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I'm not feeling very well and haven't been for the past two weeks, so in order to keep content going, I am taking the easy content this week and going through more basic hunt events, finishing this series will let us analyze and walk through all of the best tools for helping survivors maximise benefit from this phase. Due to not feeling well, please excuse any typos or hanging sentences, typing isn't the easiest thing to do right now.

61. Frozen Lightning

Nothing more than a punishment for the straggler(s), in most cases this event will obliterate the armor on two hit locations and archive fragile gear. It's a pretty devastating event to encounter, but the only protection against it is to reroll it and not have builds reliant on fragile gear.

62. Space Between the Rocks

If you have a pickaxe then this is +1 iron, yay. Otherwise the straggler gets a random disorder.  If everyone is stragglers then your entire party is dead. If that's not a good argument for always having a pickaxe in your party, I don't know what is. I really need to remember to craft a pickaxe for my current stream campaign, I keep meaning to, but the lack of hide drops is proving very bothersome.

63. Feet

This one used to be the reason for the classic rule of 'never depart with an entirely insane party. The update to this event means that if you have a Survival of the Fittest party, you don't need to do that anymore, you can risk it (or risk running just 1 sane survivor), as long as you're OK with having 4 survivors who cannot encourage.

A Protect the Young settlement MUST never depart with 4 insane survivors and should think carefully about departing with  even 3. Also because this event drops a LOT of extra hunt events when you have a heavily insane party, you want to take that into account also.

64. Stone Fountain

The reason to consume here is for the +1 courage, most of the time that is all you are going to get and the only reasons to not consume are if you have Hemophobia, you are max courage or if you have an insanity based build. 

I sometimes consume here with the goal of reducing insanity on characters, because too  much insanity is not automatically a good thing.

65.  Statue

The only ONLY reason to ever innovate Memento Mori, Statue gives you an opportunity to wake up one of the sculptures as a dead survivor with a new survivor. However this still costs you the straggler.

Without Memento Mori, you're going to get a new survivor who has a weapon specialisation and 3 ranks in that proficiency, plus they are at Age 2 and have some survival + insanity. This is a really, REALLY good deal for newer settlements and is generally a good deal for any settlement. 

One of the most famous house rules people use here is to keep a single survivor as 'the statue' replacing the straggler with that 'statue' survivor each time it happens. This means you have a survivor drifting from one campaign to the next. It's fun, but can be weird if a constellation or warrior of the sun gets statued.

Just an all round great event, both from a mechanical and thematic standpoint.

66. Forbidden Word

This one is sort of a benefit for deaf survivors (especially in the late game), but for most circumstances you want to gain the +1 understanding because of how powerful and useful the understanding milestones are. 

Otherwise this is just another one of those, no decision needed here, stuff happens to you, events.

67. Saliva Pools

It is implied that these pools are a product of Gorm behavior and this is one of the few places where you can recycle gear. There is a nice, simple benefit if a survivor has a sickle, you get +1 understanding without having to vomit and hurt yourself.

If you have 3+ understanding each survivor can revert a piece of gear back to its constituent resources, that's a great thing, but typically you are not going to have gear you want to revert back to resources - that stuff is more likely back at the settlement. Also, don't ask me what happens if you stick a bag of stone noses in there.

68.  A Familiar Face

Just a nice piece of world building that reminds us what the Sculptor is up to. The straggler gets their insanity reset to 0, bit scary, but they gain an understanding. So, random stuff happens to someone randomly, whee random.

69.  Time Lapse

The Phoenix makes an appearance here, giving everyone +1 understanding if survivors recognize what they are dealing with by having already faced the creature before. Then we get a random roll. The 1-3 result is an absolute disaster for many hunt parties and the 3-9 result is not great either (though it's usually a good trade for a SotF settlement as they get back their lifetime reroll).

Having an Hours Ring during this event though is amazing, it means you're going to get +1 understanding and pick whatever you like from the table. As if there wasn't already enough reasons to have that item, now there are more.

70. Tome of Excellence

A hint to the beginning of the Gambler's story (and a reference to Atlas), this event is pretty much a good one to get, there is a 10% chance of losing a survival, but at the higher end you can get either +1 courage or +1 understanding. 

With Pictograms you get the untold benefit of automatically putting the monster's trap at the bottom of the deck, that means you will typically never have to deal with it (against L1 and L2 monsters at least) and that is a phenomenal benefit. Usually Pictographs is a very weak innovation, but this is one of the hidden benefits of it.


Counts

  • Whip: 4
  • Sickle: 4
  • Pickaxe: 4
  • Cannibalize: 1
  • Graves: 1
  • Survival of the Fittest: 3
  • Accept Darkness: 1
  • Collective Toil: 1
  • Memento Mori: 2
  • Symposium: 1
  • Language: 1
  • Sculpture: 2
  • Drums: 1
  • Song of the Brave: 1
  • Hovel: 1
  • Pictographs: 2
  • Heavy Punishment: 1
  • Noisy Punishment: 5
  • Fragile Punishment: 4
  • Binge Eating Punishment: 3
  • Soluble Punishment: 1
  • Twilight Sword Punishment: 1
  • Insane Punishment: 3
  • Consumable benefit: 4
  • Deaf benefit: 2
  • Disorder Benefits: 2
  • Investigate: 8
  • Straggler: 8
  • Crazed: 1
  • Leader: 3
  • Strategist: 1
  • Hours Ring: 1

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