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Sentinels Shattered Story-line Saga Episode 3: A New Bliss.

91 posts · 5737 views · started 2013-10-14 08:01 UTC
PH
phantaskippy
2013-10-14 08:01 UTC
#1

"Look Doc, how about we can the lecture and get to the plan." Amanda wanted to shoot something, anything at this point.  History lessons only made that desire stronger.  Two weeks since they left Rook City and all they had done was travel.  Sitting looking at clouds, sitting looking at water, sitting looking at sand.  Now they had these two talking at them.  "Sounds like a simple extraction to me."

"Yes, if by simple you mean navigating traps and puzzles set up to kill invaders while trying to avoid awakening what remains there than yes, it will be simple."  Blake Washington knew where they were going, and he knew the risk involved, if only everyone else wouldn't just stare blankly the minute he tried to explain it.  How could he explain the danger that could be in any rock, brick, urn or spider's web.  How could they know, the way he knew, all too well that things remained in these tombs.

"The Rod of Anubis is our target, it is a powerful artifact of a long dead civilization."  John started, "The Egyptians aimed to protect its power from the rest of the world, it will not be easy to reach."  

"So you're saying your old rod is gonna send us back in time?" Ryan was starting to regret coming on this trip, this scholar guy was alright but the desert heat was not his favorite thing, and hunting for relics in a tomb with doctor boring didn't sound like much fun either.

Devra had had enough, "Don't you guys listen at all?" she asked, "Anubis was a judge, and his staff was able to access the portals we need to attempt time travel, seemed pretty simple to me."

"Except for the whole time travel thing," Ryan interjected, "I don't think anyone is going to stop Baron Blade by opening a portal to hell."

"That's where this baby comes in."  The Scholar pulled a large round stone out from his robe.  It glowed slightly and seemed to pulse with energy.  "I'll use this baby to alter the nature of the portal, then the rod activates it and we have a portal through time. . . hopefully."

"The trouble is the spirit of Anubis may still be present in the staff, or the tomb."  Blake added.

"Then it will face judgement itself."  Helena looked at Dr. Washington, then resumed her meditation.  The ride was a quiet one after that.

. . .

"No no no no no no no," Blake ran his hand over the seal again, someone had tried to force it open.  "Someone else has been here, and to get this far. . ."

"How observant Doctor."  They turned to see several figures blocking the tunnel behind them.  They braced for combat.

"Now now, we don't want a fight, we want the same thing you want."  A Blond woman stepped out of the shadow toward them.  "With that artifact we can stop Voss and reclaim the planet, so why don't we all work together."

"Is that all you want Dawn," the Scholar stepped forward, trying to read her face.

"Dawn. . ." Expatriette stepped forward, suddenly pale and shaken.

"Amanda!" Dawn cried out and ran to hug her daughter.

. . .

"Watch the ones on the left young one, do not be caught off guard."  Helena cautioned Devra, "We do not know how long they will continue their ruse."

Expatriette and her mother had been talking for over an hour.  "That's a lot of explaining to do after 15 years."  Ra commented, still working on opening the seal.

"What if she was telling the truth?" Devra asked, "It is possible you know."

"Not likely, Dawn didn't escape the Block, she fought her way out.  On her way she recruited or killed most of the other prisoners, and almost the entire defense force.  She didn't leave Amanda there because she had to."  The Scholar was helping Blake, but being very careful to keep his stone hidden as he talked.

"How do you know so much?"  Frost asked, trying to maintain his care free bored demeanor while keeping an eye on Dawn and Amanda.

"I read son, learn all kinds of stuff that way."

 

Episode 3:

Number of heroes:  3-5

Required Heroes:  Expatriette, Ra.

Other heroes:  Unity, Absolute Zero (original or elemental wrath), Scholar, Fanatic.

Villain:  Citizen Dawn advanced

Environment:  The Tomb of Anubis

 

Special Rules:  Power of the Ancient Artifacts:

Anubis cannot be destroyed by cards that specifically destroy environment cards. When an environment card is destroyed Anubis deals each non-environment taget 1 infernal damage.   Anubis' damage ignores immunity and reduction.  Damage dealt by the power on the card Rod of Anubis ignores immunity and reduction.  If Rod of Anubis is in the Environment play area damage dealt by Shamise ignores immunity and reduction.

 

Heroes in order:

Fanatic:  BlueHairedMeerkat

Absolute Zero:  Theta Sigma

Ra:  dpt

The Scholar:  cmschex

Expatriette:  PlatinumWarlock

BL
BlueHairedMeerkat
2013-10-14 08:37 UTC
#2

Can I take Fanatic please?

Opening hand: Sanctifying Strike, Smite the Transgressor, "Absolution" x2

TS
Theta_Sigma
2013-10-14 09:00 UTC
#3

I'm in! Zero (normal version) if possible please :D

DP
dpt
2013-10-14 12:59 UTC
#4

I'll play Dr. Washington. Opening hand: The Staff of Ra, Flame Spike (x2), Scorched Earth.

CM
cmschex
2013-10-14 13:39 UTC
#5

I'd like to play the Scholar if possible (just played Expat in previous forum game)

 

Opening hand: Proverbs and Axioms, Get Out of the Way, Expect the Worst, Mortal Form to Energy

PH
phantaskippy
2013-10-14 14:33 UTC
#6

Oh, since Expat isn't getting any love I'll break this out if a player wants to try it:

 

I have been playing with a variant of Expat that keeps her health but replaces her base power with:

Armor Piercing:  Destroy an ammo card, if you do use a gun power, that gun's damage is reduced by 1 then made irreducible for this turn.

 

The whole idea of reducing then making irreducible wouldn't hold up under rulesiness, but it has a great effect of giving an alternate option that is really effective.  The -1 was kind of necessary as otherwise it was ridiculously sick.  As is you don't gain anything unless there is heavy reduction, which there very well could be this fight.  Also note that the ammo destroyed doesn't have to be played on the gun you use for the power, that is intentional for balancing.

So if you want to try it go ahead, or you can use the regular one, this one doesn't work nearly as well with unload fun, but you know, trade-offs.

DP
dpt
2013-10-14 14:53 UTC
#7

I'm happy to play Expatriette if someone else wants Ra.

PL
PlatinumWarlock
2013-10-14 15:38 UTC
#8

Is Unity stilll available?  If so, chalk me up for her.

If we need Ra or Expatriette instead, I could play either.

PH
phantaskippy
2013-10-14 15:48 UTC
#9

We need an Expat, if you really want Ra dpt is willing to switch.  Unity is out with the numbers though.

PL
PlatinumWarlock
2013-10-14 16:10 UTC
#10

Chalk me up for Expatriette, then!

Opening Hand:  Hairtrigger Reflexes, Assault Rifle, Quick Draw (x2)

PH
phantaskippy
2013-10-14 19:54 UTC
#11

Dr. Blake Washington looked at the wall before him, taking it in.  He knew how to open it, or rather Ra knew how to open it.  He just had to wait for everyone else to be ready.

"We have to get her to play her hand first Blake, we need Expatriette on our side if we are going to make it out of here with the Rod."  John Rhodes knew how to play it cool, he had a pretty good poker face.  Ra was as stalwart as ever, and Ryan Frost, well you couldn't even see his face.  The girl called Unity was the liability, she was nervous, anyone could tell, she'd probably already tipped their hand to Dawn; but they weren't bluffing Dawn, they were playing for Amanda.

"I've got a job for you young lady, we're gonna need this entrance open, it's the only way out.  If Dawn gets back with the Rod, close it and get out, otherwise hold it for us.  You got that, no matter what it takes, keep it open, and don't be seen."

"OK."  The girl replied, "Umm Mr. Rhodes?"

"Yeah?"

"Amanda, her mother, they. . ."

John patted the girl on the head.  "She'll make it, Amanda's tough, she'll make it."  She better, he thought to himself.

. . .

They were in, Devra had sneaked away beautifully, and the rest of them were all making their way through what looked to be either an underground library or a unfinished maze.

"The Chamber of the Rod is straight down this corridor to the left," Ra stated, he could feel the energy of the Rod, and from the look of her, so could Dawn, her eyes were gold and her blonde hair was turning lighter, as if she was drawing energy from the tomb.

"Yes, I can feel it, I want to thank you for your help Dr. we couldn't have made it this far without you.  I'm afraid your usefulness is done though, I suggest you leave now."  Dawn stepped ahead of them down the corridor, and her followers began to position themselves between her and the heroes.  

"It doesn't have to be this way Dawn," the Scholar reasoned, "We both want the same thing, let's work together and restore balance to the world."

"Balance, there will be no balance, the Mortals have had their turn to rule, and look where we are."  Her hair was glowing now, as she pulled herself to her full height, "I will make a new world, one where our kind rules the Mortals, a world where they know their place and bow before me!"

"Mother, what are you saying?"  Amanda interjected, "Stop this!"

"Come with me my child, join us in creating a new world, take your place at my side and we will rule this world together."

"No mother, we need to set things right, not mess them up even more."

"You would choose the mortals over your own kind my daughter?  Such sentiment for people that would torture and kill you."

"I'm. . . I'm not like you Mother, I'm normal, I don't have powers."  Expatriette's fists were clenched, her voice low and angry.

"I see.  No matter, it is but one more thing for me to correct, Citizens, destroy them!"

"Now!" Rhodes yelled, and Ra reached out and touched the wall, his hand burning.  The corridor erupted with a dark green light, low but piercing.

"Who awakens Anubis, Come and be judged!"

 

ROUND ONE

Citizen Dawn

HP:  80

In Play:  Citizen Spring [6], Citizen Winter [4], Citizen Sweat [5], Citizen Summer [4]

Trash:

-------------------------

Start of Turn:  less than 5 Citizens in trash.

Play a Card:  Citizen Battery [7]

End of Turn:  Citizen Dawn deals 4 energy damage to Ra. (Dawn)  Each Citizen regains 1 hp. (Spring)  Each Hero Target takes 3 cold damage. (Winter)  No ongoings to destroy. (Sweat)  Expatriette and The Scholar take 4 fire damage. (Summer)  Fanatic takes 4 energy damage. (Battery)

-------------------------

HP:  80

In Play:  Citizen Spring [6], Citizen Winter [4], Citizen Sweat [5], Citizen Summer [4], Citizen Battery [7]

Trash:

Effects:

Start:  If there are 5 or more Citizens in the villain trash, flip Citizen Dawn's character card, she may only flip once this way per game.

End:  Deal the Highest HP hero 3 energy damage (Dawn), Each citizen regains 1hp (Spring),  Deal each Hero target 2 cold damage (Winter),  Destroy one hero ongoing card (Sweat),  Deal the two heroes ith the most cards in play 3 fire damage each (Summer),  Deal the Hero target with the highest HP 3 energy damage (Battery)

Static:

Increase all damage dealt by Citizens by 1. (Dawn advanced text)

 

Hero Status:

Fanatic:  23

Absolute Zero:  26

Ra:  23

The Scholar:  22

Expatriette: 22

 

DP
dpt
2013-10-14 20:05 UTC
#12

I’ve got a Staff in hand, so I can take one batch. Scholar should be another, obviously.

BL
BlueHairedMeerkat
2013-10-14 21:28 UTC
#13

I'll take a hit (and the Scholar is John Rhodes, not James. James is War Machine :P)

Aaand that's the cue Fanatic was waiting for. She unfurls her wings, unsheaths her sword and launches herself at the nearest citizen.

Fanatic

HP: 23

Hand: Sanctifying Strike, Smite the Transgressor, "Absolution" x2

In play:

Trash:

Additional effects:


Start of hero turn:

Play a card: "Absolution" enters play, Fanatic regains 1HP.

Use a power: Absolution; deal 3 fire damage to Winter [1].

Draw a card: Brutal Censure

End of hero turn:


HP: 24

Hand: Sanctifying Strike, Smite the Transgressor, "Absolution", Brutal Censure

In Play: Absolution

Trash:

Additional effects:

CM
cmschex
2013-10-14 22:10 UTC
#14

The Scholar will take the other 4

TS
Theta_Sigma
2013-10-15 08:41 UTC
#15

Ryan couldn't help being annoyed at the white-haired citizen, what with the ice and the not-being-stuck-in-a-suit and all, but two could play at that game.

Absolute Zero

HP: 26

Hand: Modular Realignment, Null-Point Calibration Unit, Frost-Bound Drain, Isothermic Transducer

In play:

Trash:

Additional effects:

 

Start of hero turn:

Play a card: Isothermic Transducer

Use a power: Thermodynamics: Absolute Zero deals himself 1 fire damage [25], dealing Citizen Winter 1 cold damage [DEAD]

Draw a card: Cold Snap

End of hero turn:

 

HP: 25

Hand: Modular Realignment, Null-Point Calibration Unit, Frost-Bound Drain, Cold Snap

In Play: Isothermic Transducer

Trash:

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage

 

 

DP
dpt
2013-10-15 10:59 UTC
#16

Dr. Washington snaps his walking stick apart and snaps it together again as a full-sized staff. His eyes begin to glow.

Ra

HP: 23

Hand: The Staff of Ra, Flame Spike (x2), Scorched Earth

In play:

Trash:

Additional effects:

[hr]
Start of hero turn:

Play a card: The Staff of Ra. Regain 3 HP [26].

Use a power: Pyre. Deal 2+1 damage to Citizen Summer [1].

Draw a card: Wrathful Gaze

End of hero turn:

[hr]

HP: 26

Hand: Flame Spike (x2), Scorched Earth, Wrathful Gaze

In play: The Staff of Ra

Trash:

Additional effects: (Staff) Damage dealt by Ra is increased by 1.

CM
cmschex
2013-10-15 13:20 UTC
#17

John read the ley lines and decided that his teammates could most use a little friendly advice that would prepare them for the lengthy struggle ahead...

 

The Scholar

HP: 22

Hand: Proverbs and Axioms, Mortal Form to Energy, Expect the Worst, Get Out of the Way

In play:

Trash:

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Proverbs and Axioms - each hero draws a card.  Each hero chooses to regain to HP or deal themselves 3 psychic damage and use a power.  Scholar draws Transmutive Recovery and gains 2 HP

Use a power: Better Living - Scholar gains 1 HP (25)

Draw a card: Offensive Transmutation

End of hero turn:

__________________________________________________________________________________________________

HP: 25

Hand: Mortal Form to Energy, Expect the Worst, Get Out of the Way, Transmutive Recovery, Offensive Transmutation

In Play: 

Trash: Proverbs and Axioms

Additional effects: Each hero chooses to regain to HP or deal themselves 3 psychic damage and use a power.

DP
dpt
2013-10-15 13:23 UTC
#18

Ra draws Flame Barrier and regains 2HP [28].

PH
phantaskippy
2013-10-15 14:37 UTC
#19

Forgot Dawn's damage, so I reordered and Expat took damage, so she won't be due to get wacked by Dawn.

BL
BlueHairedMeerkat
2013-10-15 16:26 UTC
#20

Fanatic draws Prayer of Desperation and regains 2HP [26]

TS
Theta_Sigma
2013-10-15 17:02 UTC
#21

Zero draws Fueled Freeze and regains 2HP [27]

PL
PlatinumWarlock
2013-10-15 20:26 UTC
#22

(Expatriette regains 2 hp and draws Reload)

Expatriette

HP: 24

Hand: Assault Rifle; Hairtrigger Reflexes, Quick Draw (x2); Reload

In play:

Trash:

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Assault Rifle

Use a power: Assault Rifle:  deals net 2 damage to Citizen Summer [dead]; Citizen Sweat [3] and 3 net damage to Citizen Mom [77]

Draw a card: Flak Jacket

End of hero turn:

__________________________________________________________________________________________________

HP: 24

Hand: Hairtrigger Reflexes; Reload; Quick Draw (x2); Flak Jacket

In Play:  Assault Rifle

Trash: 

Additional effects: 

PH
phantaskippy
2013-10-15 23:13 UTC
#23

"Keep an eye out for traps,"  Ra shouted to the team.

"What traps?"  Ryan asked, as his foot slowly sunk an extra half-inch, "Oh."

 

THE TOMB OF ANUBIS

In Play:

Trash:

-------------------------

Start of Turn:

Play a Card:  The Challenge of Fire

End of Turn:  The Challenge of Fire deals each target 2 fire damage

-------------------------

In Play:  The Challenge of Fire

Trash:

 

Effects:

Start:  Each player may discard up to 3 cards.  If 7 cards are discarded this way, destroy Challenge of fire.

End:  Deal each target 2 fire damage. (The Challenge of Fire)

 

Need resolution:  Absolute Zero gets to deal 2 cold damage.  I'll assume AZ kills Sweat, Sweat won't destroy anything, but Blood or Tears would be a bad addition with her out.

PH
phantaskippy
2013-10-15 23:33 UTC
#24

The flash of fire passed, and in its wake another Citizen stepped forward.

"That was weak, we can do better!"

Ryan laughed as a second fireball started towards the heroes.

 

ROUND TWO

Citizen Dawn

HP:  75

In Play:  Citizen Spring [4], Citizen Battery [5]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat

-------------------------

Start of Turn:  less than 5 Citizens in trash (3)

Play a Card:  Citizen Hammer [3]

End of Turn:  Citizen Dawn deals 4 energy damage to Ra. [22] (Dawn)  Each Citizen regains 1 hp. (Spring)  Citizen Battery deals Absolute Zero 4 energy damage [21] (Battery)  Citizen Hammer deals Absolute Zero 4 fire damage [17], Absolute Zero deals Citizen Hammer 4 cold damage [X].

-------------------------

HP:  76

In Play:  Citizen Spring [5], Citizen Battery [6]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer

Effects:

Start:  If there are 5 or more Citizens in the villain trash, flip Citizen Dawn's character card, she may only flip once this way per game.

End:  Deal the Highest HP hero 3 energy damage (Dawn), Each citizen regains 1hp (Spring),  Deal the Hero target with the highest HP 3 energy damage (Battery)

Static:

Increase all damage dealt by Citizens by 1. (Dawn advanced text)

 

Hero Status:

Fanatic:  24

Absolute Zero:  17

Ra:  22

The Scholar:  23

Expatriette: 22

 

Absolute Zero:  you can change the 2 cold damage and leave Sweat alive, and I assume the Hammer counter is the preferred course.  Let me know if you want to do it differently.

DP
dpt
2013-10-15 23:54 UTC
#25

I would happily discard Wrathful Gaze and probably also Scorched Earth to get rid of the Challenge of Fire, assuming we do want to do it that way. The Hammer counter seems obviously right, I'm less positive about killing Sweat. We're already getting dangerously close to a flip.

PH
phantaskippy
2013-10-16 00:00 UTC
#26

Yeah, but at the time there were only two, and generally the threat of adding blood or tears is enough to warrant destruction.  We'll see how AZ wants it.

TS
Theta_Sigma
2013-10-16 00:26 UTC
#27

Had I chance before the turns continued, I would have said yes, kill Sweat. Keep it as is.

DP
dpt
2013-10-16 01:02 UTC
#28

Also unresolved are discards to resolve the Challenge of Fire.

PH
phantaskippy
2013-10-16 01:07 UTC
#29

That's start of Environment turn, so not yet.

DP
dpt
2013-10-16 01:28 UTC
#30

My bad! So it's Fanatic's turn, then.

BL
BlueHairedMeerkat
2013-10-16 08:33 UTC
#31

There were still Citizens milling around, but Helena had her eye on the prime target now...

Fanatic

HP: 24

Hand: Sanctifying Strike, Smite the Transgressor, "Absolution", Brutal Censure, Prayer of Desperation

In play: "Absolution"

Trash:

Additional effects:

-----------------------------

Start of hero turn:

Play a card: Sanctifying Strike; deal 1 damage to Dawn [75], draw Chastise, regain 1HP [25].

Use a power: Absolution: Three more fire damage to Dawn [72].

Draw a card: Holy Nova

End of hero turn:

-----------------------------

HP: 25

Hand: Smite the Transgressor, "Absolution", Brutal Censure, Prayer of Desperation, Chastise, Holy Nova

In Play: "Absolution"

Trash: Sanctifying Strike

Additional effects: 

 

Take "Absolution" for the Challenge of Fire, and Prayer of Desperation if it's needed.

TS
Theta_Sigma
2013-10-16 11:09 UTC
#32

Absolute Zero

HP: 17

Hand: Modular Realignment, Null-Point Calibration Unit, Frost-Bound Drain, Cold Snap, Fueled Freeze

In Play: Isothermic Transducer

Trash:

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage

 

Start of hero turn:

Play a card: Null-Point Calibration Unit

Use a power: Thermodynamics: Absolute Zero deals himself 1 cold damage, healing 1 [18]

Draw a card: Frost-Bound Drain

End of hero turn:

 

HP: 18

Hand: Modular Realignment, Frost-Bound Drain x2, Cold Snap, Fueled Freeze

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash:

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

DP
dpt
2013-10-16 12:20 UTC
#33

Fire? You want to play with fire?

Ra

HP: 22

Hand: Flame Spike (x2), Scorched Earth, Wrathful Gaze, Flame Barrier

In play: The Staff of Ra

Trash:

Additional effects:

[hr]
Start of hero turn:

Play a card: Flame Spike. Deal 1+1 fire damage to Citizen Dawn (70).

Use a power: Pyre: Deal 2+1 fire damage to Citizen Dawn (67). Staff of Ra: Deal 3+1 projectile damage to Citizen Dawn (63). Destroy the staff.

Draw a card: Imbued Fire

End of hero turn:

[hr]
HP: 22

Hand: Flame Spike, Scorched Earth, Wrathful Gaze, Flame Barrier, Imbued Fire

In play:

Trash: Flame Spike, The Staff of Ra

Additional effects:

[hr]
Take Wrathful Gaze for the Challenge of Fire, and maybe Scorched Earth. Ryan, how do you feel about Imbued Fire?

TS
Theta_Sigma
2013-10-16 13:30 UTC
#34

I'll probably slow using my base power, but I've got one-shots stored up. Not super fun, but do-able.

DP
dpt
2013-10-16 13:37 UTC
#35

We'll see what happens. You can always use Fueled Freeze to destroy it if it becomes too much of a drag on you.

CM
cmschex
2013-10-16 22:29 UTC
#36

The Scholar

HP: 23

Hand: Mortal Form to Energy, Expect the Worst, Get Out of the Way, Transmutive Recovery, Offensive Transmutation

In Play: 

Trash: Proverbs and Axioms

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Mortal Form to Energy

Use a power: Better Living - Scholar gains 1 HP (24), deals 1 damage to Dawn (62)

Draw a card: Flesh to Iron

End of hero turn:

__________________________________________________________________________________________________

HP: 24

Hand: Flesh to Iron, Expect the Worst, Get Out of the Way, Transmutive Recovery, Offensive Transmutation

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms

Additional effects: 

PL
PlatinumWarlock
2013-10-16 22:38 UTC
#37

(I can potentially toss down Reload, my second Assault Rifle, and--somewhat relucantly--Hairtrigger Reflexes for the Challenge of Fire.  I'd much prefer to keep Hairtrigger, particularly if Imbued Fire is coming out next round...)

Expatriette

HP: 22

Hand: Hairtrigger Reflexes, Quick Draw (x2); Reload; Flak Jacket

In play:

Trash:

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Flak Jacket

Use a power: Assault Rifle:  deals net 2 damage to Citizen Battery [4]; Citizen Spring [3] and 3 net damage to Citizen Mom [59]

Draw a card: Assault Rifle

End of hero turn:

__________________________________________________________________________________________________

HP: 22

Hand: Hairtrigger Reflexes; Reload; Quick Draw (x2); Assault Rifle

In Play:  Assault Rifle; Flak Jacket

Trash: 

Additional effects:  The next time Expatriette would take 3+ damage, negate the damage and destroy Flak Jacket.

PH
phantaskippy
2013-10-17 00:08 UTC
#38

"Over here," Fanatic called out.  Ra could see she had found it, and none to soon, the clicking sound was building, there would be another fireball coming soon.  "You need to pull down the third lever," Ra shouted back to her, as the others worked their way towards them.  With a hiss the clicking died down and a panel opened.

With a last barrage of cover fire from Expatriette's Assault Rifle the heroes ducked through the opening and into a new corridor as the panel closed behind them.

They may have escaped the fire chamber, but now the pale green light that surrounded them had grown stronger, and heavier.  Like they were walking through a fog that had no substance to it.

To say it was disconcerting would be an understatement, and you could almost hear a scream. . . no, not hear, you could almost feel it on your skin.

"Keep moving," Ra told the others, "they will catch up soon."

 

THE TOMB OF ANUBIS

In Play:  The Challenge of Fire

Trash:

-------------------------

Start of Turn:  Players may discard cards:  Fanatic discards Absolution and Prayer of Desperation, Ra discards Wrathful Gaze and Scorched Earth, The Scholar discards Expect the Worst, Expatriette discards Reload and Assault Rifle  7 cards are discarded, and The Challenge of Fire is destroyed.

Play a Card:  Cast into the Underworld

End of Turn:  

-------------------------

In Play:  Cast into the Underworld

Trash:  The Challenge of Fire

 

Effects:

Start:  If there are 5 or more environment cards in play destroy Cast into the Underworld.

Static:  Increase damage dealt by environment targets by 1.

 

If the players who did not discard want to they can discard something and others can get a card back, we had exactly seven offered, so I went with what we had.

PH
phantaskippy
2013-10-17 00:19 UTC
#39

It didn't take the Citizens long to catch up.

"Stay low, move quickly and quietly," The Scholar warned.

Unfortunately for Ryan and Helena it wasn't easy to keep low and quiet in their gear.

"You can run little ones," Dawn taunted them, "but The Rod of Anubis will be mine!"

 

ROUND THREE

Citizen Dawn

HP:  59

In Play:  Citizen Spring [3], Citizen Battery [4]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer

-------------------------

Start of Turn:  less than 5 Citizens in trash (4)

Play a Card:  Citizen Blood [5]

End of Turn:  Citizen Dawn deals 4 energy damage to Fanatic. [21] (Dawn)  Each Citizen regains 1 hp. (Spring)  Citizen Battery deals AThe Scholar 4 energy damage [20] (Battery)  Citizen Blood deals Absolute Zero 2 melee damage [16]

-------------------------

HP:  60

In Play:  Citizen Spring [4], Citizen Battery [5], Citizen Blood [5]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer

Effects:

Start:  If there are 5 or more Citizens in the villain trash, flip Citizen Dawn's character card, she may only flip once this way per game.

End:  Deal the Highest HP hero 3 energy damage (Dawn), Each citizen regains 1hp (Spring),  Deal the Hero target with the highest HP 3 energy damage (Battery), Deal the lowest HP hero 1 melee damage (Blood)

Static:

Increase all damage dealt by Citizens by 1. (Dawn advanced text)

 

Hero Status:

Fanatic:  21

Absolute Zero:  16

Ra:  22

The Scholar:  20

Expatriette: 22

CM
cmschex
2013-10-17 03:07 UTC
#40

I can drop Expect the Worst so Expat can keep Hairtrigger

PL
PlatinumWarlock
2013-10-17 03:15 UTC
#41

That'd be spectacular, brother.  Much obliged!

BL
BlueHairedMeerkat
2013-10-17 07:59 UTC
#42

Fanatic makes several arcane gestures in the air, then points towards Citizen Battery: "be STILL."

Fanatic

HP: 21

Hand: Smite the Transgressor, Brutal Censure, Chastise, Holy Nova

In play: "Absolution"

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation

Additional effects:

-----------------------------

Start of hero turn:

Play a card: Chastise on Battery; he cannot be damaged and cannot deal damage.

Use a power: Absolution: Three fire damage to Dawn [57].

Draw a card: Consecrated Ground

End of hero turn:

-----------------------------

HP: 25

Hand: Smite the Transgressor, Brutal Censure, Holy Nova, Consecrated Ground

In play: "Absolution", Chastise [Battery]

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation

Additional effects: 

TS
Theta_Sigma
2013-10-17 13:56 UTC
#43

It was time to be a little more clever about things, especially since Ra appeared to be planning something. Ryan blasted Dawn one last time, then nodded to the god. "Let's do this."

Absolute Zero

HP: 16

Hand: Modular Realignment, Frost-Bound Drain x2, Cold Snap, Fueled Freeze

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash:

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

 

 

Start of hero turn:

Play a card: Frost-Bound Drain Absolute Zero deals Citizen Dawn 3 cold damage [54]. Absolute Zero deals himself 3 fire damage [13], but targets himself with the resulting cold damage, healing 3 [16].

Use a power: Thermodynamics: Absolute Zero deals himself 1 cold damage, healing 1 [17]

Draw a card: Glacial Structure

End of hero turn:

 

HP: 17

Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Glacial Structure

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash: Frost-Bound Drain

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

 

 

DP
dpt
2013-10-17 14:55 UTC
#44

Ra lifted his hands and concentrated for a minute. Suddenly, the dark chamber was lit by flames - the heroes appeared to be on fire. There was nothing left of the professor in the sun god’s appearance.

Ra

HP: 22

Hand: Flame Spike, Flame Barrier, Imbued Fire

In play:

Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze

Additional effects:

[hr]
Start of hero turn:

Play a card: Imbued Fire

Use a power: Pyre. Deal 2+1 fire damage to Citizen Dawn (51).

Draw a card: Drawn to the Flame

End of hero turn:

[hr]
HP: 22

Hand: Flame Spike, Flame Barrier, Drawn to the Flame

In play: Imbued Fire

Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze

Additional effects: (Imbued Fire) Fire damage is increased by 1. All damage dealt by heroes is fire damage.

CM
cmschex
2013-10-17 16:48 UTC
#45

John's green energy form suddenly sprouted green and red flames, thanks to Ra's godly power.  "Ah, this is the synergy the lines were promising," he thought, as he gathered his power

 

The Scholar

HP: 20

Hand: Flesh to Iron, Get Out of the Way, Transmutive Recovery, Offensive Transmutation

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms, Expect the Worst

Additional effects: 

__________________________________________________________________________________________________

Start of hero turn: Discanrd Flesh to Iron for Mortal Form 

Play a card: Transmutive Recovery - Regain 2 HP (22), deal 3 Fire damage to Dawn (48).  Draw Truth Seeker and Transmutive Recovery

Use a power: Better Living - Scholar gains 1 HP (23), deals 2 Fire damage to Dawn (46)

Draw a card: Mortal Form to Energy

End of hero turn:

__________________________________________________________________________________________________

HP: 23

Hand: Get Out of the Way, Transmutive Recovery, Offensive Transmutation, Truth Seeker, Mortal Form to Energy

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recovery

Additional effects: 

PL
PlatinumWarlock
2013-10-17 20:37 UTC
#46

Expatriette

HP: 22

Hand: Hairtrigger Reflexes, Quick Draw (x2);

In play:  Assault Rifle; Flak Jacket

Trash:  Reload, Assault Rifle

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Hairtrigger Reflexes

Use a power: Assault Rifle:  deals net 3 fire damage to Citizen Battery [2]; Citizen Spring [1] and 4 net fire damage to Citizen Mom [42]

Draw a card: Flak Jacket

End of hero turn:

__________________________________________________________________________________________________

HP: 22

Hand: Quick Draw (x2); Flak Jacket

In Play:  Assault Rifle; Flak Jacket; Hairtrigger Reflexes

Trash: Assault Rifle; Reload

Additional effects:  The next time Expatriette would take 3+ damage, negate the damage and destroy Flak Jacket.  When a non-hero target enters play, Expatriette deals 1 (+1) damage to that target.

PH
phantaskippy
2013-10-17 21:19 UTC
#47

Expatriette wasn't thinking, she had shut that part of her off.  They had come into a large round room, the green haze was incredibly strong now.  Expatriette crouched lower and instinctively followed her training.  She moved to flank the citizens, laying down fire with her assault rifle.

As long as she could hold them there  the Target wouldn't be able to really let loose without killing her own followers.

"This is not good," John said to no one in particular, "the Lines, they are all converging. . ." he did not get to finish his sentence.

TRESPASSERS UPON THIS SACRED GROUND, PREPARE YOURSELVES FOR JUDGEMENT

Taking this opportunity to remind everyone of the special rules for this fight.  Any damage dealt by Anubis or his Rod (including if Rod is in the Environment play area when Shamise deals damage) ignores reduction and immunity, it can be redirected but that is it. (sadly for our heroes that means Anubis cannot be stopped by chastise or Zealous offense, and Flak Jacket will not react at all to his damage).  Anubis does his normal effect on his card, but also deals each non-environment target 1 infernal damage anytime an environment target is destroyed.

Anubis cannot be destroyed by any card effect that targets an environment card, for thepurposes of this fight he can be destroyed by HP=0, Dawns Aurora and End of Days.  

He's a god, and we are on his turf.

THE TOMB OF ANUBIS

In Play:  Cast into the Underworld

Trash:  The Challege of Fire

-------------------------

Start of Turn:  less than 5 environment targets in play(0), Cast into the Underworld is not destroyed.

Play a Card:  Judgement of Anubis  Anubis enters play [20] takes 2 from HtR [18]

End of Turn:  Anubis deals 3 infernal damage to every target (4 to Ra).  When the first citizen is destroyed Anubis will damage any hero but Absolute Zero for 3 Infernal (all in how you order the damage).  Then Judgement of Anubis will be destroyed and Anubis will respond by dealing all non-environment targets 2 damage (3 for Ra).

-------------------------

In Play:  Cast into the Underworld, Anubis [15]

Trash:  The Challenge of Fire

 

Effects:

Start:  If there are 5 or more environment cards in play destroy Cast into the Underworld.

Static:  Increase damage dealt by environment targets by 1.

           Anubis is immune to damage from environment cards.

Misc:  The first time a Non-Environment card is destroyed each turn Anubis deals the Non-Environment target with the 2nd highest HP 2 infernal damage.

Scenario rules:  Whenever an Environment card is destroyed Anubis deals each non-Environment target 1 infernal damage.

              Damage dealt by Anubis or his staff (including Shamise if Rod of Anubis is in the Environment play area) ignores immunity and reduction.
 
Health Status:
Dawn:  37
All other Citizens are dead.
 
All Heroes take five damage, Ra takes 7; one hero (not AZ) takes an additional 3.  Since Scholar would be the 2nd highest health without any special ordering I'll assign it to him, if you have a preferred choice speak up and I'll change it.
PH
phantaskippy
2013-10-17 21:45 UTC
#48

The shockwaves of deathly energy drove eneryone back, Dawn's Citizens screamed and fell silent.

Dawn stood up, her eyes shining and light exploding from her skin and hair.

"You dare to judge me, you dare to oppose the power of the Sun!"  Dawn's voice resonated through the tomb, as her Citiens began to get back up.

 

ROUND FOUR

Citizen Dawn

HP:  37

In Play:  

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer, Citizen Spring, Citizen Battery, Citizen Blood

-------------------------

Start of Turn:  5 or more Citizens in trash (7)  Dawn flips.  Less than 6 Citizens in play(1), Dawn does not flip.

Play a Card:  Return with the Dawn

End of Turn:  Play Citizen Anvil [7] takes 2 from HtR [5]  Return from the Dawn puts Citizen Spring into play [6-2=4], Citizen Anvil puts Citizen Hammer into play [3-2=1].  All Citizens regain 1hp (Spring), Absolute Zero is dealt 4 fire damage [8] Absolute Zero deals Citizen Hammer 5 fire damage [x] Anubis Deals Expatriette 3 infernal damage [14]

-------------------------

HP:  38

In Play:  Citizen Anvil [6], Citizen Spring [5]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Battery, Citizen Blood

Effects:

Start:  If there are 6 or more Citizens in play, flip Citizen Dawn's character card.

End:  Play the top card of the Villain Deck (Dawn), Shuffle the trash and reveal cards until a Citizen is revealed, put it into play (Return with the Dawn).  If Citizen Hammer is in the Villain Trash, put him into Play (Anvil),  Each citizen regains 1hp (Spring),  Deal each Hero Target 3 fire Damage (Hammer)

Static:  Citizen Dawn is Immune to Damage.

 

Hero Status:

Fanatic:  16

Absolute Zero:  8

Ra:  15

The Scholar:  15

Expatriette: 14

 

 

DP
dpt
2013-10-17 21:54 UTC
#49

Urp. This could be going better. I don’t see any reason order matters, does anyone?
On the other hand, Expatriette’s hairtrigger reflexes do activate.

PL
PlatinumWarlock
2013-10-17 22:00 UTC
#50

I don't think the order will change anything.

I might suggest that AZ shoots Anubis, so that we can get him under control quickly.  I'd also probably recommend keeping Return With The Dawn out, so that we can potentially get Dawn to flip asap.  Fueled Freeze can always nuke it later.

DP
dpt
2013-10-17 22:15 UTC
#51

Citizen Battery was not destroyed, he is being Chastised.

BL
BlueHairedMeerkat
2013-10-17 22:22 UTC
#52

AZ could shoot Hammer; we'd have a one in six chance of RwtD pulling him out, but assuming that doesn't happen we prevent a lot of damage and get him back to help Dawn flip.

Helena looks from false god to wannabe goddess. Who to smite, who to smite...

Fanatic

HP: 13

Hand: Smite the Transgressor, Brutal Censure, Consecrated Ground, Holy Nova

In play: "Absolution"

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise

Additional effects:

-----------------------------

Start of hero turn:

Play a card: Brutal Censure; 3 fire damage to Anubis [17], draw Zealous Offense.

Use a power: Absolution: Four fire damage to Anubis [13].

Draw a card: Smite The Transgressor

End of hero turn:

-----------------------------

HP: 13

Hand: Smite the Transgressor x2, Zealous Offense, Holy Nova, Consecrated Ground

In play: "Absolution"

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise

Additional effects: 

 

DP
dpt
2013-10-18 00:01 UTC
#53

Things to be resolved:

  • I agree with The Scholar for the extra 3 damage from Anubis (when a Citizen is destroyed), given his excellent healing.
  • I was wrong about Citizen Battery; Anubis is ignoring immunities as well, so he was destroyed.
  • Citizen Hammer is actually dealing 4 fire damage, because of Imbued Fire.
  • Taking out Citizen Hammer seems reasonable. Anubis will deal another set of damage, which I think would go to Fanatic? Still better than the full blast from Citizen Hammer, though, and Citizen Assault will pull him out again next turn.
  • I agree about keeping Return with the Dawn out.
  • I'll kill the Imbued Fire on my turn with a Flame Spike if nothing else does first. We need all the healing we can get now...
PH
phantaskippy
2013-10-18 00:30 UTC
#54

If hammer is unwanted AZ can kill him and just take the hit on himself again, but Hammer will come back out again if Anvil is alive.

PL
PlatinumWarlock
2013-10-18 00:31 UTC
#55

Anubis should be at 2 less--he takes damage from Hairtrigger Reflexes.  He should be at 11 following Fanatic's turn.

CM
cmschex
2013-10-18 00:34 UTC
#56

If AZ does damage to Anubis, I was going to play Get Out of The Way, which would allow me to gain a ton of HP and one-shot Anubis

PH
phantaskippy
2013-10-18 01:34 UTC
#57

Anubis took 2 from HtR, then 3 from Judgement (since he ignores his own immunity), then 7 from Fanatic, so Anubis is at 8hp currently if AZ did not hit him, if AZ hit him he's at 4hp.

TS
Theta_Sigma
2013-10-18 02:56 UTC
#58

If he's only on 7hp, I'll hit Hammer instead.

PH
phantaskippy
2013-10-18 04:35 UTC
#59

Ok, Edited for AZ destroying Hammer, Anubis deals Expat 3 infernal, but she still has her flak jacket.

TS
Theta_Sigma
2013-10-18 05:44 UTC
#60

I'll be late doing my turn tonight, got a meeting. Sorry about that, but I'll post when I get home.

TS
Theta_Sigma
2013-10-18 14:03 UTC
#61

Ok, I know this is delaying further, but do you guys want me to take out Imbued Fire? If I do, I will hit all non-hero targets for 1, but Anubis will hit someone.

CM
cmschex
2013-10-18 14:12 UTC
#62

I can take out Anubis on my turn is Imbued Fire stays in play without him hitting anyone else, so it's up to you

PH
phantaskippy
2013-10-18 14:14 UTC
#63

Tough decision, you could be getting killed ina  round or two if you don't, but then you might want to save destruction for when return with the Dawn is no longer desired.

TS
Theta_Sigma
2013-10-18 14:25 UTC
#64

That's the thing. I'm also saving Cold Snap for when she flips back, since hitting everything every turn is not helpful right now. Out of interest, who would take the hit, and is that going to be a serious problem?

DP
dpt
2013-10-18 14:48 UTC
#65

Fanatic would take the hit. Next round we will really want Return with the Dawn gone; maybe you could save Fueled Freeze until then? If you can do any damage to Anubis, I can take him out and then destroy Imbued Fire on my turn. (I can play Flame Spike for 1+1+1 damage, then Pyre for 2+1+1, then destroy Imbued Fire.) I could also just put out Flame Barrier, although that's slightly dangerous.

TS
Theta_Sigma
2013-10-18 15:00 UTC
#66

This turn, I am completely unable to deal damage without hurting myself which is getting dangerous, unless I Fueled Freeze. I could use Glacial Structure to get extra cards, but Anubis would hit Fanatic, or I could skip my play & power phases for an extra draw.

DO
Donner
2013-10-18 15:11 UTC
#67

Don't forget that Citizen Dawn is herself a Citizen, meaning there is always 1 citizen in play.

 

DP
dpt
2013-10-18 15:17 UTC
#68

I'm really not sure, it's a tough call, which probably means it doesn't matter so much. I'm thinking we probably want Imbued Fire out of play before the villain turn, which I think means Fanatic will take the hit from Anubis one way or another. I guess my vote is for keeping your Fueled Freeze until we want to destroy Return with the Dawn.

TS
Theta_Sigma
2013-10-18 15:21 UTC
#69

Alright then. Putting Glacial Structure out to be used later.

 

Absolute Zero

HP: 8 (eep!)

Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Glacial Structure

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash: Frost-Bound Drain

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

 

 

Start of hero turn:

Play a card: Glacial Structure

Use a power: None.

Draw a card: Impale

End of hero turn:

 

HP: 8

Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale

In Play: Isothermic Transducer, Null-Point Calibration Unit, Glacial Structure

Trash: Frost-Bound Drain

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

DP
dpt
2013-10-18 15:54 UTC
#70

Ra

HP: 15

Hand: Flame Spike, Flame Barrier, Drawn to the Flame

In play: Imbued Fire

Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze

Additional effects: (Imbued Fire) Fire damage is increased by 1. All damage dealt by heroes is fire damage.

[hr]
Start of hero turn:

Play a card: Flame Spike. Deal Anubis 1+1(Imbued Fire)+1(Nemesis) fire damage (5).

Use a power: Pyre. Deal Anubis 2+1+1 fire damage (1). Imbued Fire. Destroy Imbued Fire. Anubis deals Fanatic 3 infernal damage (13).

Draw a card: Solar Flare

End of hero turn:

[hr]
HP: 15

Hand: Flame Barrier, Drawn to the Flame, Solar Flare

In play:

Trash: Flame Spike, The Staff of Ra, Scorched Earth, Wrathful Gaze, Flame Spike, Imbued Fire

Additional effects:

CM
cmschex
2013-10-18 19:21 UTC
#71

The Scholar

HP: 15

Hand: Get Out of the Way, Transmutive Recovery, Offensive Transmutation, Truth Seeker, Mortal Form to Energy

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recovery

Additional effects: 

__________________________________________________________________________________________________

Start of hero turn: Discard Truth Seeker for Mortal Form 

Play a card: Transmutive Recovery - Regain 2 HP (17), deal 2 Energy damage to Citizen Anvil (4).  Draw Bring Waht You Need and Mortal Form

Use a power: Better Living - Scholar gains 1 HP (18) and deals 1 Energy damage to Anubis (dead)

Draw a card: Know When to Turn Loose

End of hero turn:

__________________________________________________________________________________________________

HP: 18

Hand: Get Out of the Way, Offensive Transmutation, Mortal Form to Energyx2, Bring What You Need, Know When to Turn Loose

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recoveryx2, Truth Seeker

Additional effects: 

PL
PlatinumWarlock
2013-10-19 04:03 UTC
#72

(Sorry on the lateness of this--my wifi was down all day unexpectedly."

"We've got to get this under control!  Where's my RPG Launcher when I need it?"

 

Expatriette

HP: 14

Hand: Flak Jacket, Quick Draw (x2);

In play:  Assault Rifle; Hairtrigger Reflexes

Trash:  Reload, Assault Rifle; Flak Jacket

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Flak Jacket

Use a power: Assault Rifle:  deals net 1 projectile damage to Citizen Anvil [3]; Citizen Spring [4] and Citizen Hammer [2]

Draw a card:  Arsenal Access

End of hero turn:

__________________________________________________________________________________________________

HP: 14

Hand: Quick Draw (x2); Arsenal Access

In Play:  Assault Rifle; Flak Jacket; Hairtrigger Reflexes

Trash: Assault Rifle; Reload; Flak Jacket

Additional effects:  The next time Expatriette would take 3+ damage, negate the damage and destroy Flak Jacket.  When a non-hero target enters play, Expatriette deals 1 projectile damage to that target.

PH
phantaskippy
2013-10-19 16:32 UTC
#73

Hammer was already dead, but there's no other valid targets unless Expat wants to shoot a hero.

The Spectre of Anubis had vanished, and the Heroes continued towards the location of the Rod.  Staying ahead of Dawn was taking its toll, but they had to reach the Rod of Anubis first.  "Look out for the holes!" Ra suddenly yelled, pointing at the floor.  They navigated carefully through through the trap, careful not to cross over any openings on the floor.

THE TOMB OF ANUBIS

In Play:  Cast into the Underworld

Trash:  The Challege of Fire, Judgement of Anubis, Anubis

-------------------------

Start of Turn:  less than 5 environment targets in play(0), Cast into the Underworld is not destroyed.

Play a Card:  Spike Trap

End of Turn:  A player may destroy 1 Equipment card to destroy Spike Trap

-------------------------

In Play:  Cast into the Underworld, Spike Trap

Trash:  The Challenge of Fire, Judgement of Anubis, Anubis

 

Effects:

Start:  If there are 5 or more environment cards in play destroy Cast into the Underworld.  Deal the Target with the Lowest HP 3 Melee damage.

Static:  Increase damage dealt by environment targets by 1.

Need Resolution:  1 player may destroy one of their Equipment cards.

DP
dpt
2013-10-19 17:05 UTC
#74

That Spike Trap is certainly going to be taking out Citizens. The question is whether we need it gone to help Dawn flip back at the start of her next turn. I vote for leaving it, then taking it out if we need to leave it around (eg, with Consecrated Ground).

BL
BlueHairedMeerkat
2013-10-19 17:15 UTC
#75

I'm happy to Consecrate it, not having much else to do on my turn.

PH
phantaskippy
2013-10-19 17:19 UTC
#76

The light had grown brighter, it was nearly blinding, and Dawn was a dark figure in the midst of it.  The light felt cold now somehow, and more citizens were joining her.

"YOU WILL NOT LEAVE THIS PLACE ALIVE!"  Dawn's voice was piercing, and it was having the desired effect, Ra swallowed hard, his hands trembling; and tried to move clear of the Spike Trap faster.  "Your a sun god, can you do that?" Ryan asked.  He received no answer, things were not looking good.

ROUND FIVE

Citizen Dawn

HP:  38

In Play:  Return with the Dawn, Citizen Anvil [3], Citizen Spring [4]

Trash:  Citizen Winter, Citizen Summer, Citizen Sweat, Citizen Hammer, Citizen Battery, Citizen Blood

-------------------------

Start of Turn:  Less than 6 Citizens in play(3), Dawn does not flip.

Play a Card:  Channel the Eclipse

End of Turn:  Play Citizen Autumn [6], Return from the Dawn puts Citizen Winter [4] into play from the trash, Citizen Anvil puts Citizen Hammer [3] into play from the Trash, All Villain Targets regain 1hp (Spring), Dawn deals herself 2 cold damage, is immune (Eclipse), Citizen Autumn destroys all of Absolute Zero's ongoing cards (Glacial Structure), Citizen Winter deals each hero target 2 cold damage, Hammer deals each Hero Target 3 fire damage (I assume AZ will heal himself here).

underlined text are effects that directly effect the heroes.

-------------------------

HP:  39

In Play:  Return with the Dawn, Citizen Anvil [4], Citizen Spring [5], Channel the Eclipse, Citizen Autumn [6], Citizen Winter [4], Citizen Hammer [3]

Trash: Citizen Summer, Citizen Sweat, Citizen Battery, Citizen Blood

Effects:

Start:  If there are 6 or more Citizens in play, flip Citizen Dawn's character card (Currently 6), Play the top card of the villain deck (Eclipse)

End:  Play the top card of the Villain Deck (Dawn), If Citizen Hammer is in the Villain Trash, put him into Play (Anvil), Shuffle the trash and reveal cards until a Citizen is revealed, put it into play (Return with the Dawn), Each citizen regains 1hp (Spring), Citizen Dawn deals herself 2 cold damage (Eclipse), Destroy all Ongoing cards controlled by the Hero with the lowest HP (Autumn), Deal each Hero Target 3 fire Damage, Expat negates and destroys Flak Jacket (Hammer), Deal each hero target 2 cold damage (Winter)

Static:  Citizen Dawn is Immune to Damage.

     Reduce damage dealt to Citizens by 1 (Anvil)

 

Hero Status:

Fanatic:  8

Absolute Zero:  10

Ra:  10

The Scholar:  13

Expatriette: 12

I went with AZ healing since there are now 6 citizens in play and he was getting pretty low, but if you want to do something else Theta Sigma, let me know.

If you want to plan to leave Spike trap out do so, otherwise someone can destroy an equip to kill it.
DP
dpt
2013-10-19 17:50 UTC
#77

All right, we're getting pretty close to the Rod now. We just have to survive Dawn a little longer. The mummy Mdjai is liable to come out and attack everyone, so don't let any Citizens get down to 2HP.

TS
Theta_Sigma
2013-10-19 17:56 UTC
#78

Yes, I'll heal myself this time.

BL
BlueHairedMeerkat
2013-10-19 18:56 UTC
#79

Fanatic

HP: 8

Hand: Smite the Transgressor x2, Zealous Offense, Consecrated Ground, Holy Nova

In play: "Absolution"

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise, Brutal Censure

Additional effects:

-----------------------------

Start of hero turn:

Play a card: Consecrated Ground; destroy the Spike Trap, damage is useless.

Use a power: Absolution: Net two fire damage to Autumn [4].

Draw a card: Final Dive

End of hero turn:

-----------------------------

HP: 8

Hand: Smite the Transgressor x2, Zealous Offense, Holy Nova, Final Dive

In play: "Absolution"

Trash: Sanctifying Strike, "Absolution", Prayer of Desperation, Chastise, Brutal Censure, Consecrated Ground

Additional effects: 

TS
Theta_Sigma
2013-10-20 04:45 UTC
#80

Absolute Zero

HP: 10

Hand: Modular Realignment, Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash: Frost-Bound Drain, Glacial Structure

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

 

 

Start of hero turn:

Play a card: Modular Realignment. No equipment in the trash. Absolute Zero deals himself 1 fire damage, and 1 cold damage, dealing 1 cold to Spring [4], and taking net 0 damage.

Use a power: Thermodynamics. Absolute Zero deal himself 1 cold damage, healing 1 [11]

Draw a card: Onboard Module Installation

End of hero turn:

 

HP: 11

Hand:  Frost-Bound Drain, Cold Snap, Fueled Freeze, Impale, Onboard Module Installation

In Play: Isothermic Transducer, Null-Point Calibration Unit

Trash: Frost-Bound Drain, Glacial Structure, Modular Realignment

Additional effects: Whenever Absolute Zero is dealt fire damage, he deals one target that much cold damage. When Absolute Zero would take cold damage, he heals that much HP instead.

DP
dpt
2013-10-20 14:29 UTC
#81

Wouldn't Impale be more useful? It's not like we're in any shortage of ways to kill off Citizens when we want to…

DP
dpt
2013-10-20 14:35 UTC
#82

“I just hope we don’t run into those damn Swinging Blades now,” Ra mutters to himself as they round another corner.

Ra

HP: 10

Hand: Flame Barrier, Drawn to the Flame, Solar Flare

In play:

Trash: Flame Spike (x2), The Staff of Ra, Scorched Earth, Wrathful Gaze, Imbued Fire

Additional effects:

[hr]
Start of hero turn:

Play a card: Flame Barrier

Use a power: Pyre against Citizen Dawn in frustration.

Draw a card: Scorched Earth

End of hero turn:

[hr]
HP: 10

Hand: Drawn to the Flame, Solar Flare, Scorched Earth

In play: Flame Barrier

Trash: Flame Spike (x2), The Staff of Ra, Scorched Earth, Wrathful Gaze, Imbued Fire

Additional effects:

CM
cmschex
2013-10-21 02:06 UTC
#83

"Where did I put that tennis racket?" John wondered as he ran down the hallway...

 

The Scholar

HP: 13

Hand: Get Out of the Way, Offensive Transmutation, Mortal Form to Energyx2, Bring What You Need, Know When to Turn Loose

In Play: Mortal Form to Energy

Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recoveryx2, Truth Seeker

__________________________________________________________________________________________________

Start of hero turn: Discard Mortal Form for Mortal Form

Play a card: Bring What You Need

Use a power: Bring What You Need -Proverbs and Axioms and Dont Dismiss Anything to hand, Keep Moving to bottom of deck

Draw a card: Expect the Worst

End of hero turn:

__________________________________________________________________________________________________

HP: 13

Hand: Get Out of the Way, Offensive Transmutation, Mortal Form to Energy, Know When to Turn Loose, Expect the Worst, Dont Dismiss Anything, Proverbs and Axioms

In Play: Mortal Form to Energy, Don't Dismiss Anything

Trash: Proverbs and Axioms, Flesh to Iron, Expect the Worst, Transmutive Recoveryx2, Truth Seeker, Mortal Form to Energy

Additional effects: 

PL
PlatinumWarlock
2013-10-21 06:27 UTC
#84

"Okay, enough of this.  Time to break out the big guns...Momma, I'm comin' home..."

Expatriette

HP: 12

Hand: Arsenal Access; Quick Draw (x2);

In play:  Assault Rifle; Hairtrigger Reflexes

Trash:  Reload, Assault Rifle; Flak Jacket (x2)

Additional effects:

__________________________________________________________________________________________________

Start of hero turn:

Play a card: Arsenal Access:  Reveals Submachine Gun (shuffled back into deck) and Tactical Shotgun (put into play).

Use a power: Assault Rifle:  deals net 1 projectile damage to Citizen Anvil [2]; Citizen Winter [3] and Citizen Hammer [2]

Draw a card:  Reload

End of hero turn:

__________________________________________________________________________________________________

HP: 12

Hand: Quick Draw (x2);Reload

In Play:  Assault Rifle; Hairtrigger Reflexes; Tactical Shotgun

Trash: Assault Rifle; Reload; Flak Jacket (x2); Arsenal Access

Additional effects:  When a non-hero target enters play, Expatriette deals 1 projectile damage to that target.

PH
phantaskippy
2013-10-21 16:52 UTC
#85

Editted:  I made a mistake so I redid this turn, the game goes one more turn. 

Anvil had 1 more HP, he's at 3hp.

"We made it," Ra touched the seals in the right order and the stone door moved, allowing access to the Chamber of Treasure.  They quickly stepped inside, right as Dawn and her Citizens caught up.  The Scholar could see the Rod, but that wasn't the only thing, the lines here were intersecting in a far corner, where he could just make out a withered figure and a pool of something.

"It's a trap!" The Scholar yelled, far too late to do anyone any good.

WELCOME, THE TIME OF JUDGEMENT HAS COMMENCED.

I looked for a ruling as to whether or not Shamise could pull Rod if it was a revealed card, didn't find one and got no response to asking about it so I'm going with the Rod gets put in play.

THE TOMB OF ANUBIS

In Play:  Cast into the Underworld

Trash:  The Challege of Fire, Judgement of Anubis, Anubis, Spike Trap

-------------------------

Start of Turn:  less than 5 environment targets in play(0), Cast into the Underworld is not destroyed.

Play a Card:  Urshe [6]

End of Turn:  Reveal Swinging Blades(t), Akana(t), Mdjai, Rod of Anubis, Shamise(t)  Swinging Blades, Akana [8], Shamise [7] enter play, Shamise pulls Rod of Anubis and puts it into play.  Swinging Blades deals each target 3 melee damage, Hammer is destroyed, Akana plays Swarm of Scarabs [5]  Shamise deals the non-Environment target with the 2nd lowest HP 3 infernal damage, (either Anvil or Autumn is destroyed) Akana plays Judgement of Anubis.  Judgement of Anubis puts Anubis [20] into play.  Anubis deals each Target 3 infernal damage (the last three citizens are destroyed, Urshe is destroyed, Anubis deals each non-E target 2 infernal damage, Akana plays Idol of Anput, Nomti [9], and MdJai [10] Anubis deals Scholar 3 infernal [5], Judgement of Anubis is destroyed, Anubis deals eacn non-E target 2 infernali, Nomti deals 5 melee damage to Expat, she is Incapped, MdJai deals 2 melee damage to each non-E target, Fanatic is incapped.  

-------------------------

In Play:  Cast into the Underworld, Swinging Blades, Akana [2], Shamise [1], Rod of Anubis, Swarm of Scarabs [2], Anubis [17], Idol of Anput, Nomti [9], Mdjai [10]

Trash:  The Challenge of Fire, Judgement of Anubis, Spike Trap, Urshe

Effects:  Too many.

Sorry about the premature demise everyone, you get to live to the villain turn.

Maybe because I've never played this environment with 5 people, but I've never seen it throw down that hard with Urshe before, If I had known it could do that I would have made the scenario rules a little different.

 

 

CM
cmschex
2013-10-21 17:21 UTC
#86

Um, wow.

 

I vote back to the tomb

PH
phantaskippy
2013-10-21 17:49 UTC
#87

Villain Turn

Start of turn Dawn plays blinding blast, incaps remaining heroes.

+2 bonus points to whoever can tell me Dawn's HP at the end of the match.

 

Devra heard the booming voice, although she couldn't make out the words, and heard screaming.  "Come on guys, Come on." she called, "Make it out of there."

A few minutes later she saw someone moving, crawling towards her with the Rod.  It was Dawn.  Devra ran, blade bot smashed the support beam and the entrance collapsed, a loud rumble spread through the ground and the entire tomb sank and fell apart into a heap of rubble and sand.

. . .

Devra choked back the tears in her eyes.  She cleared her mind and focused on the only thing that mattered, spinning.  The truck had ran out of gas ages ago, and there was no way she could stay out in this desert.

“Keep it going girl,” she told herself, her head starting to pound from the spinning.  Frustrated and tired she pushed too fast, and lost control.

The sun was going down now, the air was starting to cool, and while that felt good, Unity knew very well how cold it was going to get soon.  Still she sat.  She had to clear her mind, had to think.  She ran out of the tomb so fast, drove out into the desert without paying attention to where she was going.  “Stupid girl,” she muttered angrily to herself, “you know better.”  She looked at the truck, the engine was shot, but she didn’t need that, she could put the right side back together but that flat tire wouldn’t run in the sand, and besides spinning the axles was exhausting.  Then it hit her, it was so obvious.  In less than a minute Unity was moving again, leaning back in her seat while Truckbot ran through the desert.  “That Scholar guy was right, just gotta learn to keep a cool head,” but that only reminded her of of what had just happened, and how she had left her friends.

Truck Bot stopped. Devra didn't know which way to go, she had friends buried under that rubble, were they dead, alive? Could she help them? Devra was scared, and she wished Slim was here, he always gave the best advice, he'd know what to do, but he was in Rook City. The others were there too, maybe they could mount a real rescue, but it would be some time before she could get back.

 

The Decision for this episode's players:

Does Unity return to the tomb site to look for her friends?

Does Unity return to Rook City to regroup with allies?

 

Thanks for playing.

EN
Envisioner
2013-10-21 17:58 UTC
#88

I don't know if I get a vote, but I'd kinda like to go to Rook City.

BL
BlueHairedMeerkat
2013-10-21 18:28 UTC
#89

I'd vote for going back to the Tomb.

PL
PlatinumWarlock
2013-10-21 20:09 UTC
#90

Unity loves her friends–back into the tomb!

PH
phantaskippy
2013-10-21 20:25 UTC
#91

OK, that is three.  I'll get #4 posted soon:

 

John Rhodes pulled himself back together, flushed the sand out and reverted to his normal body.  flowing through sand and rock to the surface was easy, lugging a big old rock with him wasn’t.  The truck was gone.  He had hoped as much, the girl had done her job, and from the looks of it had gotten away alive.  He hadn’t planned on the cave-in, but it worked, Dawn was buried.  The night was cold, but that didn’t bother him.  He laid down and cleared his mind, he’d need all his mental faculties when he went back down to fetch the Rod.

John awoke to sounds of metal grinding and clanging, he looked around and found the source.  Unity had returned, and was shaping a large rodent looking thing out of what appeared to be the truck they had driven here.

While he was glad to see she was alive, he was not happy she had returned.

“What are you doing back here?” He asked.

“Good morning to you too.” she replied, “I thought I might help look for survivors.”

“You need to get out of here,” Scholar interrupted, “before someone comes to investigate.”

“I’m not leaving until we search for survivors.”

Scholar could tell she meant it.  He sighed, “Alright, let’s get digging.”

. . .

It was easy directing Unity to the Rod of Anubis and the survivors, the Lines pointed it all out, and he had to admit that Mole Bot contraption made the work short.  Dawn was alive, but unconscious.  They had decided to leave her, Absolute Zero’s suit had protected him from the collapse, but he wasn’t in good shape.  They found Ra, he had been lucky, but both his legs were broken and he was feverish, he needed medical help.  Expatriette was dead, as were most of Dawn’s citizens, and Fanatic was gone, she wasn’t in the lines at all, and there was no trace of the other artifacts of Anubis.  Like Fanatic and the spirit of Anubis had vanished from this plane of existence.

They were digging Ra out when the sirens and lights came.  The Scholar had figured on them having another hour, but this wasn’t a local response, this was serious.  He evaluated the situation quickly, and then turned to the girl.

“I’m sorry Unity, I have to go.” he said, as his body turned to liquid and he bagan to sink into the sand with the Rod.

“I understand, and call me Devra.”