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