Edit play – S128

128: A Tall Drunken Tale

SR-01
Event SR-01: A
SR-01 outcome

Return one collective Small item to the available supply (Twap's Unhealthy Mixture). Add WR-36.

Lost

Treasures

Ref. # Effect Looted by Type
#54 Treasure chest? There was no treasure chest. Epochron neutral

Goals

XP XP

Total: 231

Gold Loot & Gold

Total: 15

Resources

8
2
2
1
4
0
3
0
1

Misc.

Goals

XP XP

Total: 409

Gold Loot & Gold

Total: 1

Resources

10
8
6
0
0
1
1
0
0

Misc.

Goals

XP XP

Total: 41

Gold Loot & Gold

Total: 21

Resources

2
0
6
0
0
0
0
0
0

Misc.

Goals

XP XP

Total: 128

Gold Loot & Gold

Total: 10

Resources

7
1
3
1
1
0
0
0
0

Misc.

Notes

End of scenario

Result

Town transactions

Resource / Metric Amount Comment Ignored
Morale +2 Reward No
Morale +1 Outpost event No
Hide +2 Hunting Lodge No
Lumber +2 Logging Camp No
Metal +1 Inn No
Lumber +1 Inn No
Corpsecap −1 Garden No
Rockroot −1 Garden No
Soldiers −1 Outpost event No
Soldiers +1 Barracks No
Hide −1 Barracks No
Lumber −4 Upgrade Tavern No
Metal −2 Upgrade Tavern No
Hide −2 Upgrade Tavern No
Metal −4 Upgrade Mining Camp No
Hide −2 Upgrade Mining Camp No
Morale −1 Upgrade Mining Camp No
Prosperity +1 Upgrade Tavern No
Morale +1 Upgrade Tavern No
Prosperity +1 Upgrade Mining Camp No
Ignore

Town supply & values

Lumber

0

Metal

4

Hide

7

Arrowvine

5

Axenut

6

Corpsecap

3

Flamefruit

6

Rockroot

4

Snowthistle

5

Prosperity

49

Morale

18

Inspiration

5

Total defense

35

Soldiers

6

Outpost Phase


1. Passage of Time

Mark next unmarked box in calendar. Read & resolve any sections, check if season changed.


2. Outpost Event

Resolve outpost event. Repair Repair any damaged buildings after attack event.

SO-12
B
No effect to Abaeli attack. Gain 1 morale.
Lost
SO-12
Event SO-12: B Lost
SO-12 outcome

No effect to Abaeli attack. Gain 1 morale.


Building Operations 3. Building Operations

Go through building deck in order, resolve Building Operations effects.

05: Mining Camp

Collectively buy up to 2 Metal for 2 gold each

12: Hunting Lodge

Collectively buy up to 2 Hide for 2 gold each

17: Logging Camp

Collectively buy up to 2 Lumber for 2 gold each

21: Inn

Collectively buy up to 2 different material resources for 2 gold each

24: Garden

Plant herbs, rotate 180° / Gain 1 herb from each planted plot, rotate 180°

84: Workshop

Upgrades that can be built in any order: Boat, Sled, Climbing Gear.

85: Carpenter

Reduce all construction costs by 1 material resource and the extra construction cost by 1 morale

90: Town Hall

Draw two challenged and keep up to one.

98: Barracks

Collectively train up to 1 soldier for 3 gold and 1 material resource. Capacity: 6.

Gained or lost resources and gold can be taken from Frosthaven supply or players, in any combination.


4. Downtime

Perform downtime activities in any order: handle level-ups, retire / create characters, sell items etc.

Craftsman

34: Craftsman

Character

Alchemist

35: Alchemist

Character

Trading Post

37: Trading Post

Character

Character


Build 5. Construction

Build Build or Upgrade Upgrade one building, or two for 2 morale. Then Rebuild Rebuild any number of wrecked buildings.

Hunting Lodge

12: Hunting Lodge L2

Prosperity 5 8/2/5

Logging Camp

17: Logging Camp L2

Prosperity 5 6/6/3

Inn

21: Inn L2

Prosperity 5 6/6/6

Garden

24: Garden L2

Prosperity 5 3/3/3

Buildings cannot be upgraded while wrecked. If a build or upgrade increases prosperity level, any character whose level is lower than half the new prosperity level (rounded up) may immediately level up.

Upgrades