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That difficulty 20 dice gambit roll has 6 outcomes depending on your total on the dice, it's not expected that a player will succeed at it (though obvs there's a result for it if they do), the bad result you got is the worst possible outcome. In the next patch the text will make the hint about what to do with the dice more obvious. I've contemplated raising the difficulty to 99 to make it obvious that the difficulty isn't what's important but I'm on the fence about that.
I'd like to do more to make the gold token obvious, floating it during events that impact it and discarding it if it becomes impossible to get.
At the moment there's no facility for changing a bosses stats in the modding tools. In the latest patch I added a curse that they fling at you before the encounter that increases the damage taken when in bindings (since the boss is the only thing on the board that can put you in bindings that's a defacto power up for the boss) but I'm trying to learn to do more with them. Some of the devs are being helpful in the modding forum about that.
There are 3 map layers of 9 cards each, though the transition cards for levels 2 & 3 don't do anything special after the transition so really it's more 9-8-8. The ratio of dealer cards to player cards is cribbed off some of the official scenarios and all of the dealer cards (except the obligatory general store) are copies of new encounters written specifically for the challenge that have 1-3 copies each, I was aiming for "About as much new content as in an official scenario"
Thanks for taking the time to play the scenario and to write a review :)
None the less, the whole challenge is quite intresting, the mechanics, secrets, and so on. Hope to see future works!
He has a plan, which is somewhat implied by his lines so far: His death is only meaningfully final because the game of life and death is dominant which makes death important. His goal is to die in a meaningful way by your hand so that you remember him. Thus when Valenos makes the game from your memories, as he's wont to do, the chronomancer is inserted into the game. Once he's in the game his goal is to make the game of life and death no longer dominant, substituting his own game of time and decay. If he manages that death is less important than time and the fact that he was ever alive becomes more important than the fact that he was dead, undoing most of the meaningful consequences of his death. He still dies by your hand, but in the instant between you raising your blade and striking goes into the future and lives a long and meaningful life, before popping back afterwards to wrap things up nice and neat
Of course Valenos has plans and the other dealers have plans and the player also has an opinion so it won't play out that way - but I wouldn't say that just because he's always dead at the end of the scenario means the campaign ends that way.