The following episode may contain spoilers for the game Frosthaven. Welcome, welcome to episode 71 of a Master's Degree, enrolling terribly, I'm your host Daddy, joining me this week, a man who's donning the Robisuit, polishing his zippers and hitting us all with good vibrations. I'll be editing this weekend, it should be out before this lands, it should be, if not, just imagine what it looks like and you have contacts for that joke and then laugh. That's a good point, that's a very good point, what is your safety word by the way, guys? I don't know, ice cream sandwich? That's a good safety word, it'd be hard to mess that up. So don't cheat this week, like you said, Chard's video is going up, so that was a good unboxing where I don't really need to fix it, which is really cool, I don't think I was much wrong. I don't think you were wrong at all, to be honest. I've read the cards again since and I didn't notice that I was like, oh wait, that doesn't work like that at all, but I'm sure someone will point out that the fact that I missed something up. A hundred percent, I will let you know. The ender challenges deck, so this is something that you're putting together, now we talked about this, I don't think last week was the week before, when we came up with a couple of challenges ourselves, and we put it out to our community about coming back to us with their own challenges, and we were planning on putting them together in some of the options in their poll for us to play, and maybe even for other people to play, but also you want to create like an ender challenge deck, which is kind of like our version of it. Yeah, so we've got about 20 years at the moment, I think, between the ones we came up with and we've had heaps of people from the community through some out there, which has been awesome. They've been so fun too. I want to get to, the original challenge deck has 45 in it, so I want to get to 45. So once we have 45, I'm going to be putting together in a table, maybe, I don't want to make any promises, but potentially put a sheet where you can easily print it out, cut it up, and then slip them into sleeves so that you can make a new challenge deck. And ideally, if we can get this done soon-ish as we can get enough ideas for it, we can just switch it out for hours. So we don't go through our challenge today, and because there's no goal now, it's not doing anything other than making things interesting, and now we can flip over these new challenge cards and pick up some of the crazy shit that people come up with. So yeah, if you do want to have you've got an idea for a challenge card, it doesn't matter how ridiculous it is, send it through. I am trimming some of them, and I'm not going to put them in word for word, because I do want them to make sense. They also need to fit on the card, right? Those cards aren't exactly huge. That's true as well. Yeah, yeah. So that's been one of the challenges that took the wording, and I think once I kind of have the general idea all of them, I probably will hear a couple of people up in the community, like dwarf, et cetera, et cetera, to be like, "Hey, can you help me word this so that it sounds like it was made more for frost saving, not by, you know, a bunch of lunatics?" So... No, the ideas are definitely through a very little time. Yeah. They've been very interesting ideas. Definitely if you have multiple ideas, then multiple. You don't have to be limited to just one. We need to fill a 45 card deck, if I think of any else, I'll come to you and I'll send them through to you guys. And the other thing as well is if you have an idea, but you don't have it fully fleshed out, right? Like, you don't feel as though, again, you need to word it in the way that it's going to be on a card. Like, "Hey, the general idea is this." And again, it's something that I'm happy to kind of workshop and massage into something that makes sense. Yeah. The only thing is, if you want to name it, you've got to give me a name for the event. Otherwise, I'm going to name it and it's going to be shit. And also provide a name that you would like to have maybe on the Justin Coasey or sending it to me via Reddit and your Reddit account name is very different to what you would like to be, because we will credit people's ideas on the cards. Yeah. That's the other thing I've been doing of making note who sent it. Now, I've actually been using whatever username has come through. So most of them have been discord, but I think there was one on YouTube. So if your YouTube username is really different to everything else you use, then, yeah, let us know. Yeah. As my goal, if you want to come up with a different one, that's awesome, looking forward to seeing how that shapes out and looking forward to seeing more submissions come through. So just based on the first thing we mentioned with the, you know, the shards and the kim suit and everything else that you're, you're dealing with right now, this has been our first week playing with the shards and actually seeing it in action. Just can you give us a quick overview of what makes the shards unique, what makes it different, why it's the shards on its own, how can it be? I mean, it's got its own resource that it generates through cards and at the end of a turn, which it needs to use. Yeah. I forgot what it was. It was like vibrations. That's it. Yes. Although it basically is a standard of vibrations, right, like how, so yeah, it generates those and it uses them to do things. Yeah. I think the thing I've found that's, I mean, I don't know, it doesn't really have anything at the moment. I'm playing it. It's super unique. Like there's nothing where it's like, oh, this is really interesting gimmick that it's doing from the start. It does have a wide variety of abilities between like melee and ranged attacks, positive and negative buffs, you know, so one of the things I was doing, I think I did it by, I think it did it once was I can give someone else strength and shield, which is kind of cool. So it kind of has a little bit of a balance between that and saying that there are a couple of attacks that are quite high as well. So it's, it kind of reminds me a lot of the snowflake, right, like just less control-y and more like buffs and debuffs. Yeah. Okay. We got, we did our unboxing and we talked about everything once we turned off the cameras, et cetera. And we had a bit of a chat about just anything else that popped in ahead that we didn't want to drain the video, you know, more so. The token system, we talked about how Blinkblade has those, the tokens on the left hand side to track whether it's going fast or slow. I think they're fast tokens in that you need to actually spend them if you're doing the fast action. So that's where the, it's limitations are, you've got the pressure gauge on the drill, you've got the trophy system with the kelp. This is now another implementation of it. And it hasn't, those other three have felt somewhat unique. Just to, to compare to each other, this doesn't so much. And I pose the question, do you think this is lazy design? Ooh, that's a bit spicy there. I don't think it's lazy. It's just having this be the fourth of these type of characters we've seen, it's the least different and interesting. Yes. I mean, you gain one at the end of the round and then you have cards that can give them to you. So there isn't really anything to do. That's probably the part that makes it seem more just there rather than something to engage with from my perspective. Yeah. I mean, the blink blade, you've got to make a decision. You're going fast or slower, that impacts your turn, right? I know the drill feel had a lot of juggling like what you do when you do it because sometimes you're going to go early and then suddenly you just lost all your resource. Will that, or an action you want to perform at a level which is going to perform the ability at that level of where your pressure is, which will then drop it for the other card you have to use. Like, that's so cool. Yeah. Yeah, that's it. And then the call has its own limitations and mostly around killing stuff and how you get them. You don't just get them all the time. Now, now, I'm not saying that it's difficult to get the tokens in any of those three classes because I think we saw from everyone this way that you can get it to a point where you've got an engine going and you get a good sample of them. This just seems just get one at the end of your turn, right? So there's zero work done there. You'll always have it. And then the work on some of them is interesting because it's like one of the cards is moved to a hex and B, if you're adjacent to four empty hexes, then you gain it. There's other ones that are like, it's an attack to target card. And if you actually hit two targets, then you gain one. So that's cool. I like that because it's forcing you to do things to get them, but yeah, that's it. It's on the cards. It's not on the character sheet. So I suppose that's the difference. Yeah. That's the line up for me is with the grip trophy kind of system of, yes, they obtain them slightly differently. They have cards that can generate them and do and have slightly different requirements, but the whole, hey, discard this many or spend this many tokens and for each one, you know, I find that a little on the lazy side. And that, yeah. With that comparison, I think that's where it seems to fall down because it's, you can say, well, the hoops you have to jump through, the things you have to do to get the resonance tokens on shards is you need to play the right cards in the right combination. But that's also what help does. Yeah. Like, so that's the thing. It's like they both have cards they need to play in certain ways to generate their resource. But help has an interesting mechanic around you needing to make sure you kill things in certain ways. Or is it the opposite on the card for shards is just like, just exist as long as you don't die, you will get one next turn. Yeah. Yeah. So, yeah, it's, I don't know. It's interesting as that goes. I suppose the difference is the spending of them. I feel like the shards has a lot of cards that are like spend up to spend as many as you want. Yeah. So maybe that's kind of the way and that's, that's what I found if we talk about challenges. That's what I found to be the challenge in my first run through was I want more tokens all the time to do all of the things that I want to do at max, right? When it says up to five, well, that's, that's the most you can have. Well, I want that number to be five all the time and like you only get one to turn. So there's a whole bunch of things you have to do to make it be five. That's a good point. Hopefully, like we'll discuss it a little bit later, but hopefully the AMD and, and as you progress on level up, et cetera, you'll find that getting those tokens will be fast to just like all the other classes that have a system similar to this. And the mini show. Yes. I'm going to say right now is lazy designing as well. So it's just a little bit of a lazy kind of character. It's a last one. That's fine. Yeah. Throw in there. Look, you guys can do better. The thing that is unique to, I guess the shards that I've seen so far that we did talk about a little bit on the unboxing and I'll just mention right now is the see the future kind of thing. So they've got this thing where they can actually see the top card of the ability deck, monster ability deck, and it's predicting the, you know, you can see what's ahead. So you know how elements are going to be used, you know, whether or not you're going to be in trouble. I love that. I think that that's a really cool thing to lean into. It's not like in this scenario, we just did use the once or twice. I can't remember. I think it might have been twice. And one of them is completely wasted because the card they had active at the time was a reset card. So it just wiped the memory anyway, and we were all confused for a second there. But no, I think it's cool without feeling busted. Yep. So on today's episode, we'll be covering scenario 103. I know surprise, surprise. It's the fifth one in the chain, the Alexander Theoharis chain, the lead door. We will also be having a chat about the first trials and also a little segment at the end on retirements, re-rolling and gaps. All right, so road event. This is going to be a bit of an interesting discussion, a little bit more elaborated than let's say some of the other ones that we have done in the past. So this is winter road event 34. And you would remember this one. I do 100%. I actually do remember this one. So a long time ago, back when we was recording our very first episode of MDOT Raw because people wanted to hear more spoilery related stuff to especially the events because we were so vague on them. We had the very first MDOT Raw was meant to be the part where we got to discuss the actual event that we just had and the event that we had was winter road event 17, which was choose a player, hand them the card, only they can sort of see the back. And there was nothing for us to discuss, which was very kind of weird. And Marcus held onto that card now for I would say probably a year or close to it. It was definitely like not last winter, maybe the winter before that. Essentially, it was an orchid, there's been a lot of events with orchards lately. I'm not sure what's going on with that. Like orchards are just suddenly becoming the main character. This whole season's dedicated to orchards. But there was an orchid, an old one, and basically we chose a player. I actually came up to him whispered and said some kind of poem, some really cryptic answer and said, "You will know." When the time is right, you will know. And every time we've had an event since then Marcus has been like, "Hey, is this event blah blah blah?" Like the number. And it was like, "No." It had never mind. And it was like, "No, okay." And we spent forever waiting for this thing to come back. Today was the day, because the winter road event '34 that we had, we were presented with I guess a riddle. And we were given an option A, an option B for the answer. And then our good friend Mark said, "Hey, there's a third option." And I was kind of like, "Oh, this is finally it." And he dusted off the dust off the card that he had set aside. And basically, you know, cashed in his money in the bank and said, "Yeah, no, we actually answer it differently because of this." And the reward was an item. It was called Robes of Doom, which was a chess piece with two slots when you take damage. When you take damage from an attack, take three damage and perform riddle on the target whoever attacked you. To which you were like, "Well, I've got a new character. This is going to be great. I can't wait to wear this." And then you read it several times, so we're like, "Oh, maybe, maybe I won't." And then, yeah, we were all trying to get rid of it. So not a fan. No. What were your thoughts on the year-long event that we just had? Look, it's a really cool idea. It sucks that it took so long to come about. And I also wonder, in my experience with it, it's been fine. It's been funny. We've been like, "Is this one here?" We've had jokes around how Mark doesn't actually know what he's looking for. Have you missed it? Is it just any event? Is it just the next event? And now knowing what is in there, very clearly, it's funny because you don't know, but he clearly knew because it was specified to a certain event, right, and a situation. So yeah, I think it's been really cool. It's a bit weird that it's taken so long. And I think a bit of a theme has popped up a few times. Maybe I'll have a conversation on it another time around that. Like some of these cool events not coming back, and that's just being bad luck. The other thing I can think of with this one is the challenge is that if you play with different players, if people pop in and out of sessions, you could miss it. Good point. People can't live with a player, not the character, and it's because the character isn't there. Even though you change characters all the time and you transfer your consciousness into the next one. But the idea is that person's not there so bad luck, but that's again a tip for it. That sucks that it is. But at the end of the day, it doesn't matter because the item is shit, so it doesn't matter if you miss it. Do you reckon that's obviously a group could get this the following week after getting the first one? But the first one gets you to put the event for the second one into the deck. So there is a chance that you can get this relatively quickly now, we took forever with it. With that item have been better. I know there are some characters I can think of that one at least that I have played that I could think of that would be like, "Oh, you know what, this could be cool." But yeah, has the item made this not feel as good as it potentially could have been? Yeah, the payoff was shit. Okay, good. I agree. We were all looking forward to seeing more quickly from this, I don't know, a really cool scenario. I don't know, it was a sticker. Anything, maybe. We're off. No, it's a cool idea and I love the way that they implemented it. It's just unfortunate that the item, unless I've completely missed something, I mean gaining pretty brittle on things is fine, but having to take damage and then also taking extra damage to put brittle on them, I feel like is really rough. It's got to go on tanky characters or someone with a huge health ball that can, I mean, Shackle's is a good example because they can burst heal themselves back up. It also plays into the taking damage thing, but yeah, it's questionable. Yep. So we head towards 103, well, we're there the whole time with the same party group of people and we keep going, hey, we'll be right back as we head back to Frosthaven and then come back and they just sit there and they're like, "Come on, we need to jump into this guy's head again." But ultimately we discovered we were in Bartlett's mind last week and we found the trap door. We came out of it and we told Gem and Zoo and they were like, "You need to go in there and basically free Bartlett's corruption in his head or something along those lines." So it was like inception Frosthaven edition in a way. So Snorri 103 into the bla- uh, no, sorry, it should be the lead door, I did not update that. Alexander Theoharis. Snorri goal, Snorri is complete within six ice pillars. That's for our play account, six ice pillars have been destroyed. At the end of that round, we read a thing, there are no Snorro effects in this one, which is helpful. You have a new character and you have a ignore Snorro effect perk and you can hold off for a week. Bartlett's the combination's got living spirits, living doom, lurker, claw crushes, which is nice and random and strike fans. Bartlett's mind is pretty messed up. Our first room set up was two large T-shaped tiles joined together with corridors. We had four pillars which were evenly distributed around the room and we only had a very small three, I think, living spirits just good to go and there were also two doors in the room. Special rules. And then we can have a chat about what we're up to so far. So each ice pillar, remember we have to kill six. Each ice pillar that we need to destroy has ten health. Ignations and gamesay conditions will place a token on a character sheet. These conditions are, whenever a character ends their turn next to an ice pillar, whenever any character deals damage to an ice pillar or whenever any character suffers damage. These tokens represent stress. At the end of each round, if any ice pillar suffered damage that round, we spawn monsters at each character's location based on the number of tokens they have accumulated on their character mat. It basically breaks down to if you have zero to five, you've got a normal living spirit. So if we all had that, we would spawn one at everyone, basically. If you have five to eight, normal shrine fiend, nine to 11, you've got a normal living doom. If you have 12 plus tokens on your board, you get one elite living spirit and a normal lurker claw crusher. What are your thoughts on these special rules? I think, yeah, I think they're really good. I think it's another example of pushy luck. You can control how deep you get in a sense that we kind of felt last week. And I think the idea of being able to control the type of monsters and also vary up the monsters that are going to spawn again is a really cool way of kind of filling the board with monsters. Very similar to what I had thought regarding last week as well, here's the rules. Other than the spawns in the beginning, everything else is up to you. Yeah. You're essentially completely in control of when you get certain stuff and whereabouts and all of that. So you can plan a lot. So no, but it was interesting. It's pretty cool. And it's the spawning of these, if we look at this in comparison to, say, spawn points with unlimited spawns, which we have had in other scenarios, this essentially could be close to unlimited spawns, because whenever we have you read the next part, you have a read the next part this morning. Yeah. You hit the ice pillars and then things spawn, right? So if you don't plan that out, well, if you do it poorly, you are going to get a lot of monsters, which again, that's what happens with the unlimited spawn points. But it's not just a timing thing, like it's how do I explain? It's like, I think the thing that felt good about it was it was like a timer that we were on, but we were in control of when things would get hectic. So again, it allowed us a little bit of strategy rather than just like, go quick, right? Which is what unlimited spawns makes you do. You just go, we just need to go quick. Can I maybe do something? No, if it's not go quick, then don't do it because that's what you need to do. Yeah. So yeah, it was cool. It was a good experience for that perspective. Yes. Challenge cards, we had foul luck. So whenever you reveal a minus to attack modifier from the monster AMD, you treat it as a times two. This was pretty much forgotten as soon as it came out until it wasn't. And both times it came out, people were like, oh, amazing. And I was like, no, no, no, no, not amazing. That's a crit. United advance whenever any character ends their turn more than four hexes away from each, any other character, they gain model. These are two, these two challenges, but I didn't say these are two challenges that I like, they don't seem as, I don't know, annoying as frustrating as others. I like foul luck because it's so swingy and it adds that extra tense fear of that AMD of it's, yeah, it can be fairly, you're removing one negative card and turning it into an extra amazing positive card, especially with anything that's hitting quite hard. And I like, I like ones that also, you got the ones where you end your turn next to someone like sleep thrashing. If you have a rest next to someone else, you punch them in the face and don't turn, end your turn next to them. This is another one that works on coordinating your movement. You can't have someone run off what you can. They're just going to have a bad time if you end up separating. And apparently, yeah, well, according to us anyway, because we like to make things harder if we're not sure, I'm pretty sure this doesn't work through walls either, which we, we, you and I worked out, even though we were definitely close enough through a wall, we had to work the range through the door and yeah, muddle. Well, that's what was funny at the start is because we picked this one over, whatever other one was that we were going to pick that wasn't, I don't know, splite armor, huh? Splite armor. Oh, the splite armor one, yeah, that's right. And I remember when we picked it, it feels like, no, no, no, I don't want muddle all the time and like, and Mark was like, it's, you're going to be within four of me, mate, like I'm not going to like, we'll just stay together. It's fine. And I think by like turn two, like Phil got muddled because he wasn't close enough. It was like, I think Phil might have gone, or maybe you'll send three, he went into one of the rooms and for Mark was on the outside killing some other thing. And then because Phil moved, I was like, Oh, you've now ended your turn further than four away. So you get muddled, it's like, God damn it. It just didn't take very long for the don't worry, buddy. I've got you back. It's just like, where is he? I think what's what's abusing Phil when this, when we play something like this that happens is when the model thing happens, we obviously put on X Haven, it's right there, the symbol is right there. It's giant question mark next to his name. And then he'll have his turn, draw one card and he'll be like, yes. And then it's like, no, no, no, you're a second card, it card you got muddled and it's like what? And the amount of times that happens is so funny, just being the bringer of bad news. I have to say, being surprised, muddled is the worst when you draw a card, not, if you draw draw into your attack modifier deck, knowing you muddled, you're expecting it to be bad. When you're not muddled and you draw one, or so when you're muddled, but you draw one card because you forgot, you expect that to be the result. And a lot of times it's good. And then you're like, yes. And then you like, now draw a second one. You're like, Oh, the chances of me getting that good card are very low. Yeah, it does suck. So our pets, we had the double imps. And now you have tweaked the pet calling distribution model that we had going. And now it's into the battle goals. If we use these pets, they go into a used file. You use the pile of pets. And we're getting new ones every time, which is nice. That's right. Gets to cycle it through. Yep, right. So in the snow imps, the one that has plus move plus. No, I think everyone just gets to move and still to the forest imp who is our healing forest in our party. We have me on the astral. I think I'm level six. I couldn't quite remember these numbers. Gas is on the level one shards, who happens to be running around with level four health. And that is it. As far as I know, gas, your reasoning behind this is you like to start fresh, like really quite fresh when you start a new character and get a feel for it before you then lock in your level up choices, right? And perks. Yeah, yeah, exactly. And I will talk about this later, but I think this will probably be the last character I played. So I feel like just skipping straight to level four with like eight per points or something like that was just going to ruin that. So I thought I'd go in and be in crap. Yeah. Yeah, we will definitely cover that. Mark believes on a level six kelp. I believe it could be seven or he may have hit seven now and feel on a six or a seven drifter astral shards kelp drifter now gas. Did you have to make any deck adjustments or were you comfortable with where your deck was from last week? Yeah, I made one slide adjustment where I completely changed to a different character. Yeah, okay. Good. But other than that, no. And I don't think that looking through the cards that I picked anyone that I thought was specifically going to be important for this scenario. Like I didn't look through anything like that. How big is your hand limit again? Eleven or ten? Ten. Yeah, okay. But no persistence. What was where far? What was prison? Eleven, but you start with one out. So it's kind of ten. It got you. Yeah, cool. Only adjustments I made was I was making Cassandra work for the second time. I must've sat there for about 50 minutes while everyone was sitting around the table getting ready and I kept putting Cassandra in and out of my hand. And unfortunately, there's another card that lets me grant either myself or Cassandra an attack. And I left that a home, which was a bit awkward when I decided last minute that I was going to bring her. The other thing is I have a kind of alluded to this in Discord anyway, I believe, is that I've got a PQ that involves using an axe that was given to me to kill off certain creatures, to which there are in this scenario, living domes. Mind you, I thought in my head it was going to be much easier to do than it actually ended up becoming because it's all based on that control we were talking about earlier. But this meant that I had to switch out both my hand items because of this double-handed axe that I'm not a massive fan of. I will definitely probably like the idea behind it. I'm not going to go into the PQ, but I really like the idea behind it or what it's trying to do. It just feels bad to execute. That's all. I'm happy to go into it. Not now, no, another time, and we can definitely go into it. I have very strong feelings about it. Yeah, I feel like it's about a lot of PQs, guys. Yeah, that's it. Are you ever a time-gated axe instead? No, no, I don't think I have a problem with the axe specifically. Anyway, are we going into it now? No, no, no, no, no, no, no, no. We've got a full show. The other thing that I was considering when it came to deck choices and card choices is that I'm less precious now over element generation. I'm still over Earth and a couple of ones that I definitely need, because a lot of the infusions have a wild symbol. Now that shards is in the group, I know there's going to be an influx of newer or more element availability, which is really cool and takes that pressure off me a little bit when it means, yeah, I have to worry about trying to generate more. So thank you so much. And then, of course, living spirits. That was the other thing. Do I have a tool to deal with living spirits? Kind of not really, but it involves me getting hit a bit. Things there were two doors in the scenario when any if it was opened. Yeah, we read the corresponding section. Overall thoughts that can be quick, they can be long, they can be whatever of scenario 103. What's the strategy here? Yeah, I think we wanted to kill what was on the board, build up a big hit the pillar turn. So we all hit the pillar on the same turn and then not hit the pillar. But that was usual. The strategy from the start was that. Yeah, we're going to stack our hit the pillar turn so that we only spawn monsters once and then we would deal with monsters and then we would hit the pillars once the monsters have died down and we can deal with it, try not to get as many tokens as we can. So we're going to stay five or under for the first kind of couple around. So we're only getting normal living spirits there. Well, this year, I have shields only have two health, so they're pretty easy to deal with at our level. Yeah. Because then once we got above that, it started getting crazy. But that was the general idea. Yeah, it was essentially a mixture between clear the room, everyone unload on the pillar because of the end of round thing that it only triggers at the end of the round. So the following round, generally we shouldn't need to hit it, which means there won't be a spawn and we can work on what's there. And that's the general idea is clear, hit pillars. You kind of also want to hit them due to the token system, like once but really hard, as opposed to like a kelp, just from yeah, token generation, because obviously the more tokens you have, the scarier it kind of gets, which is cool. And summons was another thing that we flagged very early. We're going to be a challenge because they just want to hit whatever is the closest. So yeah, and they don't generate the tokens as far as I know based on what I've seen, but they will cause spawns every round, which is bad. If you're trying to control the situation. So yeah, pets on this would be like thinking of a bunch of people or a prism or something. Yeah, could be sexy. With Prism, it would be really interesting, right? Because I feel like one of the things that you could do is throw a bunch of things out so that they all swarm the pillar, make sure that I'm nowhere near the pillar, right? Things spawn, they murder the pillar, then they move on to the next pillar, and I just caught the monsters around the discporting on me. Yeah. And where need to, I can swap into one of things, and then like all the monsters are over the other side of the board and like, could just keep hammering into these. So I feel like it would get a super awkward though, like you would get so many monsters out. Although maybe that's the other strat, right, is you just only get normal living spirits until there are no more living spirits to put on the board. And then there are no more spawns. Oh, yeah. Okay. Good. Standy cheese. Yeah, exactly. If they're wrote, if those summons are hitting the pillar, then you don't generate tokens, I assume. No, it's just the living spirits. If they're, if they're getting their range attacks off on you every time you suffer the damage, though, from the attack, you're going to be getting those tokens, right? Yeah. Okay. Yeah. Yeah. So you need to go super high shields. Okay. This strategy needs work. So the other thing was that I found interesting was the spawn points. We had a little bit of a separate thing going on. So we decided very strategically to put the two DPS together and then the two supports together. Is that right? That was well done. I think it was, we organized that based on where we were sitting around the table and people just didn't want to stretch. So Gaz and I were together, which was, which was fun because it was kind of like Gaz is like, if I brittle that, you know, they're living spirit, they're only one on our side. You can kill it right. And I'm like, Oh, I don't know. And then we would hit it, the shield would eat most of the damage that the, the what do you call it? You hit it for one, it gets doubled because of the brittle into a two and it's still alive. And that seemed to be a pattern between you and I. It was, it was good. We meant well, just kind of died in the arse a little bit. So yeah, general principle, a general idea of what we're trying to do with collaring living spirits, we're doing damage to the pillars. And this is essentially how most of the scenario was playing out. Yeah, couple of key talking points. I'm going to start with Phil the drifter. So for some reason, Gaz, and I don't know if I don't know if you were there for it, but Phil was really fucking around with his MD prior to the scenario, which I thought was a bit strange because no one really does that. We play around with that decks, but you don't sit there and unsleeve AMD cards. And he was muttering to himself and he wasn't really happy at the time. And I kind of was just like, I'm not sure what's going on right now, but I was just like this guy. And there, look, the comments he was making, there was enough hints to make me think I think this is, I think this might be trial related, but I'm not 100% sure what he's doing. Is he making it better? Is he making it weaker? Is he just screwing it around? I don't know. But I found that relatively interesting because then later on, he continued to hit things for not much, if anything, especially because they had their shields, the living spirits. Do you remember seeing Phil's AMD at work? He drew the worst he's ever drawn. I feel like the game must have been bugged. We always joke about that. If he ever draws his miss, we say, oh, you should probably file a bug report and let the devs know because I don't think your character, Phil, the character, not the character he plays, but Phil, the persona, is supposed to draw misses. He kept destroying the red ones. And I was like, Oh, it's a red one. I don't usually draw red ones. Well, in complete contrast, your brand new AMD, which by the way, was vanilla. Yeah, was green plus one green plus one green plus one green plus one green plus one, right? Something like that. Yeah, I drew really, really well randomly, which is good because most of the cards in mine, well, I mean, mine was perfectly equal, right? Like, so it was Mark and Phil, back on the drifter, were basically dealing with blow up pillar, blow up living spirits and basically on paper, it was the right thing to do. They're the biggest damage dealing hitting things. They're the topic of, you know, a group makeup when it comes to their burst damage potential. They both hit like trucks when allowed to. And yeah, that was literally part of the thing. You and I were going to mess around down the bottom and essentially they were going to go up there and start clearing through pillars. Phil is constantly saying he's having a bad time. He's constantly pulling red cards. And at one point, I just say to him, Hey, look, Gaz and I have had this probably a good five anywhere between five and 10, where as I know, we just pull our null over and over again. And we, you, this is your first and early time that you felt this way. So don't stress over it. It's okay to have a bad game. A little did we know it was not really in his control. Mark on the kelp. So Mark was incredibly stabby. This is probably the most stabby I've seen him in a long time. Well, he's always stabby every single week, but it felt more so now just too, probably because there was a lack of Phil stabby. So Mark's stabby seems a lot more obvious, I guess, because a lot of the health coming off the pillars was because of him. And his invisibility timings are getting to the point where he's permanently invisible. Yeah, which is bad for a drifter who is next to him, because I'm correct. It's like, Hey, bro, let's go over and we'll both kill all of these things. But the half of I'm not going to take any damage. So you can tank them all. Yeah. So Mark was getting a lot of tokens because he was stabby multiple times, many things. And Phil, on the other hand, was getting many tokens from taking hits from every direction from everything. So the two of them was going to be like, they were going to go on their side of the board was just absolutely gross. Like you talk about like how they did versus how we did, like at least ours was controlled. Like we could have gone another five, 10 rounds and slowly worked their way through it because we were controlling our side of the board. This was an absolute mess. They had shriek fiends by the end, they had living domes. They had spirits everywhere. It was just chaos. Yeah. And the funny thing was though, because Mark was invisible, he's sporting monsters, but they're just like, Oh, dude, spawn. Oh, it's a truth to God doing him. He's in visibility is obviously becoming very important to the point where it's a little too reliable. But I mean, it does a job. It's a good combo, obviously, because he gets some to hit multiple times. Oh, of course, he gets advantage as well. So yeah. Yeah. That's the thing. Don't take any damage and have advantage on all your attacks. Like if there if there's a card that just said that, right? I think you'd be playing it as often as you could. I don't want to turn this into a jump on the kelp thing again. We've already done that. I think two weeks in a row now, et cetera. But I want to talk a little bit about the kelp for a second. Okay. So at the end of this scenario, market level seven. Okay. He got a new card. Now, all I want to do is just cover this card just very quickly. So level seven, they have two cards. One's called hasten the end, which is a Bane targeting a damaged normal or elite enemy that has a wound on it, which I thought, Oh, that's pretty cool. I didn't know this at the time. I looked at it later. What was the other option? Generates one XP goes into 65. And then it's got a teleport that basically it's a teleport for deal damage, 10 damage to yourself. And then you can bane all within range one. Okay, cool. Is that a burn? Yes. Okay. Yeah, I'd never read that one until just now the bottom of that. And then the one he actually picked, I believe he's picked because it just made the most sense. It's called die frenzy goes at a 26. So it's early ish. And it's an attack to move to attack to move to attack to. And the bottom of it is a move for if you have in this perform poison targeting all within range one. No one's looking at the bottom here. So we've talked about grim trophies. We've talked about power potions and how fast the dwarf is constantly gone about how power potions are the problem, et cetera. Here we are with another card that is literally an attack to move to attack to move to attack to which then combined with grim trophies is spend five trophies, like obviously you're gonna spend five to perform move one attack one. Now with power potion, you're adding plus two. And then of course, I mean, you can mine a power that that is that is like we already crapped on about your grim trophies. And now they've thrown in this as well. So daddy, I guess it's fine though, because he could only do that kind of combo once personnel, right? Because both of those are really powerful and they'd be burn cards. Yeah. So then like Debbie and he's burned pile. He's lost pile. He wouldn't be able to do them again. No, right. No, no, no, no, no. Pat me me. Right. Right. They are not burn cards, actually. If anything, I'm pretty sure they used to offer for five XP on each, but they had to nerf it in some capacity. So they removed the XP component from the cards to make them a little bit more just like less install lock. Yeah. Yeah. And it's going to be interesting because Mark has now taken up the suggestions of steering full into brokenness and taking a second power potion. So, and I think has been considering the idea of looking at a poison item to give poison. So he doesn't have to worry because he doesn't play the grim trophies or not a grim trophy. Skull collection. Yeah. Skull collection to poison things. Because why would you want to waste an attack on poison, right? So I feel like there is going to be a turn scenario and that he depicts a room and then the room goes away, right? Like, like start a turn, die guys. I've got this. And we're like, with this, you mean that one monster? You're like, no, I mean seven monsters. So do you guys just want to loot? I guess the only thing that will limit him is if he couldn't move in between each tack, right? But they've covered that. So he can still move around the room. Okay. But I guess it wouldn't be as bad if he wasn't like, if he was hitting normally and not with advantage, right? On each of those attacks. Yeah. Yeah. So it's got advantage. No, the really, the outside is that he's a squishy character. So that while the time you end, you don't want to end that turn in the middle of all the monsters, because then they're all going to kill you. Yeah. Be invisible. Yeah. So if I do a hard little calculation here, what is that? So with five tokens used, that's eight attacks. All right. Moving in between each one, that's eight attacks. The first three within attack two, the remaining with attack ones, five of those. So based on the two power potion usages, you're doing three attacks. So that's 18 base damage, just like that split over three attacks, okay? Because you've got the power potion two plus ones. What's that? That's three. So five. So it's 15, 15 damage. Okay. That's off the top of diaphrancy. Then you throw on the other side. So with the power potions, that's five times four. So that's attack 20, potentially. And then all with advantage. Crispy. Mark is praying for a boss scenario, one without facing just so we can see what happens. Yep. Yep. It's, it's insane. It's insane. No, we can shit all over that boss scenario. Yep. Yep. And look, I mean, at the end of the day, it's much along the same conversations that we had around some of the bling blade stuff was just the ability to pump out, be very flexible with maneuverability. Because that's the thing, having smaller attacks and moves gives you the option of not having to dump attacks seven into a monster that has three health. Yes. Right. You actually, you kind of are more efficient. Now, yes, shields and retaliate are an issue, right? But they're the only issues. And the problem is that I see is that shield or retaliate are also an issue for every other character. Like, it's not like they take double damage for retaliate, right? They still take retaliate damage and they're attacking multiple times. I did multiple attacks on the prism. So I had the same thing, but I didn't have anywhere near the amount of reusability and or flexibility with how and when I did it. So, but look, it's going to be interesting. I think we have discussed bumping up the difficulty because we feel like with the addition of this new card, I don't think that anyone else will have a chance to do anything. So maybe if we bump it up enough, they'll still be alive. What's good about that is if we do bump up the difficulty and we lose, we can play Mark. Because literally it's like, mate, you know, you can tear through a plus one. How about we do a plus two? Oh, not good enough, Mark. I bet you another Calplay will do it. So yeah, look, it's interesting. And I know that there's probably been conversations to death about certain characters and cards and all that in the community. I haven't looked through all of that. This is purely from our, you know, fresh perspective when we see a card like this, kind of our raw thoughts on it. I'm sure people out there going, no, it's not good because, you know, this reason and that reason, etc. But, you know, just from an early impression, it just looks kind of amusingly busted. Well, that's the thing, I think, with stuff like this. If it requires time to work out and there are, again, hope to jump through conditions to meet, a puzzle to solve. I think that's when those kind of unleashes of power become interesting, from a player perspective, but also generally from a game perspective. I think the problem with this is that we just quickly looked at it and went like, okay, cool. So you get a power potion, greater power potion, that's plus three, give poison, that's plus four. If you take the poison potion that just lets you poison something next to you and then also take the major renewing potion, that just lets you get back to potions, which means you can get back your normal power pot and the poisoning pot again. Like, it's just, that's not hard to work out. And the thing is, again, because it's repeatable, it just seems really silly. So I feel like it's just a missed opportunity of going like, hey, let's put these things in where there's a really big power spike, but maybe it takes some hoops or effort to get to work out the puzzle. Good planning. Yeah. And then, because then you have people that are going online that might look up and go like, well, how do I, oh, I can see this cool combo, well, I'm just going to take it. But that's always going to happen. I don't feel like there's really a puzzle to solve here. This was just like, just get everything that gives you plus to attack and then use one of these two cards or both of them to do really big damage. And that's, that's where I think it's, again, it's just a missed opportunity with how the kelp seems to work. Well, let's, I'm going to be real with you after seeing a few of their cards and understanding that they're one of the few classes that has a bane kind of built into it, where they can bane things. It looks really interesting going down the bane part. And I guess I'll put this out to anyone who plays kelp and who has maybe tried playing these bane cards, etc. Does it compare? Is it just blown out of the water by the, you know, hip lots crab? Is there a legit bane playstyle that people have had fun with? And it has felt like it was worth it. I guess there'll be nothing worse than trying the bane playstyle and just going, there are obviously way more hoops to jump through to get this off effectively, yet it is still outperformed quite heavily by the other playstyle. And that's where you've got a bit of a problem. So yes, kelp people would love to hear if, you know, if that's a fun playstyle playing with bane and around that. And also, if it's worth while giving that a go, if we were to repeat it, and it plays very differently to the version that we're seeing right now, that could be good information. Yeah, it's weird because there's a character in Gloomhaven, the Night Shroud. I think that's what it's actually called. I keep calling it the Shadowblade, but the Night Shroud, which is essentially the assassin character in that. And it kind of, it's true kind of paths are I'm being visible the time is the kind of thing, but due damage, right, or insta-kill things, right? And you get to a point with that character at higher level where you can basically chain insta-killing things and you don't actually ever draw AMD cards because you don't need to because things are just instantly removed. Now, I feel like they've fixed that with this character by putting instead of insta-kill, they put bane in, right? And then said, "Work around, this is the puzzle." But now it's just shifted to just do attacks, right? So now you're not engaging with the unique thing, which is the bane stuff, which I mean, reading the top and bottom of that other card sounds really interesting, right? Like, that sounds really cool, like the doing the bane and taking the damage and teleporting and doing AoE bane and all that kind of stuff. But that sounds like a fun way to be very different to how a lot other players characters work. But at the end of the day, it's just easier to stack items and well, just literally, if you literally look and compare he's in the end to die frenzy, one of them is they delayed 10 damage that may or may not get healed off depending, oh, requires a wound on something first, so you definitely need to prepare for that versus hit two, three times, potentially with advantage and power potions and all that kind of stuff. The damage doesn't compare, one of them is instant and allows you to relocate your positioning every time. And the other is more like, "I hope this goes off. He's still gonna have a turn. He may hit someone and he'll take the damage and yeah, he'll be removed that way." So it's kind of hard to just compare them from raw numbers, like a raw numbers point of view. You and I ran off together where there are a couple of things, like Cassandra, I think, did well. She was fine. She definitely kept hitting living spirits, which that's all we had, by the way, living spirits on our side. So, you know, we weren't as adventurous as others, but we couldn't get our tokens up high enough. I think we hovered around four or five, which, you know, it was our fault, but it was definitely fine. And Cassandra hitting normal living spirits, wasn't that bad, because she hits for three, right? Yes. And they've got, I think, two shields. Two shields. Right. No, they have three shields, but two health. No, the other way, we don't have three health, three health and two shields. Yeah, okay, because I remember that she was hitting and at least someone's getting through. Like, we were chipping, which was good, because we didn't need to chip very far. No. No. And you were putting wound on things as well. There was wounds. I had retaliate one at range two. Yeah, we were slowly working our way through the first thing we threw. Yeah, it was a very interesting way of working through the shields, because it was like, not really using peace and not really using pure damage. It was kind of like, I'll use a retaliate one. I'll use a wound. I'll push through one damage through the shields. Like, I was doing, I did an AOA thing that did two pure damage to things around me. So that's a bit pure damage, but it was all not killing them instantly. It was all chipping away at the health somehow. Yeah, we had a, we worked it out. All right, we worked it out. Your AMD was obviously cooked. It was skewed. It was constantly pulling a lot of good stuff. But in general, yeah, it wasn't, we weren't overly stressed. We knew that ultimately, we would just hold the fort down there. We, we took us forever to kill a pillar. The other thing is, yeah, I had Cassandra there. If there was no monsters being spawned, she was going to go towards another pillar, meaning we were going to have that spawn issue we mentioned earlier. So, but I knew that I could pull her back and also she got crit at one stage. So I was like, oh, well, like, oh no. Anyway, so yeah, I've gotten less attached to her. And I've accepted that she's probably good for doing a bit of damage and a bit of statuses, but also for soaking up, I hit that one. If something is going to one shot her, it would have hurt the crap out of us, right? So in a way, it's, it's negation and I'm not really struggling to get around here. That's one of the carry over things. I remember from the bone shaper and then kind of taking that on board with the prism a bit was that, you know, some of the summons might have four, five half or three to five half, which is an okay amount. But when they get hit for seven and there's instead, I'd be like, uh, you're like, it's okay, actually. Like, it's probably better than one of us taking seven damage or getting crit for 12 or something done like that. And for some reason, Cassandra only seems to attract a bad luck. Like, I haven't seen much more unless she's just been chipped away. Like she's got one shield, you know, he has two damage is another two damage is another two damage where it's always been instances of one. You're like, Oh, no, she's down to one or two health. And then they pulled like a an attack three and you're like, Oh, I just got over the line. It's been like, okay, do a little chip damage 12, like, okay, sure, whatever, I guess, or, um, okay, she's got full health and is one shield and like, okay, pierce four attack four. And you're like, what even is that? Like, are we serious here? So I feel like she's cursed in a way to only attract like everything super effective against us. Like, great way of putting it. Everything is very super effective against us. Because Andrew is, um, the astral sword, by the way, if you're new here, that's, um, she's not a person. She's my sword that I summon and then I'm disarmed and she runs around. Um, and just hit staff and he gets one shot basically and walks in the traps. Um, and then the rest of it ultimately is the guys, the two other guys, the FPS guys are clearing through the pillars with shriek, strike fiends and living dooms and everything chasing them as they're heading down. And then it just, like, there was a lot of tension probably midway through this game where I was sitting there like, Oh God, I don't know how we're going to deal with this. And then it, you know, the, the, the scenario goal is literally kill the pillars and it was like, Oh, we burst damage. Yeah, we have that. Okay, cool. Um, and then the guys literally just started going from one people to another and bursting them down while we just stayed alive, which took away the tension and gave us the W, which was fine, I guess. Uh, the summary at the end of it though is, um, because we're in Bartlett's mind. Everything starts to go shaky and the camera angles and all that started moving, but the actual room, it's not because that's expensive to mimic an earthquake in a studio set. And before we know it, we're back in the room with Jim in the zoo. And I believe Bartlett's body, which is not feeling too good at the moment. And the mood is kind of sad. Um, but there's a, I wanted to say that there's a feels it's good because obviously you're at the end and he's at peace kind of thing, but I don't know. I'm struggling to see where the good is here. It just feels overall quite sad and it's just like boom ended in a way. Yeah, it is. It was a sad ending, but it was an ending, right? Like it was a closure piece where it's a, I don't know, there would be a name for it, but a word to describe it. But it's like a sad ending, but an ending, like it's a closing of off of things. Um, and there is at least he's a piece now. He's not constantly trapped in having his mind like kind of ravaged by these demons and stuff. We've kind of freed that so that he can be kind of at pace. Yeah, I kind of have to lean into the the wonderful work Alexander's done with these characters. And if they didn't have a backstory that they're going to go into via prequel or anything like that, that they bring back Jim and Zoo and some capacity in future games. I think that will be very cool and very memorable at the same time. Yeah, well, saying last time that I'd love like kind of yeah, like mini short stories on, uh, on the characters and kind of how they got together and what they did and just a little bits and pieces like that because it's, it's crazy that it's, it's such good writing and, uh, yeah, I'll say writing, but writing and implementation of those when you can have a character like Bartlett who hasn't had any dialogue. Yeah, he's not in it. He was dead when we found him and he's dead now when we finished, but I'd love to know his backstory now. Like, I want to know why, like, what was his, what was his deal? Like, why do these two people like people, these two other characters? Why do they care so much for him? Yeah, like that's, that's compelling storytelling when you can have a character that just has a name and we spent two scenarios in his brain, right? And his head, but we can go like, I want to know where all this came from. I think it's really powerful. I probably can go back and check this, but I'll just do this role right now. There was a fourth member, which was Ripple or Ripley or something like that, um, that they mentioned, um, I don't know, got outcasts or it was, because all of this bad stuff happened with Bartlett going, you know, isolation on the light because of something that went wrong when there were Mercs. Um, either they made a bad decision or one of them or Ripple made a bad decision or something. And it's kind of had this cascading effect on their party. Um, yeah, it'd be interesting to if they, they got to come on, flesh it out. Like give us the, um, the two part, uh, give us the, the everything. So we can, I want to, I want a five scenario chain that is a flashback, um, scenario block, right? Where you go back and, uh, you get to find out the story. You don't have video games do that. And they're like, kind of put you in someone else's shoes. Like I get how difficult that would be in here. Cause it's kind of like, oh, we're going to send you back in time. You're now Bartlett. Uh, you need new deck of cards. You need new abilities. You need all that kind of stuff for this chain, right? I can sort of see it would be really cool if they could implement that. But yes, that would be way too much mess around. You're obviously, obviously going to be here are the four mercenaries, but for some reason in this flashback, your mercenaries are also there and they are NPCs that are needing to be escorted through something so that we can tell you more of the story. Uh, so yes, we won scenario 103 and we've completed the chain. We all gained one ticker's reward, 10 gold each and also 30 XP, which was really nice, especially on your new character. And everyone just went up like crazy in XP. What were your thoughts on scenario 103, the lead door? Yeah, I think to expand on what I said earlier, I think it was a really cool way of doing more summons to put it in your control. And, uh, it's probably one of the better, uh, push your luck type, uh, mechanics that I've seen in Frosthaven, like, hey, here's how you can push it. How far can you push it? When do you want to push it? Stuff like that. Yeah. I think for an experience perspective of playing it, like when we first read it, I was in like dread. I was like, we're going to have to do this like three times part of that because I was on a brand new character and I had no health and I wasn't sure what was going to happen. Uh, we were fine. And then there was one point where I was just like, oh, shit, this could be really bad. But then that was kind of by the end of the turn, I'm like, this is not going to be really bad. We're fine now. So I think from an experience perspective of playing the actual scenario, and this is probably partially on us, is that we maybe need to bump the difficulty up a little bit, um, because it was too easy. Everything died too quickly. And I know we checked if we had bumped up the difficulty, I think by two, for example, which is what we're talking about doing in our next scenario. I think the living normal living spirits end up with like four shields. Hmm. Maybe. Yeah, I think so. Which we just talked about our chipping away. Like that removes any way of pushing through that. And neither of us had any pierce cards. So that now becomes like a, we have to figure out how to get rid of these things that like have, you know, bugger or health, but high shield. So yeah, it's, um, it's interesting. You mentioned that actually. Really good scenario, really well designed scenario. We just didn't went challenged enough, which kind of reduces the entertainment pace. But I don't think that's got the scenario issue as much of a where we are in balance and level issues. Correct. Like that's, um, the, in the Frosthaven Reddit subreddit, there's a, they do a, sort of a topic on different monsters and different items and different scenarios, et cetera, and certain systems. And I think this week we had our on living spirits. And it was an interesting read because the conversation was based around, um, how different they feel from Gloomhaven to Frosthaven and how Frosthaven characters, especially the unlock characters, all have ways of mitigating shield or dealing with the shield situation. And somebody even posted up there, you know, Blingblade can deal with it with these cards. Um, these kind of things, they went through everything. The only character that they say universally probably struggles the most of bone shaper because they don't have a lot of pure damage or they don't have a lot of pierce to deal with it. But it seems like there's a lot of answers that we haven't necessarily seen, maybe because players haven't brought those cards in the past, like Blingblade, we haven't actually seen, uh, uh, we know that they have a way of dealing with shields, but Phil never really took that heat. It's a little push through it, which obviously worked. But it's good to know that, because we discussed that whole up in the difficulty in the shielding, how we're going to get through, there are definitely going to be ways and answers that we can definitely do. It is just about making it happen and not being scared off by, I guess, the, the high shield kind of mobs that we will encounter. And, and we had that moment where we did our last monster tier list a few months ago and we had living spirits, not in the bin, but they were pretty low. Or maybe it wasn't specifically then, but I know we had this conversation around shields aren't a problem. So therefore these aren't a challenge in our experience. And then we moved to, I think we retired, like both the Banaspia and the shackles and something else. And we went to this place where suddenly, I don't, I don't know what it was. There's only thought the steel a ton of time. Yeah, we just were like, how are we supposed to get through shields? This is impossible. Like it says three, but it may as well be a million, right? Like, so it's, it's a case of like, and now we've gone back to a world where that doesn't seem to be as much as a, of a problem. I'm not sure why, because I don't have any peers and you don't have any peers, but yeah, shields are an interesting one and living spirits. I think the epitome of that is the super fragile high shields. If you can't deal with the shields, they become very, very difficult. And if you can, then they're basically non-existent. There's something going on. Yeah, three to four health. Yeah, three to four health. That's it. So yeah, it's, it's, it's an interesting kind of balance based on your group makeup. Yes. Regarding my thoughts on Sono 103, on a positive note, the writing has been really good. You're limited to like the front page of a scenario to set the scene kind of thing. And I think a lot of the details that have gone into this and the conclusion writing has been really, really, really good. The writing itself has made the theme of this scenario stand out. So every single time we have a scenario and I'm putting those tiles out and littering it with obstacles and whatever else goes there. For some reason, all of this is cardboard, but because of the setting, it really took me into this tormented mind of the Savas. And it was weird as I'm looking at it and the pillars. I wasn't seeing it as a standard dungeon scenario. The way it's normal, I actually saw it a lot more as I'll be inside his head. And that's a testament to, I guess, you know, that, that whole writing thing that it can, you know, have that effect on my mind as we're playing it. The tense moments of when things are spawning and how we can deal with it, I enjoyed that is that feeling. We had a moment where you, and you mentioned it, there was that tension of, oh, we may have to repeat this, or we may be in trouble, just a little bit of trouble until, yeah, it became down to the age-olds thing that gets us out of all the trouble, which is burst damage. And unfortunately, and fortunately, yeah, once we realized, hey, we just have to destroy these pillars, burst damage assemble, they went in there and just was like, oh, cool, we don't have to clear everything else, let's just burst it down and be done. Which, yeah, kind of, it's kind of weird like that, because there are scenarios that you grind, the way I've put it is they grind out a win. Some scenarios you have to grind out the win. Literally, it's a numbers game. It's just keep doing bigger attacks than they are doing to you, and it's a health thing. And it's all about the card. You get to make clever decisions based around what cards you want to play, and which combos and which items you're going to use in order to beat the scenario. And then you've got solved the puzzle scenario, and this was a solved the puzzle scenario. And I think that's the reason why a lot of people don't like scenarios like this, is because they just want to run around and hit stuff as opposed to solving the puzzle. Because this can be done, as we've done, through just coordination by working together, and you have to work together on a scenario like this, because if one person is constantly just doing a little love tap to that, that pillar you're constantly going to get spawns every single round, right? Yeah. Markin feels quick thoughts. So, Mark said, this had the potential to be a really scary and climatic final finale. The ramping difficulty could have made for some hard decisions and clutch moments. However, that was not the case for us. The quest line as a whole was awesome. Played back-to-back, it had an engaging story, and each scenario showcased some out-of-the-box ideas which enriched the game. Personally, I feel like Party Comp in general level of progression enabled us to stomp through it without seeing its full potential. Phil, I think, I texted Phil, and I just said, "Hey, I need your thoughts on the scenario we did this week. Can you send him through?" And I sent him to him about two hours ago. Did he just send back a pill emoji? No, he read the message and didn't reply. And I was like, "Oh, that's a bit rude." And then I thought, "No, maybe that is how he felt about the scenario." Because he, I think, definitely this would be up there. If we had to do a top set of words, I think he would put this as his worst scenario. Yeah, probably. I think there's been a couple like this, but yeah, you're right. And we'll talk about that in a little bit about why that's the case. Yeah. Ormi, how would I make Ormi go? He'd be spawning shit every round because we can't get rid of him. Correct. And he would just go and hit a pillar and be like, "Look, guys, I'm helping. I'm helping." Yeah, it would not be a good one. So I think he would be okay. I think he wouldn't die. I think we would lose the scenario from all of us dying. In fact, this is a scenario we will probably die before he does. The problem is, a lot of the monsters at spawn have multi-attacks, which, again, we can control, but it would become Operation, keep him alive while he's like, "I'm helping." Right? I was like, "Stop helping." So yeah, every interesting. There was one thing in the community that I thought was very interesting. In a two-player situation, you only need four pillars. So those doors, you don't need to open at all. Right? Yeah. Which is cool. There was a combo of a trap and a media. I think there were level five or level six somewhere in that area. And they cheese the shit out of this, basically, because there were only two living spirits to start off with. So once they kill both of them, they didn't get any tokens or it didn't hit a pillar. They allowed the trap player to just sit there and set up a bazillion traps around all the pillars, while the media was running and looting and doing other things. And then when they decided to then decide to spring the traps, it was like one of those situations of each spawn, spring all of your traps without LOS, and each of them can hit a target within range two. So all six or four pillars just instagrams like that. Is that cheese? 100%. But it's puzzle cheese, right? They sell the puzzle with the pieces that they had. They just happen to have a really good pace. Yeah. Poor Bartlett, though. He just nuked his brain. So let's talk a little bit about the DPS. So we had Daddy on 17. Yep. Didn't do a great deal. And this is with our new system now of no over killing now, no over DPS scene. It's just the flat numbers of how much you were reducing enemy health. Phil had 18 on a drifter. Oh, I'll just worry to haven't let it. I'm going to be nice. Gas on his brand new shards with 23. Look at that. And mark on 40. 40. 40. That mistake and marked all three. Surprised. Nothing managed to take three. I don't know. That's been an accident. I've been error. I took 15. Gas took 20 and Phil took 27. And then healing wise, Mark healed for zero. Daddy and Phil heal for three each and gas healed for 12. Upper space, we got attacked. No one cared. And then we're going to go into. Oh, no, gas is caring a little bit. Oh, yeah. It was. It's just when we discovered the the the rule around buildings being the wreck thing. Sorry. Yeah. I think that's when I kind of knew about it. But for some reason, didn't ever say it because we barely get attacked. So I hadn't really thought about it too much. But yeah, it was like that discovery of when buildings get damaged, because you can't defend it and you got to pay that repair costs. And if you don't, it will cost you a morale or whatever. But the building doesn't go wrecked. You need specific situations for buildings to be correct. Yeah. I need to spend morale. So I think in the first like attack, like the first building that got attacked, I think we gained three material resources because we rolled into that. Yeah. Right. And then just we didn't get enough and then just spend a morale. So it's just. I feel like the attack part of these outpost phase things, which is supposed to drain your resources actually did the opposite. It just gave us resources. Yeah, we actually don't mind attacks right now. We get to burn a morale and we get resources. We get materials. So yeah, sure. And there's a chance we'll gain morale from the reward anyway. So yeah, it's like a win-win-win. Well, actually, we've got an event because of what we chose. Interestingly enough, this is the family one. Yeah, yeah, that's right. Well, this was this was this was. We didn't deal with it. Like we didn't deal with what we thought we were doing. And now they're like, oh, okay. So now we need to just quickly it was winter outpost event 56. If you're trying to avoid any further info. No, no, no, that's fine. That was just like quick getting there before he keeps mentioning vermalings and other stuff. But yeah, you're right. It was um, we got, yeah, there'll be a follow-up to this. Yeah, when we come back, we're supposed to be, yeah, I mean, can I say stuff from a visit spoilers? No, no, no. Yeah, we're supposed to be giving the vermalings all of our food when we get back. Yes, they've asked us. Yeah, okay. Yeah, though, I haven't racked off the light. No, we're staying until you give us all your food. I'm like, okay, I thought that's why we were fighting you. But sure. So do we just spend it all and just make a whole bunch of like potions and stuff? We just got to make sure that, yeah, we spend all that money before we come back, we're not going to money. Don't you hold to me? So let's talk a little bit about the new thing that is taking over our group and something that's still sparkling and shiny, the trials from the whole of revelry, which is what we unlocked last week. Now with the trial system is kind of hard for us to talk about unless I guess they're completed and we managed to complete two of them this time and listeners would basically have picked up on one of them based on the earlier, which was Phil's trial. He had a trial of weakness and this was interesting. They're all interesting because we're learning about them at the same time and getting an idea of roughly what they're like because they're different challenges, challenges that flat out just break the rules of the game. This is asking us to do these extra kind of, I don't know, tasks Yeah, they're like challenge cards, but like kind of individual and sometimes weirdly worse, right? Like weirdly worse. Yeah, so and just I guess just on that and for anyone at this point, this isn't really sure what we're talking about. This is a building you get that you unlock, right, that we unlocked and then you get these cards out and then you hand them out individually one and you have to keep it secret. Like it's part of the rules, you're not supposed to tell anyone about anything about them and you're supposed to do them, right? So if you want all of this to be a mystery, then you want to skip what we're talking about now because we're going to start revealing the cards as we complete them. Yes. Yes. So, Phil had trial of weakness and it says at the start of each scenario, revert your attack modifier deck to its starting state without perks, then remove all positive modifiers, including the times two. You have passed this trial when you complete a scenario and then you get to revert your deck back towards proper state when passed. He was winching about this definitely because it kind of goes against everything that Phil wants to do, which is big numbers, big numbers and positive attack modifiers and things like that. So it was very amusing and it kind of, yeah, started to click about halfway through what was going on. No one could be that unlucky and I did notice from looking at his AMD, it definitely looked smaller, a little bit on the thinner side. I noticed that as well, a bit way through. I was like, it seems really weird that it's like there's so little cards in there and I wasn't sure if maybe that was a, he'd thinned it through the drifter. I didn't know I was like maybe the drifter AMD keeps moving allows you to get really refine it because I know there are some characters that kind of do that a bit, but yeah, and then he was just drawing really bad and because I was running really well. It was so weird. I was bragging. I was like, I'm being lucky and you're being really unlucky. That's weird. That never happened. So, yeah, no, it's, it's, it's a, what are your thoughts on that particular trial? Yeah, I think it's great. I think it's really cool. Like, it's something to push through and going into a character. Like, it's going to impact different characters in different ways, because if you have a high, like turnover, like imagine Mark getting that one. Yeah. Like, basically, it means all his attack ones are in attack zero. Yeah. And that's really tricky. Well, imagine he's trapped with it, the one that doesn't even use the AMD, you know, like, that's exactly it. That's the flip side, right? Like if I had had that on Prism, it would have been gross because like everything means all my robots basically attack for nothing. And it's further compounded by the scenario we did. The main monster we fought for the first five or six rounds had three shields, right? Well, two or three shields. So it's a, it's kind of a bit like, that's, it seems fine, but it's kind of rough. Yeah. No, I, I definitely like it. I think if they, I mean, that's, it's a really rough one, but you're obviously hoping that the team, the rest of the team can basically help pull off the win, because it's a massive nerf to whoever has it. Like you said, depending on what character they're playing. But the good news is it's over after one scenario. It's not like he has to do this on several. He doesn't have to do three. He doesn't have checkboxes saying once you've done three of them like this, because that, that'll, that'll be real shit. I think the thing is as well that, again, this is going to be very dependent on which character you've got, but there is the opportunity of changing your playstyle to be more around and not having to draw cards. So whether you have a more, I don't want to say support, but more control, like influence the board in a different way, other than just AMD, then you go for that, right? Rather than going like, I'll just try and push through it, because it's always going to be right. Yes. So yeah, yeah, it's interesting. The other one that we completed was yours. And yours was called trial of poverty. It is worded as during each scenario, when an ever an ally loots a loot token, you have to suffer damage equal to the level divided by three. So the scenario level divided by three rounded up. And then you have passed the trial when you complete a scenario, that would have been a very spicy one to sit on. Like, to basically watch people looting stuff and just going, well, there it is. I have to adjust my health here. Yep. Yep. And I mean, there are some characters, like me, who has a loot to burn, that if allowed to pile up, I would just, you know, go whoop. And you would instantly combust. We've done a lot of scenarios recently, where there have been a lot of big loot piles and they've just been sitting there. And the only way I would have got all around that is going to get them myself. Yeah. Because it's only other people looting. So it's, if you loot like 10, let's say 10 tokens, each one is an instance of damage. You can't just negate the whole thing, clean you. Yeah, it's a good point, actually. You take whenever they loot a token, you take damage. So I think it worked out. I think that was one. I think they're taking one damage. Yeah. Okay. So yeah, it would be, right. So it means if someone looted five and I was on five health, I would be burning a card to negate one damage. Yeah. Yeah. So yeah, it was when I read it, I was like, okay, this will be very interesting. And then when I knew I was starting a new character, I'm like, oh, there goes my 20 health. That's not much of a buffer anymore. And then after that, I was like, okay, let's see. And I got really lucky. Like, I got lucky on this scenario, because the way we played it, we didn't end up with heaps of monsters. And also, I think my battle goal, which we're talking about in a minute, was actually to loot to like tie our loot tokens. Yeah. So that kind of then removed those two from where we were. So it was by the end, it wasn't that bad. See, ask me, you're like, hey, can I grab those three? And I was like, yeah, knock yourself out. That's fine. I'll be dealing with the other guys that are coming. I'm not really interested in it right now. But if you obviously need it, I mean, obviously you have a battle goal related to this. Didn't realize it was your trial. Oh, it was that me looting those two had nothing to do with my trial. It was the battle goal. Oh, got you. That was specifically for the battle goal. Like I didn't factor into looting instead of people for not taking the damage, unless there was big stacks. Well, you taking the tokens means you don't get hit. Yeah. So you taking and denying other people from doing it also kind of will save you from taking unnecessary damage. Yeah. And it would have been really easy to disguise by being like, guys, I'm a new character, I need all the loot I can get. Can I just have all the loot? And people would have been like, yeah, it makes sense. Yeah, sure. Yeah. So yeah, we've got those two now out of the way. What are your thoughts on the trial system so far? You've seen two fairly different ones. You've obviously got two others that we don't really know anything about what I do, but, you know, is it still exciting to get through this deck? Oh, yeah, totally. And I think I've drawn another one. I can't remember what it is though. You and Phil should have. Maybe we can do it. Yeah. I feel like I have and I feel like it was. Yeah, I have, I can no zero recollection of what it is. So I'm going to be surprised on Monday when we play. Yeah. But yeah, no, I think it's really cool. I think it's a really cool system to put in. The, the only thing I would say from a negative perspective, well, about it that I, is the timing and where it's landed. It's actually been quite good. And I mentioned this because like we just finished a whole bunch of shit, right? Like the challenge deck and all this other stuff, like a bit of splussards timed really well. The thing is though, I wonder if it should be optional as to whether you want to take one once you complete it. So there is this case of where again, I don't know what any of the others are, but you can roll into all these weird things and none of it's optional. You're like, your game is now being changed for ex scenarios. Yeah, okay. Now, I guess some of them don't impact. Like, for example, mine isn't as game changing as someone like Phil's in regards to if you had to do Phil's multiple scenarios, then it would suck. Mine would be an inconvenience, but you could get around it. It depends on how they land. If there are some that are like Phil's, but they're going to take multiple scenarios, that could be shit. Or if Phil draws his into another one like his that also says how you don't really get to play how you want to play that two or three times in a row, which is just bad luck, could be really as a negative experience. And you could kind of walk away from this trial system going like, but I didn't like that because it was all shit for me. So I'm not sure. It'll have to see more of it to fully flesh it out like I know that what they all are, but that's the only thing I can say is that it's a positive when it came for us, but it could be a negative for other people depending when they get it, right, depending on the state of the game, and the fact that you are forced to do it. Yeah, that's the only thing that's a bit weird. I think Alexander might be who designed this in our ended team's outside with the events and all of that kind of stuff. I think they may be also responsible for the trials and the halls or ovaries. So if their track record on, you know, the eventing the writing and their even his designs that have gone into scenarios 99 to 103 have anything to show for it, the trials should be fairly interesting and fairly different enough. But like you said, once we get more of them out, we can have a bit more of a breakdown as to, you know, is there a big balance issue between what some of the trials I'm forcing players to do versus others? Yeah, the fact that they make you do them in an order as well, excites and worries me, right? Like that specifically said, you need to do them in this order and you need to make sure the deck isn't that. Also, they are assumed the ones that the start are easier and the ones towards the end are really bad. And like, I'm really excited to see how like messed up. And you and I lean heavily into the unknown. If I've got a card, you have no idea what it is. And I'm not hinting towards it at all. It'll be very fascinating because of that deterministic order of people who have completed all of the trials. They should fairly deduce what like, yeah, they would have an idea of, well, it's only two from the first four that they distinctly remember and ones with Mark and ones with me. So they would already know, you know, in a way what we might be working with or struggling with. So, well, I did have someone message me and they said, I think I know which one you've got. Based on the little information I gave out at the start of or during last episode, we talked about them. So it'd be interesting to see, I didn't say yes or no. I don't think I did. So it'd be should be interesting to see whether they were right. Oh, okay. I've also received messages, but I was like, yes, 100%. That's the one I have. So, yeah. Okay. Lastly, we've had you just created a brand new character and we were having this chat because this is essentially the last new character that we're going to be experiencing in Frosthaven. And it got us thinking about the start, right? You're starting the character shards and you kind of go straight to level, I think, four based on their prosperity. That system that's currently in place of retiring characters and starting new ones, especially when they're based around the prosperity and you get the carry over your previous character perks and all of that. How much did you work out that you would start with in terms of perks? Like age or something? I think level four and I start with, well, I'd start with three from being level four, right? Because you get one, two, three and four. And then I would have started with another, I think I've retired four characters, is it, of bana, spear, or Gemini, Boral, Bana, spear, prism, yeah, so four. So yeah, so I would have started with seven. Yeah. And does that feel good, right? I don't think so. I'm sorry. Yeah. Yeah. Yeah. No, no, no, it's up for discussion. Like, we've been doing it all along, but the further it into Frosthaven we get, the worse it kind of feels a little bit because you're thrown straight into almost the mid game of a character, but you have to learn it all from scratch, which excites a lot of people that there'll be in a level of excitement there of going, oh, I'm not starting in my gimp state. I'm starting with options to make myself more powerful and feel like I'm having more impact on this on the thing. But there are players like you and I, who I believe would sit there and say that let's going from the first lot of characters to starters to our seconds was probably the most exciting thing in the game, especially when I went from drifter into snowflake was the most mind blowing. I don't remember if I started that level two or not based on our prosperity if it was, if it was high enough to start a level two, but gradually, you know, starting at that kind of gimpy level and everyone having to go through that was good. And now when we start something new, it's like you're going straight to, like I pointed out a mid game, it doesn't feel as good as starting fresh. No, you don't feel like you've earned anything. No, and that's that's so yeah, exactly that. And so I decided to start at level four for hit points because otherwise it gets a bit weird. Yeah, I noticed this on when I play gloom haven digital, we because it ran into the same problem. We discussed this with Rice when we spoke to him recently, you start and then you have to hit you start at level five and you pick up a character you've never seen and digital you don't have the option of like you're doing like sitting there in front of it and kind of looking at all the cards as much. It's like hit level up, pick a card, hit level up, pick a card. I'm like, I don't know what I'm going to get. Like I don't know like how do I know which cards I want to choose. So what I tried was go, okay, how about we just do a we'd always just repeat the first scenario as a practice run when we got a new character and go all go through that. When you stay at level one and you don't click level up, you have level one hit points. So like you have like you can have six hit points. And when everyone else is like level 789, that's really bad because everything one shots you. So that's why I was kind of gone with this idea of starting hit points that level four, which is what I did with the prism. Sorry, are the shards and I've just started with a level one like deck of cards. So I've chosen that with no perks as well, which is a bit brutal because there's a couple for most classes, but especially looking at mine where I'm like, oh, that would have been great if I could have started with that one. Yeah. So that's what I've done. And now that I have finished what I'm going to do is I'm going to track my XP right as her normal. So I've got my XP set at level four and then I've added in the extra XP we've got. And what I'm going to do like next session, I'm just leveling up one level. Maybe two, I think because I looked at my cards and I know that to level three, I might jump to level three. But either way, I'm ignoring the extra perks from retiring characters. I'm not adding those in. I'm just going to take the perks from leveling and yeah, go from there. And this is not the right or wrong way to play this. This is just how we enjoy it, I guess. This is how you're going to get the most mileage and enjoyment out of all longevity out of a class because, I mean, we're heading towards like, this might be your last character, like you said, you want to enjoy the most out of it you can instead of burning through it real fast. And yeah, kind of hitting that entertainment wall. And it's kind of like, I guess in a way, I'm kind of going like a milestone leveling, like if people are familiar with RPGs and stuff, it's like instead of there being a number, you just kind of, I'm just going like each scenario, I'm going to increase my level by one until I get to what I would have been at from my current amount of XP. So I'll keep like to my XP. And I'm probably going to hit five at the after the next scenario, but I probably will only go up maybe up to four to get that card and then play with that a bit more so that at least I'm doing at least one scenario per level until I kind of get there. So yeah, it might not be any slower, but I think at least I get to feel it out a bit and probably make use of a couple of cards that I wouldn't. Because again, you start level four or five. And then you're like, oh, well, I guess I don't need these cards because they're level one cards or level X cards that I have now got better versions of. Yeah, it's something that has been in the original Bloomhaven, it's probably going to be in 2.0 and it's in Frosthaven and I believe it would be in Crimson Scales as well, where yeah, this will happen to anyone. You start a brand new character and then your friends, obviously, are really high level. They get it out, they understand everything, you're coming in there and you're stumbling and bumbling over the mechanics and the new cards and getting ahead around a lot of that. And that learning process is really enjoyable. I imagine for a lot of people. But yeah, it's, I guess, just that experience feels kind of robbed a little bit. And I don't think there's an easy fix. Otherwise, like, to design a solution around this would then potentially bust it from the other point of view of, you know, those people who are still playing those characters well into the level 789s. You don't want to be nerfing them to make it feel a little bit tighter. But you're, you know, it's, it's an awkward space. And I don't think it's an effect too many people. It's just more something that seems to be affecting us. Yeah, I just want to play through more and in the Amdert way, make it harder, right? Yes. I think, I think the solution is, and this is probably in the wording anyway, but just up to, right, like when you create a character, you can go up to the prosperity divided by two. And then at any stage, you can always level your character up to the prosperity divided by two. So I think that's just it, right? That's the, the people can pick their points and they get in at the start with all the maximum amount of stuff that they wanted to. Because they, that's how they want to play and they have fun. They want to get to level, you know, level six, level seven, level eight cards, which is great. Or you can start lower and kind of work your way through. I like the saving XP thing that you mentioned. Like you, yes, you up to, but I start a level one, but you've kind of locked your XP at level four. And any XP you earn past that, it's almost like you're going up to whatever your XP amount is. So you could be level six in about three weeks time, but only little three in the game. If that makes sense. Yeah. Yeah. Well, that just means that if I do want to level up, I don't have to suddenly start and go, well, now I'm level four. Now I'll start collecting XP. And now I get that grind again. It's like, it gives me the opportunity of just going like, well, my XP total is level six. So if I want to, and I'm, I don't know, for whatever reason, I can just be like, screw it. I'm level six now. I think because like I've got, I've earned the XP and that's what I should be on it. Yeah. I think one of the things that I enjoy and to wrap this up, I enjoy, I enjoy starting again. And it's been a joke in a lot of MMOs that I've played in the past because Mark and I played a lot of MMOs growing up and he had, I'd always be like, hey, you know, let's play a while again. We'll go and, you know, get some cracking our systems and, you know, that feeling of playing a fresh character I like and learning the ropes of it and hitting for like 20 damage when everyone else is hitting for 500. I like that, that working your way up. I love progression and I then once you hit a point where you feel really competent, really good, I'm like, oh, now I want to play something different because I'm too comfortable with this. I want to have all that experience again. That's what I keep alluding back to the very first lot of retirements we did and to a lesser degree, the second lot of retirements. Now the retirements definitely don't feel anywhere near as impactful. Now more so because we've got no new characters that unlock and we still got some characters that are repeatable that I would be looking forward to playing and I think a lot of us in the group are looking forward to that. But that magic of starting fresh is kind of like it's there and then it's not at the same time and I don't think it can be fixed and it's definitely a personal issue that I'm having that I'm sure a lot of people haven't even thought of. Maybe. So yes. Does that mean we don't have time to talk about your axe quest? Oh, let's throw it in there. Why not? So, it's stupid. It's dumb. The way that it works is stupid. Like, I love the idea that there's an item that you tie a quest to go do this thing because it's fine. Pardon? The Pokemon one needs a net, right? Correct. Yeah. Okay. So it's not the idea of the PQ. It's the fact that it's a two-handed weapon, first of all, two-handed item, which is bad because it means that no, they, as you're finding, you're like, well, I either need to and you can have multiple items and you can swap in and out as you go to scenarios. But it means going into the scenario, you have to use two of your items slots to carry it. But that's, the Pokemon net is one and so that's not as bad. But I just really feel like if you're going to force people to take an item, it should be a bag slot item because you get multiple bag slot items. Now, I know arguably bag slot items are most powerful, but at least, look, the only time that you really like, oh my God, I can't lose one bag slot is when you're trying to like just do this super crazy build puzzle thing where you're like, well, this is going to massively, you know, stop me from deleting a room, right? Like, I feel like everybody should be able to spare a bag slot to take and then you can still be optional depending on whether you're in the right scenario. So that's one, that's one issue I have with it. Okay. The other issue is that you have to kill them. That's the issue I'm having. That's what I mean. So this is where, in an enemy completely changes the context and the idea of this PQ, but if it's an item you need to use on it, so let's just say it's, I don't know, a something that puts wound on a creature, right? And if that creature dies while it has your wound on it, then it counts as credit, so that you're kind of going like, oh, cool, that's the way you do it. So you still need to interact with them. You still need to use an item and you still need to, but it needs to die, but it's not so much as you need to do this with a really specific monster and a really specific item, X amount of times. So anyway, end of rant, I think it's a cool idea just implemented in a way that feels bad. That's the two-hander thing that probably, yeah, oaks me a little bit. If it was a one-hander or something, it's already generating plus three and I think pierce on the attack, right? Which you can't use on anything. It's on these three specific mobs that you're hunting out. And then it's tapable, which means in the long rest, you can get it back up again. I still obviously have to line up the actual hit. I still have to hope the AMD is good to me. Yeah, it's, I want to say I'm okay with it and then I'm like, it's right now, it's probably right now. If we drew this ages ago, I'd probably be more okay with it. I think I would probably look at it through a very fresh set of eyes. I think that's because this is probably the last PQ that's tied to a non-velope that the last envelope we have yet to open. It feels a bit more like a slog in a way. Yeah, you have to put the scenarios that are there. The astral is great because it does have a perk that allows you to refresh a hand item. So there's more reasons why an astral, probably this is a good one for astral. It's annoying because I am playing a tanky build with a summon that disarms me, so then I've got to really play around that, which is slightly annoying. But luckily, I can get rid of Cassandra and then swing on something and then get it back out again. It's, yeah, it's definitely work and praying that I actually get the hit. And look, scenario we did tonight, we had living dooms. I saw it in the list on X Haven. It was like living dooms. I'm like, sweet, I'm going to bring my axe because that's something I need for my PQ. I put my shield away and I put the horn, the horn away, for Cassandra. And I'll just bring the axe and I might be able to nail one or two of these things. And because they're tied to the amount of tokens, we only saw like one because Mark had skyrocketed his tokens. And I was so far away from it. And then it was so much like we were going to, a few more rounds, we were going to get overwhelmed. And as we burst it down, I was just like, no, don't worry about it. I'll deal with it another time, which irritated me a little bit. Not anything anyone did. Just the fact that, yeah, the PQ was there, I brought the axe and didn't end up using it because of just couldn't get them. Yeah. Yeah, that's it. Yeah. So that's, that's, that's where I land as well. It's the same from afar having to bring the axe and kill them with it. That's it. That's the other problem. It's like it should just be kill them. He is an axe that you can also use if you want to make it easier. Yeah. I mean, they could make it a burn axe or a burn item. And literally, if you hit something, put your token marker on that enemy once they had died, you get the credit. But you're only doing it once per scenario, which then equals the 10 15 scenarios on average for a time and provided you're picking the right scenario with something in there. Brilliant. That's even better than the wound idea I had an item that just puts a mark on them, right? You make it flavor for some and then the character tokens on there and then the group just has to kill it. Yeah. That's fine. This is fine. This is fine. This is fine. That's just not retiring. Um, so yes. Thank you very much for joining us again on episode 71. Is there anything you want to to throw in there at all? No, no, I think I've managed to squeeze enough things into this episode. No, it was good. Thank you for joining us, guys. Um, we will wrap it up there. Keep rolling shit. Join us next week as we go, Pokéborn hunting to complete our Pokédex or work on my excellent PQ. We'll see you all in episode 72. I've been your host, Eddie, and I'll be joining in my guest. And remember, when it comes to rolling terribly, it's all in the wrist or feels empty. [laughter] [music] [BLANK_AUDIO]