not anything in this game nor is there any type of line of sight or rain or line of sight issues in this game you can if you're within range you can target the character as far as i can understand from everything i've been reading so we're gonna just target the raider hopefully take this raider out because this raider is also going to be taking advantage of this banner at the end of the turn so if we can get this guy out of here this character will not be stopped and put at the end and attack again we don't like to be attacked twice in a turn it's no fun so let's see if we can take him out with our raiders vulnerability to physical attacks we'll roll up two dice see how it goes i got a 12 and a 9 i'm definitely taking the 12 which is enough to hit then we'll see if we can break the toughness by rolling a d6 that night feather has now got a five yes that's enough to do it so we're gonna be able to critically hit with our throwing knife which is gonna do two wounds and according to the grit over here with two wounds that raider is dead oh my gosh these guys are awesome we'll remove the raider from the board and we get to activate knight feathers ability if the hero critically hits an enemy that is the only enemy in a zone replenish one fate token we're back to two fate tokens which is going to be awesome on top of that we are removing this initiative card from the row so we're going to gain the one gold we'll put this with night feather because you know whatever's going to collect the gold they make even though it might be a pooled force here or pooled group of gold it's still fun to see who gets the most by the end of the game spoiler alert i think i know who it's going to be speaking of who it's going to be skull splitter is going to go next and he's going to try to take out both of these brigands he's going to move into the zone where the brigands are and at this point he is going to activate that frenzy ability with the chain attack so from how i understand this chain attack works he'll be attacking with frenzy if he hits i can spend a fate token to do the same attack or a different chained attack i'm going to use the same attack because it's the only one i got so let's see if we can take out hopefully both of these brigands in one shop fell swoop here our brigands have a nine we'll see if we're able to hit i got a six but i do get to add three which is a nine that's enough now remember he gets to roll a d10 in order to see if he critically wounds and he does critically wound and the grit on this character is death so we'll be removing one of our brigands from the board and after resolving a chain attack that hits an enemy i can spend a fate token to immediately make the same or another chain attack as a free action i am going to use the same one so i'm going to have to pay the one in order to make the frenzy attack then i'm going to chain it again and use another one to use the next frenzy attack let's roll our d20 and see if we're able to hit i got a dye i got a 18 19 20 21 we were able to hit let's see if we were able to take this guy out i got a four that's definitely over his toughness again we did two damage because of our critical here meaning we were able to take out the brigade now remember i have absolutely no fate tokens remaining i used them all so that we were able to be we were successfully able to defeat all the enemies but the cost of all of our fate tokens to do all of that it did cost us all our fate tokens i think i will use his ability during their turn split skull splitter can suffer damage to ignore an ability's fate cost so i'm going to ignore the dam abilities fake cost for frenzy and take the damage so we're going to be able to replenish one of the fate tokens now something i'm not too sure about when it comes to the way this works is i had two unused unused fate tokens i used one to activate the frenzy ability once that hit i chose to use the chain attack and use the second one to activate again the frenzy ability in order to attack with the chain attack i'm not sure if i have to pay this cost on the frenzy card in order to on top of paying for the chain attack being able to do the free attack i'm gonna say not please let me know what you think in the comments below and if so i would have probably just taken another damage so if all said and done if i make it through this and just barely and should have probably and had six damage on this character we might have to revisit this but for what we're going to do now i'm going to be able to keep one of my fate tokens up and just take the damage on the second activate or the first activation of frenzy so that when i spent my second token i could use the fate token from there to use the chain attack i hope all that made sense removing our brigand card from the board does give us one gold skull splitter has three now on top of that if we look at our deep pockets card here it does say uh if this card is still on the marching order when the last enemy is defeated the heroes gain three gold we are rolling in gold i'm gonna grab three more gold and this time you know what i'm going to give it to dawnguard just because dawnguard took the most damage and besides then everybody's got some gold and everybody's happy everybody having completed their turn we'll go to the end step the only thing to do on the end step is to roll our die let's roll it up i got a 2.
see i'm super glad i shut that door we're going to take a moment and talk about our echo token here our echo token when i rolled the first time this is a little confusing and it kind of threw me for a loop for a second there the way this works is this like i said it has to do with areas so in the first time i rolled it i placed it in the starting area here at that point these doors were still open so this was connecting all of these it together to make one area when i rolled that first fail on the event roll i should have spawned a i should have activated our echo token because it is technically all in line with this exam area here if you ever shut the door the first time that it's placed it wouldn't activate because now it's in this area and not in this area up here now i rolled again so now it would come through into this area though i did make a mistake by the fact that when this door was originally opened and i placed this token here for my first failed roll at that point this echo token should have activated and we should have rolled to see what comes into this this area here to either attack us or help us or who knows but that should have happened while there were still enemies on the board making it potentially a more tough encounter so i apologize that i made that play incorrectly at this point we are going to activate this token though the door is still going to remain shut but it's just bear in mind that this should activate the minute that it comes in contact with any full area so if none of these doors are closed it would have automatically triggered in this area most likely affecting this character here because it would affect the closest character to the point where the echo token originated just want you to know that that's how it goes for our purposes here we've moved way past that and i'm apologize for missing how exactly that token works but i hope i was able to explain it a little bit better here we're going to see what spawns now since this echo token is going to be into our area and the person it's going to affect is going to be don guard since it's the closest to where this echo token is coming from according to our adventure book we have four cards that are part of our wandering monsters you're supposed to mix them up and grab one at random but as you can see you can see some of the back of these cards again i need to get some maybe some type of opaque card protectors and then i wouldn't know what any of these are of course even though they are flipped double-sided i could just slide them other sleeves and use them i don't think it'd be that big of a deal for this particular encounter i'm going to just roll a d4 since i've got one this is pretty awesome i've got all the different kinds of dice so rolled up and see we get we got a three which is going to be this card right here let's read and see what it says it says just an echo safe for now but something is definitely out there echoes don't make themselves after all place this card next to the marching order for the remainder of this encounter subtract one from each event roll oh my gosh that's terrible so i'm going to place this card right here so we can remember we have to deal with this negative one each time at this point we would remove the echo token but i'm not going to because the first fail we had would have brought out that just an echo and it should have happened the first round so this is the second time i've failed so i'm actually going to place this back in here that represents the two that i just rolled before we moved into the next part of our game turn that one is going to be on the board now we're only three cards left in our random monster deck we have a giant rat a giant spider and a we don't know which is kind of cool that's gonna be the end of the end phase and we'll move into the next turn and i shouldn't say we're moving to the next turn yet because part of the end phase does take into account shuffling up these cards and placing them down to see who goes again we have to look away in order to see who is going to go we are going to go in this order night feather skull splitter and dawnguard nightfeather does have three speed i also want to mention that our deep pockets card doesn't say anything about putting it back into the vault so i'm going to place this into the discard pile instead world move one and then we'll use our second action to explore over into this area and we'll draw a corridor card because this is a room card remember my goal is this treasure token up here i really want to try to try to treasure i like treasure another one of these four-way paths here so i can place it any way i want and we're going to be resolving this type of encounter we'll place our tile like this and move him into here then we'll go all we have to draw our card now let's see what befell our adventures drawing from our challenge aspect deck we have found trap door a trap door opens under foot this hero makes a target number 12 oh dexterity check well i got kind of lucky on this one action roll if they pass discard this event all right let's see if we pass our roll i'm gonna roll a d20 right here and see what happens we need to get a 12 or higher we got a natural 20.
oh my goodness this is awesome so i got the bard song symbol which is a natural 20. so we are just going to discard this card i'm not going to read the rest of it we'll have maybe come across it in another play through sometime and then we'll see what happens when it actually falls our characters skull splitter is going to go next one up here and then two over here and he is also going to explore into this next room up here we'll grab our next room card and see what we have found we found a square shaped room hopefully we can make it overlap that and we can gain our treasure token the treasure token would be placed onto the bard song symbol inside the room we're in again i do not see any blue arrows here so i can place this in either order i want and we're gonna have to deal with these three enemies inside this room we'll place our tile just like this which means we are going to overlap our token here so this token is going to be placed onto the map right here i'll be moving into that section right there and we're going to have to deal with a battle one here and see what happens we have oh i should probably put our enemies out there too we gotta face some enemies first of course this card decided to show off all the minis that i have yet to paint we're gonna be fighting one of our butchers he's gonna be up here or sorry that is going to be one of our brutes we do have another brood i did actually get one of the broods painted up so here's one of the brutes painted up and we're going to be painting the rest of these monsters up in my next live painting video so please join me on that if you get a chance to do it if you see this after that i am sorry but i didn't get to see the painting from the dudes but we have a two brutes here we also have a butcher as well so we'll be able to place those two characters into the marching order here are the two cards and we'll see more of them as we fight then we check out our battle thing here let's see what we get we have found an ambush enemies flood out of the darkness quickly surrounding you each hero rolls a d6 if a hero rolls a 4 or lower place one of those types of enemies into the zone oh my gosh are you kidding me this could get really bad fast these are going to be our brigands let's roll for each of our characters we'll start with dawnguard who is farther away from us roll the six so that's fine then we'll check out knight feather knight feather roll to four that means there's gonna be a brig in there and then we'll roll for skull splitter skull splitter got two so there's two more brigands that are fighting now we'll add one to this zone and one to this zone right here oh this zone is going to be over here sorry i apologize i've got zones there we go the zones are signified by these cracks here in this tile which is kind of cool and of course the zone is split by that there i know they tried to be artistic in here but again i think it would have been a little bit easier to just show us what those zones are but i'm okay like i said they do have that chart that tells you everything you need to know about each of the zones which really does help quite a bit that's our challenges out there our group is ready let's check out our initiative cards and see what happens we'll grab our butcher brute and brigan adam to our thing here our group of cards we'll give them a good old truffle shuffle here without looking we'll see who is going to be going when and hopefully it'll be our characters because we really want to go first we have the brute first oh that's fantastic well then dawnguard gets to go knight feather that's oh then skull splitter so our our big guys are going near the inner well our butchers are brutes are going first if you talk about a big guy i think the brute's the big guy we'll see what these guys do then we'll move to all these other characters this is going to be awesome all right are you ready for some super cool fighting let's start with the brute our brute is going to start with this activation here is going to be disciplined he is going to attack a hero in the same zone which is going to be of course skull splitter then the other one is going to charge into an engaged zone which is where skull splitter is so he is going to be attacked twice by these brutes just to show the order of activation this brute is going to be attacking first because it will be able to appease the top of this card then the second boot will attack by charging in these brutes do have a two speed so for the time being we'll attack here then this one's gonna charge in interestingly enough though if that first brute hits it's gonna do a damage and push this character so it'd go back to here and at that point the other one's gonna have to charge and it's gonna move one two and it's not gonna be able to make it which is kind of interesting we'll see how this all plays out now our brute's target number is eight so there's a pretty good chance i might actually nope i got a seven and i don't have any way to block this because he doesn't have anything to help him in his defense roles so he is going to take one damage and get pushed so we'll grab our card give it to our skull splitter and then we're going to be pushed one square skull splitter now has two damage and right here during the oh and right here warming up let's take a look at warming up i think this is going to activate if skull splitter makes an explore action replenish one of the fate each time skull splitter suffers wounds in the following round so i do get to replenish one of my fate tokens because i did suffer damage in the following round and we're going to push him now when deciding where to push skull splitter from this attack i said it's going to push him here there is a rule though that does say that you should always do what is most advantageous to the monsters if you're doing something for the monsters so i'm gonna push him here that way it's in his square and this brute can still charge in and attack him our target number again is an eight let's see how we do i got a 17 i don't get to add anything so we were able to block that second attack so on a miss he is going to push him yet again and i believe he's going to push him back into here because that'd be advantageous for that brigand interestingly enough you're going to notice there's still a banner token on the board i have yet to remove the spanner token which might have been a something i should have done this banner token from what i understand does not count as just being part of in this zone it counts for the whole map so this brute is going to gain stop and be put at the end again in the initiative order meaning these two brutes will activate once everybody else is done dawnguard is next dawnguard is just going to move twice one two one two i could pin dawnguard to the board but then i would only be able to move one two i need to really get dawnguard catching up here because we got a lot going on on those tiles and dawnguard's really out of the battle right now feather is next knight feather i think is going to just stab the person right in front here and then use a throwing knife maybe to take out or at least wound one of these other enemies here our brigan's target number is nine so i need to get a nine in order to hit this guy i got a nine plus i get to add two so it's eleven our piercing strike does get to roll a d6 to see if we're able to do some critical damage to it it got a two its toughness is a four so i did not do it lucky for me though if we read here it says if the target is the only enemy in the zone add plus two to the damage roll so we did do the four so we did the two damage we were able to take out one of the brigands we'll remove this one from the board and at this point i get to replenish one of my fate tokens because i was able to critically hit a single enemy in the room this guy is awesome at getting back these tokens which is really good because skull splinter is really good at using them i'm going to sadly use one now with my throwing knife i think that's going to be my best plan here i'm going to use my throwing knife and i'm going to target that brute we're going to well the brutes only attack at an eight well britain's only attacking a nine i don't know which one's worse but if i can get the brigands off the board that means that's one card that's off the board maybe it's better to take out cards than actually damage some of these guys i don't know what to do i think we're gonna attack the brute let's go ahead and see what we can do the brute's target number is eight which it doesn't seem too bad the problem is this symbol up here means that remember the other people that had vulnerability to melee attacks or mean physical attacks this one has resistance to physical attack so i have to actually roll at disadvantage so i'm gonna be rolling two dice and i have to take the worst one so we're gonna roll these up i got a 13 and a nine both do hit so i do do one damage potentially according to my throwing knife here well actually i've done one then we're gonna see if we can critically hit i need a six this is going to be out of control i don't think nope i didn't get it on top of that i do want to mention this down here it says defensive line if we look at this on the card it says this enemy and other goblin hobgoblin enemies in the same zone can't suffer more than one wound from a single attack so that's bonkers bad he's gonna only suffer one damage which is fine i only did the one damage with my throwing knives but going forward again that skull splitter's criticals aren't going to be doing a lot of damage these guys because they just have so much resistance well if you looked at the model he's got armor everywhere we'll place this token right down here next to that brute and he's got so much armor look at all this armor no wonder why he's resistance to physical attacks and notice i didn't take any magic heroes so a lot of times i'm facing a lot of armored foes this could be a little bit tough because i don't maybe this character may eventually get some kind of magical type attack so we might have to look for those when we go to x level our characters up or maybe this might get a magical attack who knows who knows maybe his axe might turn magical night feather is done we'll move over to skull splitter there's a few options i have a skull splitter one i could just split some skulls i can just attack these guys the second action i have or an idea i could have is i could move into that square if i want to in order to do that i have to do a parting blow from all of the from the enemies in this square the way that works is i have to roll against the target number of the highest one here so it would be the brigade of nine if i'm able to beat the nine i'm able to move otherwise they're going to block that movement and not allow me to get out of there i think we're not going to do that i think we're just going to do the splitting of the skull so i think that's the best bet because he's got skulls all over them why don't we just keep on gaining some more skulls to this miniature is just super cool looking look at all these skulls this guy's got he's got him on his he's holding one here he's got a couple up here he's got some on his little thing over here he's got skulls on his axe i painted him gold because i figured he's not putting a real skull in his axe who knows maybe he did put a real skull on his axe this guy's out of control i'm going to attack the brute with my wild swipe we're going to attack first with this one and see how it goes with the target number of eight i will roll two dice and take the worst one i got a 14 and a three plus three is six so that's not enough to hit this target that's too bad we're gonna attack again we're gonna hit the brood again with frenzy this time i'm gonna have to pay my fate token in order to do that but that's okay we'll roll up our two dice and take the worst one i got an 11 and a five this time but the five plus three is enough to hit let's see if we critically hit them even though it really doesn't matter i got a six so it does critically hit which would do two wounds but because of the defensive line it's only going to do one but this root has already taken one damage so we're going to abide by the card here and after taking two he's going to heat up so we're going to flip this card and now the next time i'm able to do two damage we're able to take him out and notice he lost that ability down here interestingly enough your question now is going to be what about that other brooch you didn't do any damage to it that's correct but according to how this game is played and from what i understand if you're able to heat up one of the enemies the other enemy also heats up as well and so i didn't actually have to do the two to that one and on top of that if i would have had one wound already on that other brute and made this one heat up that brute would only have to take one more damage and it would die it's an interesting system but instead of putting multiple cards out there this is just a cleaner and easier way to do this though it is a little bit weird in a way skull splitter has exhausted we'll move to the brigand i could have potentially decided to continue with frenzy since i did hit with that i could have chained that attack but i'm not going to we're going to go ahead and move into this brigand's turn this brigan is going to attack the hero in the same zone with this symbol here it is ferocious so it will attack skull splitter from where it sits the brigand's target number is a nine it got a three i failed my defense roll so i'm gonna be taking yet again another wound for skull splitter skull splitter is now at three wounds our butcher will go next with three movement and it is going to use this symbol here and it says never forgets when a hero defeats this enemy they place the grudge token on their dashboard and that's going to deal with the type of card here it says vengeful it'll attack the hero with a grudge token there are none charge the hero with the grudge token are not attacked in the same zone not going to happen charge the closest hero so with my three speed i'm gonna move one speed into this area here and or actually this zone and attack skull splitter with our butcher this guy is a little rough he's got an 11.
let's see how this goes i got a 10 so it did miss me it needed an 11 but even when it misses it still does damage so i'm going to be bleeding now according to this symbol we'll place this token right here he is now bleeding which means that i'll be subtracting one from the event roll for each hero that suffered this condition i will be able to discard this when my heroes decide to rest so on top this plus this is absolutely terrible we're probably moving this echo token every turn the butcher is exhausted we'll move to the brute's turn next his ai has changed he is now ferocious he will attack the hero in the same zone so again skull splitter is just getting mauled the target number on the brute has changed to a 10 from an eight we'll see if we can block it no we do not block it so we take a hit we're going to take one damage and we're going to get pushed and we're going to get pushed right over to the other butcher so that other butcher is going to make the same attack at a 10 and i got a four oh my gosh i'm just not taking i'm not doing well anymore so i'm gonna take another wound we are at five wounds for skull splitter we need to get some help to him and we need to get some help to him now he got hit so many times he's gonna get pushed right back to the square that he started from as well as taking that one wound from the second brute our brute will exhaust and we'll move into the end step so we're just going to roll our event because there's nothing else that's going to happen during the event i got a 5 and i have to subtract 1 from my bleeding and i also i believe subtract one from here place this card next to attract one from each event roll so five four three means oh it's a three which means nothing happens the marker does not move so our echo token will remain right here i'm super excited for that there is one thing i have to mention when i closed this door it takes you an action to close the door if you ever decide to try to close the door while there are enemies in the initiative order and at the time of using this door there were still some more monsters on the board you have to spend one of your tool kits so i do have to exhaust this toolkit token in order to have closed the door back when those enemies were on the board if there aren't any enemies of course you can close it without using a tool kit with that done we are going to remove our exhaust tokens here may take all of our cards flip them over give them a good old truffle shuffle and hopefully save skull splitter because he's getting absolutely brutalized out there we'll give these a good old truffle shuffle and see how it goes i need don guard to go first well knight feather that's okay oh skull splitter is going to go too that's good then with the brigance hopefully i can take that bring it out then the brute the dawn guard and then butcher dawnguard's gonna have to take out that banner because otherwise then the brigands were gonna go to the stop they're gonna go before this okay that's gonna be too bad it's gonna be pointless to take out that banner because the brigand will already have given the ability of stop before dawnguard can do it unless i want to bring night feather back there to do it if i bring knight feather back to do it i think things will be bad here's the situation we could spend nightfather's entire action move back here and take out this banner meaning this guy would not activate twice i'm not too worried about the brigand activating i'm more worried about those brutes we need to take those brutes out we need to take those brutes out fast how we're gonna do this i don't know how we're gonna do this i needed him not to go there skull splitter needs to swing his axe and just destroy something is what we need to do here i think we're going to use night feather to move in and do a piercing strike the reason i'm moving in is a lot of the cards have to talk about attacking the closest hero or the hero in your zone or something like that and night feather is before skull splitter so that would be the tie breaker would be the initiative order unless of course there's something else that's going to it's going to attack skull splitter and hopefully there's not because skull splitter only has like two health left once i'm there i am going to use i guess my piercing strike is really all i have i could use taunt this is another option i have taunt would potentially allow me to dodge and then take one of the characters with me as i dodge out of the square it's interesting thing here it says if this attack hits after resolving the effects of the target can be placed in the same zone as the hero so i could taunt potentially one of these characters back down to here or back over to here i think i'm going to do that i'm going to taunt one of them back over to here that way i for sure will be attacked by that creature and then he can concentrate on trying to take out all the rest of these i'm going to use my taunt that's going to be fantastic we're going to taunt the butcher so let's see if we can taunt him i'm actually going to pull him this way i think it's going to be the plan but first we have to hit we need to get an 11 in order to hit the butcher we got we got a 19 that's enough to hit with our taunt which is fantastic so he did hit which means i am able to dodge if i can get a critical that'd be fantastic his toughness is four i need a six i got a three i did not get anything better than that it does because i don't get any bonuses to my damage with taunt so i did hit which means i'm able to dodge i don't do any damage though i'm going to dodge back to this square and i'm going to take the butcher with me i'm going to taunt him right into that square i don't have to make the roll because dodge says that i'm able to place the character as opposed to moving the character knight feather is done we'll move on to skull splitter skull splitter needs to destroy some dudes i'm going to attack this guy with our wild swipe our brute has a target number of 10 let's see if we hit him i got a 16 plus three it's a 19.
let's see if we're able to critically hit this guy i got a six so that's way better than the four that he has so that is enough to take him out because his value over here is a death symbol which is fantastic so we've been able to take off one of the butchers but or brutes sorry but since this one's painted i'm going to remove the gray one and replace them with the painted one because it looks so much better when there's painted miniatures on the table for my second action i think we're going to use frenzy i don't see why i wouldn't i'll have to spend one of my fate tokens meaning we only have one left up there the reason the other option i was thinking was that i could potentially move over here and have to try to break away from this guy sorry use this character to do a parting blow but i'm not going to do that i think it's just best to remove some people from the board so we're going to split this guy's skull without bringing we're looking for a value of nine or more i did hit now let's see if we're able to do that critical wound that would be fantastic i got the four that's exactly what i needed and of course our card frenzy is going to be able to do two damage with our critical hit and i could chain this if i want there's nobody else to hit it's going to kill this character i'm going to gain one gold because now all of the characters that deal with this card are off the board we'll remove this model from the board and gain one more gold we'll exhaust skull splitter and our brute is going to be next followed by dawnguard and then that butcher and the butcher is now ferocious it's going to attack you here on the same zone nope it's going to charge into a hero in an unengaged zone that's going to be skull splitter he's going to charge right in here and attack this brute needs a 10 or i should say i need a 10 to block this and i kind of nine oh no so we are going to take one more damage we are at six damage now with skull splitter has a total health of seven one two three four five six we have six damage lucky for us none of these are serious wounds they're all this symbol here so i'm not taking any serious ones this would be really bad the worst part about that is that is the first enemy to go so i'm going to have to put him do that stop maneuver where he's going to stop right here and he is going to attack again potentially taking out skull splitter we could lose a character in the first game don guard is going to go next and i think don guard's going to move and attack i lied dawnguard is going to use one action to remove this i just in case i want to get that out of here then dawnguard will move one two into that zone right there we'll place an exhaust token on dawnguard and move to the butcher who has the vengeful card our vengeful card states attack here with a grudge charge hero the grudge attack a hero in the same zone so the hero in the same zone we have these two in the same zone and since this person at the top of the marching order we are going to attack night feather we'll roll our d20 and see how it goes i got a five i failed miserably so if we look at the butcher the butcher is going to do one damage and bleed on a hit so we'll give one damage to night feather and knight feather is also going to take a bleeding token which remember is going to be negative one when it comes to our event rolls so now we're at negative three so the only way we can ever successfully pass and roll is on a six plane and that's going to be it that's the end of the butcher the butcher can go away the butcher can go far far away the writing is potentially on the wall for our team here the brute is going to go next we're going to just exhaust him right here he's going to attack the hero in the same zone we have a 50 50 chance of making it out alive yes we did we got an 18.
oh i shouldn't say ron is alive we're still fighting our skull splitter is not dead it was able to block the attack here's our board states where we sit we've got our two three characters here we have a butcher left and a brute left we still have that treasure that i want to pick up and we have to roll now to see what happens during the event phase we got a three so that is going to move this token into the next area which is all of this map so once that happens it's going to hit these characters here knight feather is still in the front of the marching order so that's going to be if this thing targets a character it will be night feather we have these three cards left for our wandering monsters so roll one two three four five six and see what is going to befall our characters we got a four the giant rats are going to enter this encounter here's our giant rat i'm working on him i haven't gotten him fully painted up yet but i got at least kind of his face down a little bit i still have to work on the fur and of course the entire base of this monster but we're going to put this monster right here and now this creature has entered the combat i will be removing the echo token this is absolutely awesome we are are running or not running we are fighting for our lives here i'm gonna pick up all of our character cards here give them a good old truffle shuffle we're gonna look away and see if we can get some of our characters to go first that would be awesome we'll just give them a good old truffle shuffle and see what befalls our heroes all right the first person that's gonna go is night feather that's awesome followed by dawnguard that's great oh then the we got to take that brood out before it attacks skull splitter look at all the bad guys go and then skull splitter oh no this could be really really bad if we look at the giant rat this giant rat will not die if it gets attacked it's going to flip its card i don't know what the backside is i haven't looked at it the butcher will die if i'm able to do the two damage to it the brute will also die if i do the two damage to it so we have to find a way to probably take out both of these guys the giant rat is something we're gonna have to deal with there are a lot of symbols down here the first one we have is our powerful attack that's the one where i have to roll disadvantage on my defense when i get attacked by this creature good thing it's only a seven the second symbol here is pulse once attack is resolved the hero attacks each enemy in the same zone as the target the enemy attacks every hero in the target range that's terrible good news the range is zero and these are the ai cards it's going to use this is the type of character it is and it is going to flip its card if it gets oh man these wandering monsters are no joke all right we'll see what we can do night feather is going to go first night feather is going to attempt to taunt our butcher i've got a plan not sure if it'll be great find out our target number will be an 11 for the butcher let's see if we hit him we got an 18 plus two is a 20 we're gonna see if we're able to critically hit him we got a two we did not critically hit him that's okay according to our taunt card here a hit is enough to be able to do a dodge which then i can take him with me and we're going to take him right into this square over here now i've singled him out we're going to use our piercing strike at this time to be able to hopefully critically hit him and destroy him again our target number is an 11 i got a 9 10 11 exactly because i get plus two with my dexterity because of my because it's a rogue now we're gonna see if we can critically hit with our piercing strike i got a three which is not enough to get the four but our piercing strike allows us if the target is the only enemy in the zone to add plus two to the damage roll so this is a five so i am able to do the two for the critical wound which is going to kill the butcher give us two gold and again i get to dodge this rogue is super cool get this gray miniature off the board dodge back into there and gain myself two gold which means we are now we have quite a bit of gold i'm going to discard three of it that our dawn guard has and give myself a 5 chip good work knight feather that was absolutely awesome at this point we'll move into dawnguard's turn dawnguard has a few things that this character could try i think the first thing we are going to use is we are gonna again use our steadfast and because knight feather was able to destroy a character in the same zone or by itself i'm able to refresh one of my fate tokens so we're back to two i'm going to use it to go back down to one at this point i'm able to pin night feather to this location right here they will be going this character be going first next time that's gonna be absolutely epic i'm super excited this pin thing is awesome i'm a huge fan of dawnguard dungard's next maneuver is dawnguard is going to use a guiding strike and we're potentially going to be able to push the enemy out and do some damage we'll see how this all goes i've got zero range with dawnguard so we're just going to attack that character in this zone with guiding strike our giant rat's target number is seven let's see if we're able to hit we got 13 plus two actually is 15 so he hit now we're gonna see if we can do a critical wound our die is only a d6 i need a six in order for this to happen nope i got a one that's okay if we look at guiding strike now on a hit i'm able to push the character and i'm able to do one damage on top of this it says if there if this attack hits another hero in the same or an adjacent zone gains bless so i'm gonna be able to give a character bless on top of that i have a power called savior on dawnguard itself it says when this hero attack pushes an enemy out of a zone containing another hero replenish one fate token so i do get to replenish a fate token we now have two fate tokens and i'm going to push this creature it's not going to matter where i really push this creature because it's going to come charging back in anyway i'm going to push it right to there totally fine i do get to regain a blessed token for night feather dawnguard is going to become exhausted and we're going to give our blessed token a nightfeather which allows night feather to gain advantage on the next action roll then i'll be discarding this token so not only is knight feather pinned meaning this character will go first i get advantage on my first action role that i do which gonna be sweetness hopefully i can take something out with that brute is going to go next brute is ferocious i'm really worried about this i could have potentially taunted brute out of the skull splitter space but being able to do so much damage and taking out that character i think was way better we're going to use ferocious on our brute who is going to make a attack against a hero in the same zone which is skull splitter it's a 50 50 chance that something bad is about to happen never tell me the odds let's see how we do oh got a 19.
so we were able to block that attack by the brute that's awesome skull splitter is still alive it is now the giant rat's turn the giant rat has two different attacks the first one is devour it says at the start of the turn if this enemy is in the same zone as one or more other enemies and there are no heroes in the zone it defeats an enemy in the zone with the lowest initiative so in other words it just goes and attacks it needs it oh my gosh that's awesome that's amazing if this enemy defeats another enemy its turn ends and the other behaviors are not resolved oh that would have been kind of an interesting tactic to use i didn't know that's what how that worked because i haven't ever played against the giant rat before we do have our ferocious though that's going to be the next one at same zone or hero in an unengaged zone so this rat is going to come back in and attack night feather with its attack but it is going to have a pulse attack which means it's going to attack every person in the same zone so both of these characters are going to be attacked by this giant rat our value is 7 our target number here i'm gonna do these all as one roll i've got a lot of dice i'm about to roll but i just want you to know how pulse works pulse works where once the attack is resolved so technically i should attack night feather first once that's resolved the enemy attacks every hero in their attack range so the range is zero so the only other person in the attack range is dawnguard so instead of resolving that attack and then rolling for dawnguard i'm just going to roll all the dice at once since those are the only two that are actually targeted by this tech anyway night feather is going to be the black dice and dawnguard is going to be the like i don't know bard dice i'll call them bard dice and if anybody's wondering where i got these dice from as opposed to the black ones that come in the set these were part of the kickstarter as part i believe it was part of the all-in pledge or you could have got them separately as a straight or an add-on if you wanted to we're gonna roll these up it's a seven that i'm looking to try to block this attack from he was able to block it with an 18 and 11 11 being the lowest this is a six i get to add one to it so it's a seven i think it was a four before that i think it tipped over so we're just going to take the damage i think it was a four and then it should actually tipped over while i was talking about knight feathers so we're going to take one more damage to dawnguard dawnguard is up to three damage this character can only take two more and it will die as well our giant rat is now exhausted it is now skull splitting time i don't know how many times i'm going to say that but i love it every time i do i'm going to use my frenzy attack no i'm going to use wild swipe i'm going to use wild swipe on this one because it's not going to cost me a bard song token or a fate token and we'll see if we can take him out i need a target number of 10 and it no longer has that ability where i have to roll disadvantage we'll roll this up i got a one a one is terrible okay one thing good about a one is even though you miss you still get to replenish one of your fate tokens when you roll a 1 or a 20 on anything so i do get to replenish one of my fate tokens funny thing is i'm about to use it now in order to attack with my wild swipe my wild swipe is going to attack next and i need to hit with this thing let's do this i got a 13 plus 3 is 16 that is enough let's see if we're able to critically wound this this brute i got a 10.
zeros are considered tens so that is enough to go over his toughness i did my two damage according to my critical hit with that that's gonna give us two more gold because all the brutes are off the board having defeated that character we're gonna take two of these or one of these out here and put in a five token we've got seven that's pretty awesome i do want to mention since we're here at skull splitter and he's on death's door he has six wounds here the way healing works in this game is you could either choose to heal a face down card or if you're told to heal a wound you could choose to take a serious wound and flip it down meaning you'd still have that many wounds but you wouldn't have to suffer the effect of the serious wound if you do ever take more damage than you have of your grit you'll have to use one of these potions this potion will heal you back to full and remove any status ailments that you have you have three of these potions at the beginning if you ever come to a point where you don't have any of these potions and you take your seven grit you have lost the encounter and you go to the maintenance phase which is near the end of the encounter and it's in between the different adventures there is a way to prevent that and that's by using firewood you could at any point in a zone or in an area sorry an area remember the area is the big area the large part of the game in between different doors if there are no enemies in an area you can choose to use firewood flipping it over and creating a camp area where you can then heal one wound and that's the end of the round so you'd go to the event phase i know you're saying one wound what does that do so skull splinter loses one big deal but if he does say you have lost all of your potions and at that point you lose all the grit all your characters go back to the campfire token instead of losing the actual scenario that you're playing or that mission you're playing which is super cool it's kind of like creating a save point inside the dungeon so hopefully we never have to deal with that but that is one way to prevent all your characters from just losing the scenario so if you ever are getting close dangerously close to losing all these and all your characters are close to death it's probably best to try to find a place where you can set up a campfire so you can at least save your game as you go through the adventure if you do have to use the campfire token you would heal again all of your wounds and your status effects that you have you would place this token that would normally be out on the dungeon back up in the exhausted area where all the other tokens are and if you at that point you die again you would have to restart it you could have multiple campfires inside the dungeon that you're running through so if you want to set up a couple maybe that might be a good idea who knows but anyway i just want you to make sure you want to make sure that you understood how healing works and how this game has like potentially you could die in it or how you're able to keep yourself alive in this game so this game is really super cool has a lot of neat really cool mechanics but back to our cards here skull splitter has completed his turn he is now going to be exhausted we were able to destroy that brute so we're going to take him off the board these guys look super cool i'm really i really do dig the models they have in these they're really cool poses i like them all right that's the end of our turn i'm going to remove these tokens i am not going to shuffle his card into this roll here we're going to oh i don't have to do that yet i have to roll my die i have to roll to see if that thing's going to come out the echo token i'm going to roll it up i got a 5 minus 1 2 3.
so 5 minus 3 is 2. we are going to be placing this echo token in the starting location of the map now that's not going to affect our area yet because we did shut that door now we're going to take our cards and shuffle them up and see who goes in what order hopefully we can take out this giant rat and move on before i lose hopefully that's the plan here we'll go ahead flip them over skull splitter is going then the giant rat and then don guard but remember night feather is going to go first i'll remove our pinned token knight feather is going to start by taunting this rat let's get him into the square where or we can actually do some major damage to him so i'm going to attack this guy and attempt to taunt him over into that square good news because of our blessed token i'm going to gain advantage on this attack so we're gonna roll up two dice and try to get a seven plus we got a bard song symbol so all of our fate tokens are going to be available to us that's going to be monstrous we were able to hit this character now let's see if we're able to wound the monster or do a critical hit to the monster i need a six i got a five oh and i don't get to add anything to it this doesn't allow us to do that but it will allow me to move this creature and a hit only allows me to dodge we'll dodge up to here and bring him with we're going to taunt him right into that location at this point i'm going to discard my bless token and we're going to move into our second action which is piercing strike let's see if we can do a critical hit and do 2 damage that guy would be awesome again i need a seven in order to hit him let's see how we do i got a six but i do get to add two because it's a dexterity based attack so i did hit i got seven eight we got an eighth now we're going to see if we can wound him he's not alone so i don't get the bonuses of this i have skull splitter in the same spot so i do need a six if i didn't have skull spider that would have been a critical wound and done two damage and i could have dodged alas we were able to hit and so we are just going to be dodging out notice knight feathers really good of being able to single target characters and get them out of there or and bring them and stab them over and over again he's not very good if he's in a group of enemies at all which is which is okay but for what we're trying my purpose and my plan here that's okay that all this happened again we're going to dodge right over to that location being in the location where our treasure chest is i'm going to remove the token and we are going to draw a card from the lost treasure deck and this is going to be for nightfall but we could mix this up and give this to other characters the but there are i'll show you what we get here first we go what do we get we got this and i'll talk about it we got a rune of agility when this hero suffers a wound they can dodge oh my gosh that's amazing this is so it's awesome for skull splitter to get out of the places he gets attacked in this character is now going to gain this rune of agility there are three different types of treasures in this game there are runes there are gemstones and there's just some kind of consumables gemstones are going to be able to be slotted into your weapon and based on the number down here's how many you can have on top of that you can only have one color of a certain gemstone attached to it so if i could attach three to this let's say i could only attach one green one now this is a rune not a gemstone so i can't attach it to one of my weapons what i can attach runes to is my armor so i could attach this to this one but this has a zero so i can't even slot this in to this person's characteristic cards on top of that i've just noticed that skull splitter has two weapons so he can only slot in gemstones which kind of makes sense and sadly so does night feather night feather only has weapons so night feather can only slot in gemstones so sadly from at this point in time this is a pointless item to have found which is really sad if we were able to upgrade don guard's armor to another card i'm guessing that one would have ruined slots for this roon right here if i want to put it on but for now knight feather is going to take this and put this with his west of his stuff he might as well keep it we might be able to put on something at some point and that's the end of his turn it is now skull splitter's turn and it's time to take this giant rat completely out of the game i'm going to start with my frenzy card and i do want to explain my chained attack again so we're going to do is we are going to pay our fate symbol to attack with frenzy so i am going to use that right there if i'm able to hit i can chain this into another chain attacker i want or i can do the same one again in order to do that though i have to spend another fate symbol it has been confirmed that that does not mean that i have to pay this as well so it wouldn't cost three fate to do this card chain it and activate that card again because it's not the card you're doing the attack i hope that makes sense so it's only going to cost me technically two fate symbols in theory to attack this character twice with frenzy with that chained attack of course that means we have to actually hit this guy first in order to change attack so i need a seven or more i got a 14 so that's plenty enough to actually hit this character or this monster now we need to see if we wounded the toughness here is six i get to roll a d10 i got a three that did not do critically hit it i only do one wound that's okay we're gonna do our chain attack now and see if that hits i got a five plus three is eight so that is enough we're gonna roll to see if we critically wound it we did not we're only going to do one wound to this giant rat which is enough to flip the card we'll flip it over this rat is now pumped up i guess you could say it's got a seven i am going to now use my second action to use wild swipe while swipe is going to attempt to hit it needs a seven or better to hit i got a six plus three is nine that's plenty to hit now we're gonna see if we can hit its toughness which has dropped to a three so we could potentially oh no i only need one wound again oh no that's gonna be bad i was really hoping i could have took this guy out in one shot so this rat now has one wound we'll exhaust skull splitter here which i was hoping would take out this giant rat but he did not is left with one wound so it is going to attack with ferocious and of course that means he is going to attack the hero in the same zone which is skull splitter this could be bad i only need a seven though so let's see if we can do this i got i got a 10 that's enough okay oh he's hanging on by dear life he did not get wounded by the rat we'll move into dawnguard's turn thank you giant rat for not hitting us he does have that pulse attack i do want to bring that to your attention though it is only zero range and that means it would only have hit skull splitter anyway but he was the one that was actually attacked so we'll move into dawnguard's turn come on let's take this guy out dawnguard will move into this square or this zone here and attempt to take out the giant rat using our guiding strike i only need a seven to hit i got a 16 plus two so that's an 18.
we can see if we are going to critically hit this but it's not really going to matter i did critically hit it its toughness is only a three so if you look at the critical hit on our guiding strike as we get to push it do damage and we get to gain back one of our fate tokens though this thing is dead so pushing it really doesn't make that big of a deal though i could get another fate token back because of don guard's ability here when this heroes attack pushes an enemy up out of a zone containing another hill replenish one fate token but i don't think you can push a dead guy so we're just going to kill him off and that's the deal of course killing the giant rat means we do get treasure we get so much zero i've noticed that the monitoring monsters we have in our pool here don't give us any gold and that's mainly because otherwise you could probably just sit around and just keep attacking these guys over and over and over and over and over and just keep gaining gold so they don't want you to do that they want you to keep on moving and keep on having fun we'll remove the giant rat from the board this ambush card is gone which card only would activate immediately and then they get discarded so it didn't need to sit out here the whole time we were fighting that's the end of our turn we'll take our cards shuffle them up and go on to the next round but first we have to roll for our event this is gonna be tragic i got a four so that means we're gonna take our echo token it's gonna move into this zone and it's going to affect one of these two characters and skull splitter of course is sitting first in the initiative order we have three cards left in our wandering monster card deck we'll roll our die and see what we get we got a four one two three four it's going to be the up down side down card which one is it it's going to be overactive imagination your mind must be playing tricks on you hearing noises that aren't actually there discard this card oh that's so good so we don't have to worry about these two monsters coming in we do have to discard this so that does mean next time no matter what one of these two monsters will be entering into our zone and taking us out but of course we'll have a little bit of time before that echo token will make it to us with that complete we will take all of these shuffle them up a little bit and see how it goes we'll turn away so we don't see give them a truffle shuffle and our first character me don guard followed by night feather and stall splitter there we go dawnguard will use a move action to move one two up to there this right here i do want to mention i haven't talked about these before also found on this tile here those are secret passages you can open them up to reveal new areas in the dungeon it's just another way to move around without having to just follow the doors though if you want to use one of those you do have to spend a tool kit in order to find and use that secret door we're going to use an explore action up here we're moving from a room into a corridor so i'm going to take my quarter deck flip it over we have found a battle goal here and we have a lot of enemies here but notice this i do not have to put it a certain way so let's go ahead grab this tile place it down and put down some enemies interestingly enough we're not going to have enough room to place this it's going to go off the board and that's exactly what you want to do you want to go past this line right here there's a lot of interesting lines up here i don't know why they made it exactly like this but all these are just artwork this leather strip right here that is the edge that you're trying to overlap with one of your tiles to get out of the dungeon or out of this particular area of the quest so we're going to place this here there's going to be a stair token that is going to go right there and we're going to place down a raider a brigand and a brute in this room on top of that we're going to be drawing a battle challenge deck card and we have to get to this location this is the technically the final location that we're going to be finding i could choose now that i've found this to go other directions here if i really want to explore more but our goal is technically to get to that tile right there on this particular tiles heroes cannot make explore actions and if the hero is in the same zone as the stairca token i may spend an action to escape when a hero escapes they remove the model from the playing area and remove their initiative card from the marching order when every hero has escaped the heroes complete the encounter i do get to move into this square but i am not in the square where the staircase is at this point so i'm going to have to survive another round because that character is out of action dawnguard has no more actions but i think i have a plan that's going to be able to get us onto that square and get us out of here as fast as i can instead of using the token i'm going to use this cool 3d model here it's probably not what you're supposed to use but it's pretty sweet so i'm going to have this raider standing right there on the stairs waiting for us our boots behind it it's going to be fantastic i'm going to grab this card right here this could of course foil all my plans we'll see how this goes illusionary trap several enemies ahead doesn't dissipate into the into thin air then suddenly appear behind you roll a d6 for each enemy in the current tile on a one or two place the enemy on the previous bard song square wow that's actually might even help us out i can't believe that that might be good let's start with several enemies roll a d6 for each enemy in the current tile we'll start with the top one our brute rolls a let's get it right well one this is going to appear back here then we're going to roll for a brigand our brigham got a three and our character here got a one this is absolutely amazing i can't believe i'm gonna get this lucky this that's it this that was the illusionary trap it instantly happens and then it goes away so we'll just we'll discard that also i have my fear of god that is going to happen when this hero makes an explore action after placing enemies place one enemy in the previous tiles bard song or bird song symbol i'm gonna place this guy there look at all these guys they're all with night feather which could be bad but hopefully it's not we'll find out if i can get him to move first that'd be awesome because a lot of his cards have to with dodging and i could get him to dodge here and then move on to the stairs along with the rest of our guys these guys will all come charging but we can the next turn just use an action to get out that'll be awesome i've added them all to the initiative order we're going to take the cards flip them over get a good old truffle shuffle here and hopefully i might have to try to figure out a way i might try to pin don guard to the front if i can because dawnguard could take a lot of damage where our night feather and we know that skull splitter better not be first so we're in real big trouble here all right we'll shuffle up and figure out who's first our brood is first or bring into second oh no night fighter's gonna take a lot of damage oh dawnguard is third skull splitter knight feather and then the raider well sadly that third position isn't probably the best place to be pinning myself i'll have to see what we can do but we have to start with that brute the brute will be using the disciplined card here so it's going to attack the hero in the same zone which is going to be night feather i need to defend this with an eight let's see how this goes i got a three that's not enough it's gonna be plus one so that's four i'm going to be taking my second damage on to night feather that's absolutely terrible i now have to push knight feather i guess it'd be advantageous to go over here i don't really know where the best place to go for him would be though if i did push him here that means these guys will probably come in oh that's not night feather here's knight better these characters would probably move on in and that means it'd be tougher for him to get out i think that's probably the best advantageous move that's going to be it for the brute we'll move on to the brigand who is also ferocious the brigand is going to attack the character in the same zone then it's going to charge hero in an unengaged zone so here's the heroes in an unengaged zone and it's going to attack the one at the closest to the front oh it's going to go after the one closest to the front hmm it can move two spaces would that mean it would charge dawnguard because dawnguard's closer in the initiative order or would it go towards the closest character i believe it goes towards the closest character so it's going to go over here and attack night feather no it's going to attack skull splitter oh no that's really bad because call splitter is next this brigade will be attacking dawnguard it will try to move up to its speed value and target the character that is in an unengaged zone closest to the front of the initiative order which would be don guard also i want to make note that each one of these characters when i was originally doing that last big combat i was activating them a little bit wrong the way that these characters activate is they're going to activate the most north character that can activate first then it's going to go around in a clockwise or in a compass formation they're not going to activate based on these cards when i was originally doing it i think i was making the brute that was in this square attack first then i had that one attack and try to charge in so just be aware that the most north enemy in the initiative order that is going by this card will be using their behavior first then so on and so forth and like i said i misdid that and it shouldn't have when i had my two different brutes here the first route should have attacked from up there first then this one so just be in mind it's always north and then around and i'll have made a subtitle in that part of the video so you'll know that our briggs target is a nine we'll see if we do that up i got a six seven that's not enough don guard's gonna take another damage dawnguard is up to three damage as well a lot of our characters are sitting at death's door we have to get out of here dungard's next in the order i have a sun shield it says here at the start of the encounter place three devotion tokens on this card this hero can spend devotion tokens in place of fate i haven't done that but what i'm going to do is i'm going to use penance place a devotion token in the same or an adjacent zone enemies in the same zone as the token reduce their speed to zero discard this token at the start of the hero's next turn i'm going to place one of my devotion tokens right there this is my plan let's see if it works that's going to be the first action the second action is i am going to use my guiding strike to see if i can hit that bandit and this brigand not banned it no i've probably been interchanging those words the entire time i need to get a nine or better i got a 13 that's enough to hit the bandit i'm gonna roll a d6 to see if i'm able to critically hit this person nope i got a three i needed a four that's totally fine i'm going to do one wound and i'm going to push this monster we'll push the brigand onto the stairs totally fine and it's going to gain a wound token dawnguard is gone it is now skull splitter's turn skull splinter is going to run one two one two to stand in the same space as these stairs here with that brigand and that's all he's going to do night feather is next knight feather has three speed knight feather is going to move one two three to right there and at this point he's going to use or she is going to use a throwing knife i'm going to spend one of my fate tokens but that's totally fine we just have to do one damage so we're going to flip this fate token over i'm covering my other ones with the with the board here but that's okay let's see if we're able to take out this brigand my target number is nine we rolled an 11 plus two is 13 that's plenty i'll roll a d6 to see if we're able to critically hit him we needed a four we only got a three totally fine our throwing knives are still going to do one damage which is enough to take out that brigand that brigand is removed from the board so we are gonna gain another gold coin that we'll place with night feather that's the end of knight feathers turn our raider is going to use hid the cautious card here attack the closest hero the two closest hero either dawnguard or nightfeather dawnguard is higher up in the initiative order so it has two range and will be able to attack dawnguard the character does not have to move it's got one two range right to there i need a 10 or better in order to block this i got a 13 yes plus i could add one so that's 14.
didn't hit that's the end of the raider it does have its retreat card but all it's talking about is making sure you're not in the same space as one of the heroes and we already are not so we're going to remove our tokens and roll our d6 for our event step let's see what happens we got a one that's like negative four we'll place down that echo token yet again into the starting space so this will potentially move again into that same zone if we fail the event roll another time we'll take all of our characters here give them a good old truffle shuffle and at this point i think we're okay but i'm not gonna be too sure about anything right now and all of our guys are so close to being dead we'll start with the raider oh the bruce look at this skull sweater and all of our guys are going last oh no this could be an interesting end to the game here's where it gets interesting this raider is going to move here lose all of its movement and that's okay what the problem is is it's going to be able to attack a person and the person that's going to attempt to attack is skull splitter oh my gosh this could be really bad because skull splitter is one two spaces away he's standing right here on these stairs and maybe should have got him farther away if i could i couldn't actually not think about it so one two space away he's going to attack from right there at this point i need to roll a 10 or better or we're in big trouble i got an eight oh no that's not enough i'm gonna take one damage with that final damage card we are going to be at one two three four five six seven that is enough to knock out skull splitter we're gonna remove our token and all of our damage cards and flip over one of our potion tokens we only have two left which is too bad maybe i should have gone and done a campfire when i had a chance over when we had nothing on the board for that short period of time i just know we were so close that ending that i wanted to keep going that's that's it that raider has done its job the brute is next now i've set this up so the brute can't actually get to us it's going to use its discipline card here to charge an an unengaged zone which would be this one right here it's going to move into here but because of my penance token it's not going to be able to move past that marker as far as i understand skull is next he's going to use an action to get out of there we'll use dawnguard to move up here use an action to get out of there and night feather is going to move and get out of there as well and we have survived barely the first mission in our playthrough once you make it through this part of the adventure you're going to go into the maintenance phase where we're going to go through the upkeep gold step and level up step during the upkeep step we get to remove all of our damage in any of these tokens that we had that were status ailments of any kind so we do get to heal between missions if you're entering the maintenance phase because you failed the heroes will lose all of their gold in their stash and you would be able to get at least one healing firewood toolkit and charm token back but no more you just refresh them until you have at least one in each area that's dawnguard ready to go again i have my pendant tokens i really didn't use except for the end there which was actually pretty decent night feather gets to heal the two wounds and this is something i failed to mention while i was playing when you do defeat the butcher it says down here when this hero defeats an enemy they place the grudge token on their dashboard so i'm going to keep this grudge token and on top of that this grudge token does persist into the next mission so you don't want to be getting these guns tokens or you got to find a way to get rid of them the other things that also do not change is how many potions tool kits or firewood or charms you have used during the adventure i do get to keep my ruin or i don't really know what we're going to do with it because nobody has any armor they can put it on but that's okay we don't need to do anything for skull splitters he just died so he has no he's no nothing that's hurting him right now the next step is the gold step you can spend your coins to either unexhaust consumables refresh your potions and firewood and tool kits and charms you could also get anything from the lost treasure deck and you could at this point unattach any of those runes or gemstones from anything you have but i'm not having any of that what they mean by unexhausting consumables is some consumables like this one for example has this little symbol down here this means you could spend three gold during this gold step to be able to make this active again for the next mission we're going on or you can pay seven gold to unexhaust any one of the tokens i don't see why we wouldn't pay seven to unexhaust this that's a no-brainer i'm just going to pay seven to unexhaust this one as well so we've spent all the gold we made on that adventure but that's okay those will be ready for us in the next one you could choose also to spend 10 gold to get one of the treasure cards from the lost treasure deck now remember that's the lost treasure deck so that's one of the oh that's the one that we had to pick only four cards for from the beginning it's not the treasure deck which is the giant treasure jack that we drew the four cards from it's from the lost treasure deck and it cost 10 to do that we could of course keep any gold we want we don't have to spend it all we do get to carry it over if we wish to the next part would be our leveling up as you can see in the goals here every encounter is going to give us one experience point plus discovering a loss treasure is going to give a one experience point so we completed encounter one and we found one lost trader so we have two experience points for each character that we can spend our first character for example is dawnguard dawnguard could spend two experience points want to raise up any one of these one i could spend one experience point to raise this up by one i could spend two to raise that up by two if i wanted to on top of that you could buy a new skill for three so i could save my experience points for the next game if i wanted to or i could level up one of these if i want to for example that steadfast power we have that i absolutely love i could spend one experience points to level this up so that when i move this hero or another hero one space left or right on the marching order and then the hero gains pinned so this is such a more powerful thing this hero or another hero on the same tile gains pinned this one i can move this hero or another hero one space left or right doesn't say anything about being on the on the same tile anymore on the marching order and the hero then gains pinned that's out of control that's super good and remember i could use this pretty much free with my things here it says i could use the devotion tokens in place of fate tokens if i went to so i could be using that steadfast almost every time i see someone in an advantageous position including i believe enemies hero or another oh no it's only heroes so you only work for heroes which isn't bad i could spend one experience point to do that and then i could keep spending the other experience points to power up one of these things the other option we have is i could power up guiding strike which also would be really good if you flip it over guiding strike says add plus one of the heroes attack range during this attack if this attack hits another hero in the same or adjacent zone gains bless which means they would gain a advantage on the next attack i don't know what to do i'll let you decide for me should i go with leveling up my steadfast or should we take guiding strike and level up guiding strike oh my gosh both of these are absolutely amazing powers now we can't do anything with penance or with our fear of the god fear of god because both of them cost three in order to do it so or of course we could level up one of our ability scores but i think it'd be cooler to get one of these powers more powerful at least that's my opinion so either steadfast or guiding strike let me know what you do for god dawnguard i'm probably gonna have the same problem with each one of these characters both characters have every character i have has a way of powering up at least one ability or the other i could power up my throwing knives which is going to allow me to add plus one to the hero's attack range during this attack on top of that if i miss with throwing knives i'll still be able to dodge on in which is kind of i think that's pretty good and it's only going to cost me or it's going to cost both to do that if i wanted to i could also power up taunt which would give me the ability nothing changes on this but it does give me the ability to add plus one range to this attack and if the attack hits after the resolution of the effect target is placed in the same zone as this hero so i could potentially grab somebody from two spaces away now instead of one which could be beneficial or in the same one i should say so this is gonna have a range of one this would have a range of one so all these things you'd be able to stand at least one space away and do something let me know what you think should i power up taunt and save an experience point or power up my throwing knives to give myself was it an extra be able plus one range so this would be a two range attack instead of a one range attack skull splitters might be the most no-brainer here on all of them i could power up one of these skills if i wanted to or i could take frenzy and power it up frenzy then gains this ability if skull splitter was wounded by an enemy attack during this round this attack does not cost fate that sounds pretty awesome but do remember if i do use the chained ability on this i would have to pay the one fate to still chain this but i would no longer have to pay the fate to use this ability i think this is a no-brainer i'm going to pay the two experience points to power up frenzy the wild swipe if i wanted to power that up would give me if skull splitter has one or more wound cards the damage roll becomes in powered that would allow my damage modifier die here to go from a d10 to the next highest die which would be a d12 i don't know if that's me that great it's only two more numbers that i could potentially get on top of that you can't go past the d12 so i could never go to like a d20 which would be absolutely bonkers good can't do that so i think power of the frenzy is probably the best choice for skull splitter we've completed our first node so there is a story moment that is going to happen before we move into their second node so let's take a look at 201 the smell of hobgoblin stings your nostrils in the confines of these tunnels their lair no doubt close by yet as you stand at the crossroads unsure of what path to take the mysterious stranger appears once more you eye the hooded figure suspiciously the motives of spirits twist like serpents when the mortal mind attempts to grasp them in a whispered voice the stranger speaks of treasures ahead revealing the passage that leads to them and yet doubt crosses your mind if such riches do indeed await why then has the creature not already claimed them as the stranger fades once more into the shadows you are each torn between the siren song of riches and the lure of noble battle the choice is yours to make but you will not be able to turn back once the die has been cast according to what our old dwarf has scribbled out here on the map i guess you could say we could either choose to go down i guess they're calling it a noble path i don't know what that means but i can read number 272 and we'll be doing another dungeon delve with one treasure just similar to what we just did or we could go down i guess the path of riches they call the path of riches i'm using quotation marks there um it goes to 300 and then we're going to be doing again another dive with three treasures so there are two possibilities that we can take i'm not sure which one to go i'm gonna let my patreons decide that for me please feel free to join the link is in the description of this video if you wish to help make this decision i would like to know what you think for our characters i'm interested to see how you think i should level our characters up so please put that in the comment section i would love to hear about it before we do end i do want to talk about these decks of cards that we have been using for our challenges and for laying out our dungeon when it comes to going into the next round you could choose to mix all this back together again or you can leave them out until you're done with the complete encounter the whole chapter from how i understand it i think i'm going to leave it so that these have already been revealed because it'd be really cool to see newer ones come out of course if you shuffle these in that means you're going to get other ones as well one thing i did fail to do when i was looking at these is some of these challenges do have gold associated with them so we are actually going to keep one gold because of that encounter none of these over here had any gold on them and i did have to remove this one and put it back into the vault from what we did i am going to shuffle these decks together because that's not going to be too much of a difference but i think it'd be really cool to see some new challenges as we continue there you have it that was bardsong the first chapter i hope you enjoyed the playthrough if you did don't forget to like subscribe and hit that bell so we'll see you know when the next playthrough comes out for this great game i will be continuing this game i'm not stopping i'm having an absolute blast i'm loving it so much i've been painting the miniatures and don't forget on my channel we'll be doing live painting that'll be coming up soon and the first set of things we're going to be doing is some of the bard song miniatures i know the ones we have painted so far on the channel were able to use and there were some that were painted ah it's so hard to do that oh it's like heartbreak it's like stabbing myself to play with unpainted miniatures i'm kidding of course we're we're going to paint up some of the other ones that we were using today and maybe some of the ones that are going to be found in the future so that is coming very soon this is a fantastic dungeon crawler i hope you enjoyed all the different mechanics that are in it and there's so many other ones that are going to probably be unlocked as we play through it we haven't even touched our weapons yet our weapons are probably going to grow in power we have so many skills we can unlock we can even cross class you believe that oh my gosh there's just so much thing going on in bardstown this is gonna be super super cool i hope you enjoyed it don't forget if you're interested in helping us decide what paths we should be going down you can join my patreon on top of that you can help me decide what we paint what we play and what it couldn't be what games are going to be coming onto the channel in the future i mean we'd have bard song and we have lots of other stuff coming as well this is super cool i'm excited to continue this adventure and if you are as well then i need you to meet me at the table [Music]