A Touch of Evil - PBF Game 1

So farewell then to Thomas’ Charm - at least for now. He heads to the Town Hall.

Anne Marie takes one more Wound frim her Hound, leaving her with one left. @COMaestro
Does she want to fight again or escape?

Man, I am having crap rolls. Better escape.

Okay - which road space do you want to go to?

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I will head back towards town.

@gmwhite999 asked for a die roll:
Okay, dog fights over so onward we go. The KO’d Heroes now revive so Thomas’ nap at the Town Hall was a brief one. Now we roll on the Cooperative Mystery Phase Chart… and get a d6: 6.

@gmwhite999 asked for a die roll:
Scattered Clues. 2 Investigation are available at the (randomly drawn) Church.

Now for the Mystery Card …

  • Agents of Evil. Roll once on the Villain’s Minion Chart and place that Minion on the board at a random Location. Move the Shadow Track 1 step closer to Darkness.

Minion Chart Roll: d6: 5

@gmwhite999 asked for a die roll:
The Horseman Rides Tonight - and he rides from the Crossroads! As none of you are at the Crossroads, 2 Investigation are also placed there and the Shadow Track is moved one step closer to Darkness.

Then, the Horseman rides into town, ending up at the Town Hall. Thomas, having just arisen, now has to fight one round against the Horseman! Oh lummy!

Combat Rolls:
Thomas has 3 dice and rolls 3d6: 1 + 4 + 1 = 6
The Horseman gets 6 dice (including the power of the “Good” Doctor and rolls 6d6: 1 + 5 + 4 + 4 + 4 + 6 = 24

So, Thomas, having just healed, takes 2 Wounds from the Horseman without wounding him in return.

Finally, the First Player moves to Heinrich (@Captbnut) for the new round. Back in a sec with the new game board for the start of the round.

At this point, I’m thinking Thomas is only a courier for pain. Explains all his injuries.

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@gmwhite999 asked for a die roll:
Round 3 Movement Rolls:

  • Heinrich rolls d6: 3
  • Anne Marie rolls d6: 5
  • Isabella rolls d6: 1
  • Thomas rolls d6+2: 8

A tough round that one, despite a few nice items collected.

Round 3 begins and here is the board at the start of the round.

Your movement rolls for this round are as follows:

  • Heinrich (@Captbnut) rolled 3.
  • Anne Marie (@COMaestro) rolls 5.
  • Isabella (@RogerBW) rolls 1 so will get an Event Card at the start of her turn.
  • Thomas (@RossM) rolls 6 so gets 8 movement.

First up this turn is Heinrich (@Captbnut): where do you wish to move to (up to 3 spaces) or will you linger?

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Planning ahead, is it worth me returning to the old woods and punching the last life out of this wretched hound?

Do the Hounds heal automatically?

Sadly, said Hounds fully heal during the Mystery Phase. Best work out a way to get Investigation and/or a weapon and heal first, I think is best.

I shall go to the Marsh please, looks like there is an automatic dice roll there

@gmwhite999 asked for a die roll:
Heinrich’s Marsh Card roll: d6: 2

@gmwhite999 asked for a die roll:
Heinrich gets a Mystery Card, requiring a roll: d6: 1

Well that went well. I’m sure the dice on this site are against me!!

The Mystery Card is:

  • It’s Struck Again! The Villain attacks one of the Town Elders - but luckily doesn’t kill them. Every Hero gains 1 Investigation.

I don’t think Heinrich can do anything else this turn, so on to Anne Marie (@COMaestro) - where do you wish to move to with your 5 movement?

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Is this going as badly as it seems right now?

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