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Close to being done with this one, just another article on 91 to 100; then we're going to bring it all together with a full look at the various aspects of the hunt deck and also

81. Field of Arms

A very simple event that rewards having a sickle, but doesn't punish you if you don't bring one. By now you should be on the page that having 1x sickle is essential for every hunt party. Right?

82. Consuming Grass

One of the classic 'roll a 1 and you die' moments, this one at least lets you live until the end of the showdown, which is something I guess. However, even on a 2-9 this event is an absolute pain in the ass because either you archive a gear or suffer a 1 result.

Yeah, this event absolutely sucks to get, it's one of the worst hunt events in the game and just doesn't get enough scorn thrown at it. The only saving grace here is a whip at least lets you ignore the event on a 6+. Bring a whip, or at least have 1x disposable cheap gear in each grid in case you become the straggler.

83. Flesh Monolith

So in 1.31 this used to be a very cool event that was responsible for bringing back a useful survivor. However, in 1.5 the Hellraiser reference portion of this event was dialed back and now the flesh monolith is a nasty situation that might give you some extra population (Graves) or resources (Organs). On the whole this event isn't as bad as the previous one, survival can be spent to avoid the automatic death situation, good mechanical choice there. But it is still a heck of an event to run into.

This is one of the reasons you want +survival mechanisms during the hunt like the Reverberating Lantern. Losing all your survival makes multiple hunt events become lethal instead of just a survival drain. Overall, this is one of the better designed "auto-death" situations in the hunt table.

84. Scribe's Book

It's a reference to the guy who failed to turn up for the Lantern Festival! The Entity behind the creation of the survivors and at the head of the King's Man / King / Hand pile. I have no idea why the Scribe likes to leave his book around so much, it's a bit much. It is however a super interesting piece of world building and a fun reference to the Book of Life.

This is one of the few events that really makes Pictographs worth it as an innovation, while it is terrifying to write in this if you do not have at least 4 understanding, if you do this chart gives you a lot of incredible bonuses. Just make sure if you have Pictographs that your insane survivors have a lot of understanding when they depart. Otherwise they might vanish from history along with all that hard earned gear.

85. Test of Courage

This is the event where you can get your hands on Finn's sword from seasons one and two of adventure time. Scarlet, or the Golden Sword of Battle. This weapon is a direct lift from Adventure Time and suggests a possible final resting place for Scarlet after it is lost when Finn attacks a black hole. 

The Adventure Sword is a very good weapon which is well balanced and has superb design.  So go for this if you have 6+ courage.

If you have the Halloween Stan (Satan) promo content and are insane when you complete the trial and pull the sword you get the Hope Stealer instead, which will kill the survivor who has it and give your settlement one of the most broken 'red shirt' weapons in the game. Fortunately, you can see this coming in advance, just don't send a valuable survivor if you're trying for the spear.

Overall this is a great event, but I prefer it when the event gives the Sword. Cause it's more balanced.

86. Putrid Tunnels

So, unlike here in the real world, leprosy in KDM is a desirable trait. Having a flat -1 damage reduction is worth the trade off of suffering -2 to injury rolls. This is because if you are suffering injury rolls, you've already screwed up (or been unfortunate) - anything that delays you getting there, especially something that stacks with other damage reduction options in the game - is stronk. 

87. Weeping Faces

So, unless the hunt phase has injured you, skip on consuming this one. Simple as. You don't really want to gamble for the +1 speed token, it's not a deal breaker if you get it, but it's not worth drinking pee tears over. If you are injured, then do drink, it's worth the odds.

88. The Sword and the Statue

The statue here is likely a reference to the six armed form of Mahakala (Known as Daikokuten in Japanese lore). Or a reference to an anime that references such a god. It's hard to be completely sure in this case, but it is certainly influenced by Hindu gods at its heart because that mythology is the one that holds most multiarmed deities. 

The Muramasa Sword on the other hand is a clear and direct reference to one Muramasa Sengo, a 16th century Japanese swordsmith who was by all accounts a bit unhinged. Since the 18th century Muramasa swords have been considered to be cursed - with tales surrounding them that if there was nowhere to battle the swords would turn and try to make their wielders kill themselves.  The Shogun Tokugawa was a part of this myth coming into fruition, many of his colleagues and friends had been slain by these swords and so he declared them forbidden. 

This is why the sword is designed the way it is in KDM, it's a trope reference to the legends as filtered through anime. Which is where the sword is typically referenced as being not jus deadly to its wielder, but also bloodthirsty.

In general, unless you have a specific build in mind (and access to Unconscious Fighter, Last Man Standing or other Anti-Bleed fighting arts) this event is a hard pass. It used to be part of a pretty neat build using the old Hours Ring which denied tokens on the wearer (no bleeding for them). But even then the combination of Frail and 6 speed meant you have to be very clever with when you triggered this. In fact I think Frail; while accurate considering the poor material most Japanese swords were constructed from (Milan is where you get the really good iron/steel, sorry Katana fans) - is the single largest issue with this weapon. You have to jump through hoops to get around the bleeding issue, but once you do that the weapon can spontaneously fall apart on you. Still, if you are patient and make sure you attack once the Super Dense locations are in the discard pile (all of them) this weapon can deal a lot of damage.

Don't bother trying for this one unless you can roll a 9+ pretty consistently. It's not worth losing an arm over.

89. Cleaner Birds

A really gross and amazing event, swapping -1 speed for +1 luck is an amazing trade off. May you roll this many times.

90. Light on the Horizon

Hey! Look! It's a Sunstalker! 

Another great event, almost always positive. There is a downside if everyone is Insane (+2 basic hunt events) but that's not too bad compared to the gains - which is Lights in the Sky as a guaranteed additional settlement event next year. LitS is one of the best settlement events you can ask for, so getting it as a bonus is huge. 

Counts

  • Whip: 8
  • Sickle: 5
  • Pickaxe: 4
  • Cannibalize: 1
  • Graves: 2
  • Survival of the Fittest: 4
  • Accept Darkness: 1
  • Collective Toil: 1
  • Memento Mori: 2
  • Symposium: 2
  • Language: 1
  • Sculpture: 2
  • Drums: 1
  • Song of the Brave: 2
  • 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: 5
  • Consumable benefit: 4
  • Deaf benefit: 2
  • Disorder Benefits: 2
  • Investigate: 9
  • Straggler: 8
  • Crazed: 1
  • Leader: 3
  • Strategist: 1
  • Hours Ring: 1
  • Savior: 2

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