Bardsung Reaver Captian Boss battle
greetings i'm berent and welcome to meet me at the table today we're going to continue our playthrough of bardsong we're moving into a boss battle i am also posting this video on the one-stop co-op shop those that are watching it from there may not have seen our second mission we did complete that if you're interested in seeing how we actually got to this boss battle check that out over on my channel meet me at the table i'll put a link to it in the content description of this video but we'll be moving into a reaver captain fight this is something i wanted everybody to be able to see the last video was just a yet again another dungeon crawl which was super fun and i had a great time doing it we saw some really neat things and we gained some great experience points that we have to spend on our characters and in the last video i did ask for people's opinions on what we should do with those and we'll talk about that when we get to it but for now we're going to go through how we're going to set this up and how boss fights work then we're going to go to our characters and then we're going to start our boss battle if you're excited to see if dawnguard knight feather and skull splitter can take down the reaver captain then i need you to meet me at the table [Music] do [Music] the reaver captain the sound of deep laughter echoes from a head strange in these bleak surroundings it is soon accompanied by other voices some low rumbles others like nails scratched over chalkboard regardless of their pitch the accents and tones betray them as belonging to a band of hobgoblins around the next corner you see a small fire burnt down to embers a mob of creatures lazying on the ground in front of it one in particular stands out a heavily armored warrior with a proud bearing and a cruel smile he looks up the moment your eyes lock across the clearing he leaps to his feet shouting for the others to arm themselves it seems this will be your first test against a more challenging adversary every boss battles a little bit different but of course the end goal is always to kill the boss this is a boss card it's a reference card that will show you what you need to know about this particular boss it doesn't have anything about the attacks you'll see those soon enough but what you're seeing on this card is the name our target number that we're going to need when we attack the boss also its speed and toughness are on this card as well along with any type of special rules and also if this character heats up this particular one does not it will not be heating up as we play through it remember heating up is when a monster takes a certain amount of damage you'll flip the card and it'll be doing new things which is really cool in bardsong on top of that you're going to find initiative cards sorry initiative cards that you're going to be using for each boss this particular one has two ripping slash and call these will be the initiative cards that you'll shuffle into the initiative order it has how this is going to attack who it's going to target and whether it can heat up and yes they can and notice each one of these is a little bit different when it comes to the way it attacks so these will be shuffled in with the rest of our cards to determine the order and when one of these appears in the order we'll perform that attack according to how its ai system down here is going to function with that in mind we'll be removing from play all the other cards that we had used our challenge aspect deck our battle gold deck all of the corridors and rooms are going to be gone also what's going to be gone is our cards that have to do with the echo token that car those cards are not going to be in effect either after all this is a fearsome foe and even wondering monsters want nothing to do with it so with that in mind we'll not be doing the round three end phase we'll be skipping the phase the step three of that phase all the other parts of the end phase will still remain that's a generic way of how the boss can counters work also one thing we have to note is bosses are unaffected by abilities or conditions that reduce their speed or prevent them from moving each fight though does have its own setup and special rules so let's go ahead and take a look at the reaver captain this particular combat will take place on this tile and there is a rule that says heroes cannot ex make and explore action during this encounter we are stuck in this room and we have to take these people on we're going to be placing down all of our enemies the reaver captain will be here it will be noted or defined by this miniature here there isn't a specific miniature for the reaver captain you just use a reaver miniature that you'd use just like as if you were doing a crawl we're putting a brigand a brute we'll also be putting a brigand down here and we'll have finally a raider here with our reaver captain in the middle and hs is where our heroes are going to start here's the setup as you saw in the book plus i decided to put our hero miniatures down in those particular places this guy better turn so we can see us i think we're going to be all set to start this battle another thing i do want to mention is during this battle unless it says inside the setup for the particular boss we'll not be using our toolkits or our fire kits of course we can't escape from this place and there's no way we're going to be making campbell we're trying to fight some bad guys we will be using the other tokens though our potion token our fate tokens and our token that will allow us to refresh our fate if it's expired we can flip one of these over to refresh all of our fate and these potion tokens will bring people back if they die there are a lot of enemies out here let's see if our characters can take him on let's go to the first round before we do i thought we'd take a look at our characters we have dawnguard dawnguard has spent two of the four experience points this character has to power up guiding strike i've decided to do that what this now is able to do is give us a plus one to the hero's attack range during the attack and if it hits another hero in the same or adjacent zone will be able to gain bless which should help us out quite a bit and bless will give us the ability to gain advantage on our next action role nightfeather spent three of the experience points to grab nimble i think that's going to be awesome when this hero would dodge they could move one space left to right in the marching order instead and i'm hoping that that might even be able to combo with don guard's pissed uh what is it steadfast that that the character has which allows us to pin people to the initiative track i think that'll be really good with skull splitter it took a lot to figure out what i want to do with him but what we decided on was vengeance vengeance it costs three to buy skills so i bought this with the three once per round if another hero in or the same or adjacent zone to this hero suffers a wound this hero may spend a fate token to immediately move into their zone and make an attack as a free action the reason i decided to pick that up is i think i'm going to be i'm kind of a little this is going to be kind of fun because i have this remember on him this hero can reroll their first attack roll each turn so a turn is one character's turn so if i'm able to trigger this i can re-roll these dice even on other characters turn because it says on each turn not during the whole round the round would be the entire initiative track but each turn i could reroll one so i'm hoping that will actually help us out also i can take damage in or instead of using fate tokens to make this fire off as well so i think it'll be a good buy we'll see how it turns out it's time to shuffle up our initiative order we have our three characters we have our brigand raider brute and we have our two attacks from our reaper reaver captain that we have and i'm going to place this out on the board so we can see it while we're fighting let's go ahead give these a good old truffle shuffle here and see who's going to be the first to take some actions i'm really hoping we get to go first please please meet us first let's see here it is going to start with night feather that's fantastic kind of oh we're going to have it attacked by the reaper captain then we have the raider followed by skull splitter brigand ripping slash brood oh my gosh dawnguard is last that's absolutely hilarious i'll be using these tokens to signify who has gone in the round and that way i don't have to be exhausting cards normally you exhaust a card but i like using these tokens because i can keep the board nice and orderly here as we fight through it so we'll start with night feather before we take our first action i do want to show you our reaver captain's card it does have an ability down here at the start of each end phase place an additional brigand on this tiles bard song symbol unless each there are six brigan models already on the playing area so i don't ever want to see six of them on the area so we also kind of keep those down to a dull roar as we try to take out the reaver captain and i haven't explained really how you do damage when you do damage to the reaver captain you're going to be placing it onto the card the under the reaver captain but when you do damage it's going to flip these cards it's not going to actually damage this card at all this is just a reference card so you'll see how it works as we play through it but these are the an enemy or the cards we will be damaging oh barely got that out let's see what we can do with knight feather knight feather is right here i think we either want to try to pull somebody into a square or maybe attack now this brute is bad news i do not like brutes but the raider is going to go next and the brute doesn't go for quite a while ah this is a tough choice i think we are going to use our throwing knife first here i am going to be able to add plus one of the heroes attack range during this attack and i am going to target that brigand it does show right here that it will cost me a fate token so we are going to flip one of our fate tokens to the used side we'll roll our dice and see how we do our brigand's target number is nine we'll roll up a die and see how it goes i got a bard song symbol oh that's fantastic so not only is that an auto crit but i get to replenish a fate token that we've used so i get that fate token right back that's awesome if we look at our throwing knife card here a crit is going to be doing two wounds and two wounds will be enough to kill this brigand i'm not going to gain the gold because there are more brigands on the board but we are going to remove this one from the board that was super what i'm going to do next is i am going to taunt i'm going to use my taunt power here it says add plus one to the hero's attack range during this attack if the attack hits after resolving the effects the target can be placed in the same zone as this hero so i'm going to taunt this figure right here it might be it maybe might be smarter to taunt the brute but i think i have a plan sadly enough we all know how those end up to hit our reaver captain i need an 11 or better and i got a 19 so that will be enough to hit him we'll have to see if we crit so in that case i'm going to check his toughness versus our damage die our damage die is a d6 so i need to get a 4 or better i did not so if we look at our taunt card it actually isn't going to do any damage which is kind of funny our taunt card is gonna do nothing but i do get to dodge and i can take this character with me and that is exactly what i'm gonna do i'm gonna dodge over to this square bringing the reaver captain with me i know it sounds like a pretty dumb idea but no matter where this character would have gone this reaver captain would have been right on top of him it says here charge closest hero in the marching order and so then it will attack with a range of zero but it has a pulsing icon here which means it would attack every single character that is in that zone or within the radius of whatever the range is so lucky for me there is only one so we'll see if we can survive this attack we'll be trying to hit the target number of our cull card which is an 11 that's our plan here and i got a 10 plus night feather does have one defense so that's an 11 we were able to meet or beat that card so it did not hit there is no miss trigger here so that's the end of the call card we were able to survive that we'll move into the raiders turn the raider is going to be using the cautious ai card and the retreat ai card those are found right down here on his card so we'll start here and then use this one so if we look at our cautious card it states that he is going to attack the closest hero well the closest heroes two or one two pretty much everything on this board is two squares away so it's going to attack the closest hero they're all the same distance so we'll attack the person that is the closest in the initiative order the highest i should say the initiative order so it is going to attack night feather just to show here our raider does have a two range which is why he's able to target the closest hero at two range away we're going to be taking a damage if we don't get a 10 or higher we got 11 plus one is 12 so we were able to successfully dodge that attack our raider will now move on to its retreat card the retreat card isn't going to do anything it says if this enemy is in the same zone as a hero it'll move up to its speed value toward the closest zone that hero that a hero doesn't occupy if the enemy doesn't have sufficient speed to reach the valid zone it won't do anything there's no money in his own so he's not going to move our next character is going to be skull splitter skull splitter can do two actions the first action he is going to do is he is going to move up to where this brute is i do not like brutes brutes are absolutely brutal they have the ability down here that says this enemy and other hobgoblin enemies in the same zone can't suffer more than one wound from a single attack if he's able to get into a group of people it's gonna be bad news so i'm gonna try to take him out right away we're gonna start by using our frenzy card our frenzy card is going to cost us one of our fate tokens and it says if skull splitter was wounded by an enemy attack during this round this attack doesn't cost fate sadly that has not been the case it does have this little icon down here so i can chain this and what that means is i can spend another fate token as long as i have successfully attacked to be able to attack again so we will spend our fate token and i'll be rolling two dice because up here it shows that this person is resistant to physical attacks so i am at disadvantage i have to roll two dice and hope to get an eight or better i got a three plus three is six that is not enough but that's okay i do have that topaz that this hero can reroll their first attack roll each turn so we're going to do that again that wasn't going to help me well that one kind of helps me if you roll the one you do get your fate token back sadly without hitting on my first attack i'm not able to trigger my chain attack so his turn is done so that was the opposite of splitting skulls that was splitting air we'll move into the brigand's turn here the brigand is going to be able to use its ferocious ai card it has a range of zero it's going to choose to attack a hero in the same zone or charge a hero in an unengaged zone if we look here these two are in engaged zones so it's going to move here and attack dawnguard the bringing has a target number of nine we'll see if we're able to get that i got an 11.
dawnguard also has plus one to defense so that would be a 12 meaning the brigand missed looking at our ai cards we have ripping slash next it's going to charge the hero with the highest initiative so the highest initiative is going to be night feather yet again so it's just going to stay right where it is an attack and notice this one does not have any of those pulse symbols or anything but it does have a miss if it misses it will be pushing this character off of where the f character is i need to roll that 11 or higher in order to not get hit by this and i got an eight plus one is nine that's not enough so this ripping slash is not going to cause just a wound it's going to cause a i guess a severe wound it's basically going to turn this card over and i'm going to have to deal with it i am terrified it says this hero must end their turn in the same zone as another hero if possible notice there's a 12 down there this particular serious wound i have the ability to roll with my in believe it's intellect to try to get rid of it and i can do this during my turn at the start of my turn i'm able to roll and i can only do it to one serious wound so if i had like three serious wounds i could only choose one of them to try to roll against i have to meet or beat that number and if i do we would just take the card and flip it over so we would still have the wound it just wouldn't be as severe and of course here i am super excited that i bought my vengeance power and i put him so far away that i can't even move over there and try to help him out we'll go into our brutes turn our brute has disciplined it is going to attack the hero in the same zone so it's just gonna make an attack against skull splitter now if i was smart i would have brought my reaver captain right there knowing i was gonna move skull splitter up there to try to take that guy out and if he got hit i could have moved him over and made an attack against the river captain but nope not too smart i need an eight in order to successfully dodge this attack i got a 15.
i am not a disadvantage when i make the defense roll even though when i attack him i am dawnguard is last dawnguard is going to start by showing off the sun shield at the start of the encounter place three devotion tokens on this card this hero can spend devotion tokens in place of fate and we're gonna start by using our steadfast ability here move this hero or another hero one space left to right on the marching order and then that target gains pinned i'm gonna move skull splitter up one he is now going to be pinned to this location meaning that he will automatically be the third character to activate next time we shuffle up our initiative order and gain the marching order i could use my fate token but i'm instead going to use a devotion token leaving me with two once that is complete we are going to use guiding strike to try to hit this brigand i think that's going to be our best plan but before i do i always miss this when i play the brute this brute has a miss ability here that says that he is going to push his target or so i'm going to push him into this square right here because that way this brigand might be able to attack him next turn you kind of try to want to push him into an advantageous position if you can also when it comes to activating multiple characters on a board if i had multiple brigands on this board you always start with the most north character and then go in a clockwise order these are all completely different characters so it really doesn't make that much of a difference but i just want you to be aware that that's how it works dawnguard now like i said will take in action and be able to use guiding strike i lied i'm not attacking the brigade the reason why is because of my upgraded guiding strike it says it can add plus one of this hero's attack range and the brute is one square away so we're going to take him on instead i do have to roll a disadvantage so i'm going to be rolling two of these and hoping to get an eight or higher i did the lowest one is a nine that's the one i have to keep now we'll see if we're able to crit this character my damage roll is a d6 and this is a six over here to see if we crit i got a two so that didn't crit him and it wouldn't have really mattered too much because i can only do one damage with this character no matter how i do this so we'll take the one this character will take one damage and i get to push this character we'll place the damage down on the board there and i'm gonna push him right there he's right in the middle hopefully somebody can take this guy out then this card states if this attack hits another hero in the same or adjacent zone gains a blessing token so i'm going to put a blessing token right here that gives me advantage on my next action role this brings us to the end of the round and our reaver captain's power is going to fire off at the start of the end phase plays an additional brigade on the bardsong tile the reason it's beginning is because if say there are no brigades on the board i would place this down allowing that initiative card to go into the marching order we have completed our first round there isn't any tokens or anything that are going to cause us to have to do something during the end phase and we are not rolling our event die for this boss battle so instead we're going to take all of the cards except for skull splitters give them a good old truffle shuffle here and we'll see the new marching order knowing that skull splinter no matter what is going to be third so he's going to be going sooner than over half these people which i think will be pretty good we'll start with oh we're going to start with a ripping slash that's fantastic no no night feathers hoping you wouldn't be there then we got our brigand dawnguard and then the final cull brute and our raider will be going last and even though i tried to get skull splitter as close to the front as i could poor knight feather is going to take the ripping slash we'll see if we can dodge it it has a target number of 11 again come on knight feather just a 19 that's fantastic plus one gives me a 20.
but that doesn't mean i get to refresh a symbol it's only if you actually get the full bard song symbol or the one would be the only way you'd actually replenish your fate tokens getting over a 20 is fantastic but doesn't help in that aspect there is a misreaction here so i am going to get pushed and he's going to push me right into this guy it is now knight feather's turn knight feather is going to start by trying to get rid of this and i do get plus one because i have plus one right here i need to get an 11 or better i got a two that's no good this card is still in play i also want to let you know i have mysterious coin and green herbs for this character mysterious coin allows me to reroll an action roll which i could have used for right now but i'm gonna save it and i do also have the ability to heal a wound on this hero or another hero in the same or adjacent zone i can use these only during my turn and i don't feel it's worth it now i do have an interesting question i'm not sure how this works i'm not sure if this can get rid of serious wounds or if you can just get rid of the wound cards when they're in that thing i believe it's just like this because these are wounds and these are serious wounds but you know i could be wrong interestingly enough i have to end my turn according to this thing the hero must end their turn in the same zone as another hero if possible which is kind of funny because i can do a lot of dodging so i shouldn't have too much trouble having that happen the first thing i'm going to do is i'm going to use my throwing knives yet again and i'm going to target this square here i'm going to target that guy let's see if we can take that raider out so he won't actually even do anything that is going to cause me cost me a fate token and this character is physically vulnerable meaning i get advantage on this roll i get a 17 and a 1.
i'm going to take the 17 and that's going to be a hit now let's see if we're able to crit this character i get to roll a d4 for my damn or d6 sorry for my damage die and i got a five so that does critically hit and if we look at our throwing knives that is going to give us two damage which is going to take out the raider there are no other raiders on the board so we are going to be removing this card giving ourselves one gold we carried over three from our first m our last mission so i have four gold right now we'll remove the miniature from the board and we'll remove the card from the back of the initiative order i have another action i'm going to do and that's going to be piercing strike i am going to attack this brute this brute is physically resilient so i need an eight or better on two dice i got a seven and a nine i have to take the seven but when i make my attack it is with dexterity so i do get to add any additional modifiers i have and my token is giving me plus two according to my stats so that is enough to hit him our piercing strike does give us plus two to the damage roll if this is the only enemy in the square this is the only enemy in the square we'll see if we're able to hit this guy i got a four plus two is six that's it that's what we need in order to hit critically hit this guy he can only take one damage instead of the two from this critical runes but he's already taken one so he's going to have taken his second wound which is going to make him heat up and he is going to change now his his toughness has gone down he's going to be ferocious and he's lost that ability to protect his fellow friends and to close out this amazing turn the last thing i have to do is dodge and i'm going to choose to dodge into this square being able to account for my serious wound of terrified also i want you to be in mind that you can have as many people as you on the zone that's right i just kind of keep on expanding them out from here if that was the case but we're able to stick with just the ones we got there i'm going to remove this wound because it's no longer wounded we were able to do the two to heat him up skull splitter will be going next sadly i can't use my nimble card i really wish i could because i could have swapped these two i could have had him go backwards so that he'd be probably attacked more than knight feather would because knight feather only has four here before this character is going to fall where the skull splitter has seven an astronomical amount more skull splitter has two actions but sadly there's only one enemy in his zone and the other one it has to be a move or i could move and then attack if i wanted to though if i move i would have to roll to see if i can get away from him in order to do that i would have to take a parting blow where i would roll against the enemies target number at least the highest one in the zone if i pass the roll i do get to move as normal and if i don't the move action ends and i lose the action so i think it's better just to hit this guy i'm going to use my wild swipe and try to take him out this brigan has a target number of nine i gain advantage on this attack because i do have my bless token here sadly this isn't really the person i want to use this on but i'll take it i got a 13 that is a hit now the interesting thing about skull splitter is his damage die is a d10 so i have a d10 i'm gonna roll to see if we're able to crit this character's toughness of four i got the four so that is enough to do the two damage that brigand is dead the card is not gone because there's still more brigands on the board we'll remove the brigand from the board and at this point i have one more action i could move if i move into one of these two places that would make him the target of the attacks which probably wouldn't be a bad idea i think we're going to do that i'm going to move into the brutes square now i'm going to move into the yeah i'll move into the brute square i lied brigand i got a plan we're going to move into the brigand square yep another plan we'll see if it works with skull splitter's turn completed i do have to remove this after i did the after i shuffled everything up and placed them out that's when i should have removed it i shouldn't removed it now just noticed it was there we'll move into the brigand's turn and the brigade is ferocious so the brigand will attack the person that's in his square a hero in the same zone so that is gonna be skull splitter skull splitter needs a nine or better a seven is not gonna do it skull splitter is gonna take one wound it's not a critical or a severe wound it's just a regular wound and that's the first one of seven dawnguard is gonna move over to here and then attack with guiding strike i really wanted to use my pinning ability again my steadfast but i need to separate all these characters and i'll show you why soon the brute's target number has increased to a 10 we'll see if we hit we did hit that's fantastic let's see if we're able to crit this character we did we got the crit that's awesome now sadly the crit on guiding strike isn't the greatest but it's still pretty awesome i'm able to hit him do a wound and i gain back one of my fate tokens we're back up to three fate tokens and he takes wound and gets pushed we'll place our wound token right next to the brute and i could choose to push it does say you can push so it doesn't mean i have to and i actually don't want to push the brute i want to keep him right where he is again i have a plan with dawnguard done we'll move into this cull card and it says charge closest hero in the marching order that's not the initiative like it's not the same as the highest initiative it's the closest in the marching order from this card so that's going to be don guard he's going to go and try to attack him because he's the closest to this card in the marching order this is why i moved dawnguard into this space mainly because this is a pulse attack and it would hit everybody in that space that was a friendly person to me so i didn't want him to be able to hit all these characters if i would have left him here he would have gone after both of those moved him here he would have gone after both of those i just wanted to try to hit don guard on the character's own so let's see if we can block it and we don't have to worry too much more i have to roll an 11 or better oh i got my 11.
that's fantastic so this card didn't even hit the ferocious brute is last and this brute is going to attack dawnguard i need a 10 or better in order to block this i got a 5 that is not quite enough so that means don guard is going to take one damage so we'll go ahead give this card to her or him and i'm also going to get pushed on top of that i have my ability now called vengeance which states once per round if another hero in the same or adjacent zone to this hero suffers a wound this hero may spend one fate token to immediately move into their zone and make an attack as a free action i'm going to do that i'm going to move in and attack this brute i'm a little in not sure about how it would all fire off because this does say if another here in the same zone or adjacent to this suffers a wound the hero may spend one feet token to immediately move into their zone and make an attack as a free action but remember this brood is also going to push this character into this zone here so i'm not sure if i'd have to do the push first before i move in here but i'm going to go with the word immediately and take a swing at this brute i need a 10 or better in order to hit i got a four i'm going to use my topaz which allows me to re-roll my first attack each turn and i got a two so that was fantastic he totally missed that will cost me a fate token and i have to place down another brigand so we're down to two fate tokens able to be used sadly nobody has pinned the order this time so we're gonna give these a good old truffle shuffle and see who gets to go first i'm really hoping that um hoping skull splitter goes first so i can take out that brute maybe even take a swing at the reaver nope call's gonna go first followed by the brute oh that's no good dawnguard's gonna get it oh my gosh this is amazing look at all this oh my guys are going last this is so funny all right call is gonna go first so it's to target the character closest in the marching order which is going to be don guard don guard is going to get attacked by the reaver captain so we'll charge the reaver captain right down here and make an attack i need an 11 or better in order to not get hit i got a 16 so nothing happens to me that's awesome our brute's gonna go next our brute is ferocious it's going to attack skull splitter in the same zone that he is so let's roll it up i need a 10 or better to not get damaged i got a bard song symbol so we get to flip over one of our fate tokens we got all three of them available to us but i still have to suffer a push we'll push him into all of these enemies over here i'm sure that's exactly where he wants to be put and don guard is going to go next don guard is going to start by using guiding strike i kind of wish i would have got another attack i was really thinking about buying another attack but i decided to power this up instead i get to add one to the hero attack range during this so i am going to attack this character right here the brute needs a 10 or i need a 10 i should center hit the brute i do hit the brute let's see if we crit though i think it's a mute point because he already has one oh i created him too i have all my fate tokens so i don't get to replenish one of those also i am already going to kill him so he is not going to get pushed but i do get to give a blessed token to somebody we'll remove the brute i'm going to gain two coins bringing our coin total up to six well in our coin stash that we have i'm also going to give our bless toking to we're going to give this token to skull splitter i'm going to be super tricky tricky i am going to use one of my tokens here to use steadfast and it allows me to move this hero or another hero one space left or right on the marching order and then pin them i'm gonna do it to skull splitter because i can move him ahead of this ripping slash card before it takes effect with dawnguard having gone it is now skull splitter's turn and he's going to attack the reaver captain our reaver captain has a target number of 11.
i do have my blessed token so i get to roll two and take the highest i have advantage on this attack i'll take the 18 i don't see why i wouldn't do that and now we get to roll to see if we're able to critically hit this character i roll a d10 and i get oh i got a three that's not enough i'm only going to be able to do one wound to that reaver captain so at this point we're going to use frenzy it's going to cost me one of my fate tokens to attack but that's okay i'll roll it up and see what i get i got i'll need an 11 i got a 15 so that is definitely enough this time let's see if we crit hopefully we do we got a 10 so this time we did crit so we're gonna do three two damage to this character according to our card here so the way it works when you attack a boss is our first attack did one damage so put that just right there our second attack did two damage we're going to be instead of damaging our cards since this is just a card that tells us how to fight against this character this other these are the cards we're damaging so you always start with the one at the top so i did two damage so i'm going to flip this card and that will take these two damage into account they're discarded now because they i have done enough to heat up that attack we do get to spill the other damage over onto this card which again is just a damage out on the reaver captain but do know that if i can hit this card again for one damage it would also be heated up as well and i'm hoping that's exactly what's going to happen because i am going to chain this attack with my frenzy i need an 11 or better i got a nine but that's okay skull splitter has a plus three to strength which is the stat that we use for a frenzy attack so nine plus three is twelve that is a hit let's see if we're able to crit this character again i got a three i did not so i only do one damage but that will be enough to heat up ripping slash let's heat up ripping slash and see what happens now if you notice these are going to change the way they attack now so this is going to be doing serious wounds and push people all over the place where before all it would do is a serious wound or push so you're always getting pushed now and now you can also be taking this uh serious wound and being pushed oh my gosh this is getting tough and of course since skull splitter heated up ripping slash it's time for an attack and it is going to attack the highest initiative order that is going to be don guard downgraded standing the same space as skull splitter this is now a 12 i have to hit lucky for us this is not a pulse attack or i would have to attack skull splitter with it we'll see if we get our 12 or not i got an 11 plus i do get that plus one which is 12.
so this attack did not hit me but the miss will push me i'm going to push dawnguard over to this location over there i don't think it's been advantageous to put him with that character now i have some options i could try to lure this character over to where dawn or knight feather is and try to take him out or i could maybe take out a brigand i think i want to take out the brigands because they're just going to keep on coming and they're going to go next the initiative order i'm going to spend our fate token in order to use our throwing knife and see if we can take out one of these guys they have a target number of nine and i got a 12 so that does hit let's see if we're able to crit them i got a four that is enough to quit yes so we're gonna do two damage this character and that'll take out this brigand there is still one on the board but wow that was super good at this point nightfeather does have to get into a square with a person i forgot that i have this card first i actually should have seen if i got rid of this card i have to roll an 11 or better and i might get rid of it noop do not get rid of it so i'm gonna have to deal with this i have to get into a space where there is somebody so at this point i have to use taunt oh i can't use taunt taunt could miss and then i wouldn't be able to suffice what the card says so instead i'm going to have to just move one two into this square where that character is so that i'm able to not be terrified it's now the brigand's turns he needs ferocious so he's just going to attack skull splitter again the skull splitter needs a nine or better in order to so to protect himself he was able to do that we again get to the end of the end phase i should say so i'm going to put another brigand down i forgot to put our pin token on skull splitter but we'll grab the rest of our initiative cards and give them a good old truffle shuffle here and see if we can get ourselves to not have to worry about this river captain i really want the reaper captain not attack first let's see how we do we have night feather perfect oh then ripping slash hopefully get rid of that dawnguard brigand and call is at the end so we'll start with night feather knight feather does try to does get a chance to try to get rid of this vile thing terrified let's see how that goes he did he got a 19.
so terrified is now just a wound which is totally fine i also have to discard our pin token put it back on dawnguard and now nightfeather can activate nightfeather is going to attempt to taunt our reaver captain i need an 11 or better in order to taunt him i got an 18 that's fantastic i did taunt him let's see if we critted him i did not i did not create him so i only was able to taunt him which means he's going to be able to move i'm able to move this character into my square now what i can do is i could dodge and then have this move us into the square and i think that's what i'm going to do i'm going to dodge and put the reaver captain right there let's try to get him with my piercing strike now before i do i think i lied i think i'm going to keep him right where he is i think that's going to be the best plan because then i can have this character attack as well a reaver captain has already taken one wound let's see if i can get him again yes it rolled right over to that 11.
i get to add plus two to this roll i got a five so i did crit which means we did do two damage to this reaver captain giving us a total of three having done three damage we're going to remove two of it to be able to take out the top most initiative attack we're then going to flip this card back over to its on other side and it's going to have gained and the river captain is going to gain another wound so in order to complete this boss encounter i have to heat this card up and hit the reaver captain enough to do the two damage to remove that card as well we'll move into skull splitter's turn oh yes call splitter is now next skull splitter is going to stay right where he is and try to take out both of those guys we'll use wild swipe as our first attack i got a 2 that's not enough but i get to re-roll my first attack i got a 9 that is enough let's see if we're able to crit that character you get to roll a d10 this is out of control i did i created that character he's super dead this guy goes bye-bye now i'm going to be able to use skull splitter's ability it states right here that during this turn skull sweater can suffer damage and to ignore ability fake costs so i'm going to ignore the frenzy fate cost by taking one damage that is his second damage he has taken and we're going to attack and see how we do against the brigade well i got a four plus three is seven that's not quite enough so sadly that didn't work out as well as i was hoping dawnguard will be the next person to go we'll start by pinning skull splitter i'm gonna move him right up to the front i don't know if that's the greatest idea because he's gonna be stuck in the place where all the brigands keep coming i think i'm going to leave night feather at the top i'm going to pin night feather to the top being able to do maybe a what is it critical or piercing strike on the brigand captain might be the way to finish this all off that's his first action the second action don guard is going to use guiding strike i need an 11 to get this character i got a three so i totally missed our brigands next it's going to attack skull splitter here then after that we're going to be firing off our cull attack which is going to charge the closest hero in the marching order the closest hero is dawnguard so it's going to stay right where he is and he's going to attack with coal first thing i have to do is not get a hit by this brigand i did that that's fantastic now we're going to be using our cull card and this is going to be attacking dawnguard let's see how that goes i got a 13 i was able to block it after this attack resolves we have to deal with this pulse which means it's going to hit every attack everybody else in the square as well so night feather is there night feather also has to roll knight feather got a four so knight feather is gonna take a damage and get pushed i'm gonna move skull splitter in there though and take a damage because i can damage myself to ignore the ability of cards need for fate so i'm going to ignore the fate to be able to use my vengeance and i'm going to attack that brigand or sorry it's a reaper captain i need to get an 11 in order to hit this guy you got a 13 that's awesome let's see if we crit this guy i got a four that's enough to crit him so i've done two damage that's going to be enough to heat up our cull card and leave this reaver captain with one health remaining i still have to push knight feather over to this location here but i think we might have this i'm super excited to how well this has gone our characters have played so well together in this adventure we've come to the beginning of the end step i will put another brigand out on the board and our brigand card is still there night feathers pinned we'll see if knight feather can win this for us will be pretty cool if he can let's see what's going to be next skull splitter don okay i don't see how we can we can't fail i don't think okay come on guys don't let me down knight feather has no fate in order to throw out the knives so we're going to start with taunt against this character i need an 11 in order to hit the reaver captain i did i got an 11 plus one is 12.
let's see if we're able to crit this character that'd be fantastic we did we killed him with a taunt that's pretty funny the reaver captain had one health left so that means the second one will remove this card from the initiative track and that is the end of the reaver captain they had no more initiative cards so we were able to defeat him and that is the end of this mission here's our resolution that if all the river captains initiative cards are removed from the marching order the boss is defeated and the heroes complete the encounter and we are going to go to our narrative and for us we are doing 2d that is where we are in our story so we're going to check out narrative entry 84.
the reaver lies dead and you are free to descend a set of steps leading into the depths before long a warm light comes into view from below a beacon painting the scene with an orange hue the mysterious stranger awaits a lantern held in their pale hand greetings heroes you are doing well to get this far and your conviction is to be admired but i ask you what is a hero without great feats in to their name how can noble deeds be achieved without coin for a sharper sword finer armor and a full belly many a prideful hero has found their fate in the gutter no matter the glory of their tails and why should this be yours when there are such potent treasures to be found in their depths the hand holding the lantern moves illuminating in archway beyond look to that which is ensnared within the roots of the ever standing oak the great tree that dwells in the heart of the forest above with the stranger's reappearance it's clear there is once more a choice to be made will you follow the detour and fill your pockets or turn your back upon the promised riches content with the satisfaction of more noble pursuits a daring rescue is a fine thing indeed but one cannot eat morals for breakfast you are faced with a choice if you want to continue the search for the missing villagers progress to chapter 5.
if you want to follow the stranger's detour to gain two corruption then progress to chapter six oh that corruption is kind of neat we could be at negative three corruption i don't think i've ever played a dungeon crawler or went into the negatives when it came to some kind of reputation type track that might be kind of tempting i'll have to hear what each of you has to say in the comments below we do get rewards for our work here in chapter two we are on encounter three we are going to gain one xp and since we completed the tractor we're gonna gain three so we're gonna get a total of four experience points that we're gonna have to spend that brings don guard's total to six night feathers to five and skull splitters to four we have so much experience we can do oh it's gonna be amazing what we're gonna do between our missions here there you have it that is our boss battle in bardstown we were able to take down the river captain this was the first boss that we've faced so i wasn't expecting too much challenge but there were a lot of enemies out there and we got some really good roles at the beginning to keep ourselves from not getting killed which is usually the main objective whenever you play one of these games i like the way that these bosses all have their own initiative cards that are put into the deck that makes them be able to act more often than just once a turn i think that's really cool and on top of that they each did different things and they all heat up to do different things i really enjoy that system in the game there's a lot of good things going on in bardsong i really enjoy this game i hope you enjoyed the playthrough if you did don't forget to like subscribe and hit that bell so to see no one more bard song comes out also please feel free to leave anything in the comments below i would love to hear from everyone and if you're interested in supporting the channel please check out my patreon the link of that is also in the description of this video in the patreon you're able to help decide how some of these games evolve you can choose characters choose paths we've taken you can tell me what characters you're interested in seeing painted we do live paintings and also some live playthroughs as well that i let members of the patreon choose for me which is pretty awesome so if you're interested in supporting the channel and giving some feedback into how this channel performs please feel free to join there are already some people that have and i've listed them right here on the video you can see them there thank you so much for your support and thank you all again for watching and if you're excited to see more bard song or anything else then i need you to meet me at the table [Music]