Fortune and Glory - PBF Game 1

That was my plan, and I think I should get two cards and choose between them?

By the way, I thought I had used my last Glory point to heal from one to two wounds, but I still have a Glory point left, and my wounds went up to 2?

@gmwhite999 asked for a die roll:
No extra card for him sadly.

Let’s move into the Adventure Phase starting with … Alexander Cartwright and the Amulet of Power!

His first Danger while adventuring in a cave in the Pyrenees is a …

  • Hidden Trap. (Danger, Trap) Spot the pressure plates in the floor and move carefully through the pattern of stones to avoid springing the trap. This test is Lore 4+ XX AND Agility 5+ X and the reward is 3 Glory.

A nasty one - but we can start the rolling and see about playing cards or exerting afterwards.

Lore first, rolling pool 4: 1, 3, 4, 6,
then Agility, rolling pool 4: 2 × 1, 2 × 5

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An easy one for a man of his talents! Danger cleared and 3 Glory reserved. Will you Press On or Camp Down? Pressing On will mean trying to sneak past the Axis Villain and his bodyguards.

Tricky, as I have only two wounds…

probably should camp down and tackle them fresh?

Up to you but probably a wiser move. While cards and “the Family” could help your attacks, little can help your defense if they hit you, and with the bodyguards he gets 6 Fight Dice.

Yes, let’s play it safe, I’ve been burnt before.

Good luck in the Amazon, I will keep an eye with my helping card.

Cartwright skips past the traps but then rests up, healing all his Wounds and gaining 3 Glory, giving him a total of 4 Glory now.

We will resume in the morning European Time with Duke Dudley’s adventure in the Amazon!

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(Be with you all soon as I can. The dreaded “Windows Update” is taking far longer this morning than expected!)

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Linux means being able to say “it’s five minutes to the videoconference, I’ll just update to the latest kernel and browser” and it works. :penguin:

@gmwhite999 asked for a die roll:
Well while I can quickly, let’s first see if Dudley can find the location of the Hammer in the Deep Jungle of the Amazon, rolling 2d6 and needing a 4+ on either of them, he gets … pool 2: 2 × 3

Okay - and there ends his Adventure Phase! Back to Zhukov’s high-flying fracas in a bit.

[Zhukov]
Play “If I could just reach”, reclaim Reggie, go into the fight. Then see what happens.

Finally back after a slog of a day.

We return to … Doctor Zhukov and the Valley of Hades - and the cliffhanger …

  • Fistfight at 5,000 Feet! (Cliffhanger, Fight, Axis) Fight. Draw an Axis Enemies card. If it is not keyword Infantry re-draw. It gains +2 Wounds. Guns may not be used in this fight.

The card drawn (eventually, as the Guard Dogs and Tank aren’t allowed, fortunately) is regular Axis Soldiers, luckily. They have 4 Fight Dice and 5 Wounds and you will gain 3 Glory for beating them. You can also try to Escape each Fight Round, by being passing a Cunning 6+ X test.

However, through clever use of his recent Event card, the Doctor is not alone, as just as the soldiers advance, Reggie bursts into view. Reggie adds 2 Wounds, +1 Combat and +1 Agility remember.

So, two questions for Zhukov (@RogerBW), do you want any “Family” support too from Dudley’s “connections” for this fight, and/or do you want to escape this first Fight Round or Fight as normal?

So I have combat 5 (including Reggie’s +1) hitting on 5+, while they have 4 hitting on 4+. I have more wounds than them, but that doesn’t help much. I’ll go for the Escape.

(Sorry, was recording a podcast.)

@gmwhite999 asked for a die roll:
No problem: let’s have the first Fight Round then:

  • Zhukov and Reggie escape roll pool 5: 2 × 1, 3, 2 × 5
  • Axis Soldiers attack pool 4: 3 × 2, 5

No escape that round but Zhukov takes a glancing blow which does no harm to him.

Second round - try to escape again?

Yup, same again.

@gmwhite999 asked for a die roll:
Second Fight Round:

  • Zhukov and Reggie roll to escape pool 5: 3 × 2, 3, 6
  • Axis Soldiers fight roll pool 4: 1, 5, 2 × 6

Success! Zhukov and Reggie manage to outwit the Soldiers and find a safe place to hide until the Zeppelin lands. He doesn’t gain any Glory but does gain another 1 Fortune, taking the Heroes total to 27 Fortune (3 away from victory) and leaving 2 Fortune on the temple (correcting a minor error on the board) plus the end Temple Treasure (worth 3 extra Fortune). He does take 2 Wounds though from the Soldiers, leaving him (and Reggie) with 5 Wounds left out of 8 total.

Does he wish to Press On to collect more Fortune, or Camp Down?