Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
General Discussion Recruitment Play-by-Post Play-by-Post Discussion
Pathfinder Roleplaying Game

Pathfinder Adventure Card Game


Pathfinder Society


Starfinder


Starfinder Society

[ADVENTURE CARD GUILD] Season 2-B1: We Be Goblins!

Game Master cartmanbeck

We'll be playing through the four-scenario adventure We Be Goblins! using play-by-post format.


1 to 50 of 62 << first < prev | 1 | 2 | next > last >>
Silver Crusade RPG Superstar 2014 Top 16

Dot for later.


Venture Lieutenant Play by Post

Hi cartmanbeck!

First question: I have the goblin promo Tup, is he legal for play? And if he is, which class deck should I use?

This will be my first ACG session, I have played through both Rise of the Runelords and part of Skulls and Shackles.

Silver Crusade RPG Superstar 2014 Top 16

Tup IS legal for play. You must use the Goblins Burn! deck for him. :)

Since this is your first session of organized play, you'll need to create a character under your "My Pathfinder Society" link:
Here

You'll want to make the character using the "Register a new Card Game Character" button, and choose "Goblins Burn" and then "Tup" from the dropdown list. I'll need your PFS number after that's done.


Venture Lieutenant Play by Post

Drat, that is not one of the decks I own. I will have to check if they have the deck in store at my FLGS tomorrow.

Thanks for the character creation help, I already found that.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
Magabeus wrote:
Drat, that is not one of the decks I own. I will have to check if they have the deck in store at my FLGS tomorrow.

The downside of a virtual game! If we were at the same physical table I could lend you the "Goblins Burn!" deck I've got for when I decide to build a Tup (or, now, a Reepazo ... I guess I need another one!).


Banished Magnifying glass Acquired Armor B, Item B, Ally B

Is it too late to swap out Tower shield for wooden shield. Adding 1d4 to my checks to defeat stuff does not look like a good plan in this scenario (or most others come to that)

As for the henchmen barriers Urgraz tactics will be

Fermented apples (chance 50:50 get help to improve them odds)

Eat Slugs real quick (chance 80 pc success per check first unaided help on second to be sure)

Get clubbed (take beating and explore again)

Rusty Earbiter (I had armour)

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Since we've got a couple of unusual characters playing, I thought it might be a good idea if we made sure our expectations are inline.

First, my character (Ranzak).

He excels at ripping through a stack of boons in no time flat (with a d4 added to his check to acquire boons, and a free explore 50% of the time if he succeeds). He's not bad at taking care of some banes, either. But occasionally he'll run into something he can't handle. If he's not alone he can evade the bane, but then somebody else at his location will encounter it. Normally I'd handle this by making sure Ranzak only shared a location with somebody who would be OK with the possibility of that happening. Unfortunately for the first scenario we're all at the same location, so there's no way to know who might end up encountering any bane Ranzak evades. I need to know whether I'm going to be able to use that power, or if anyone will flat-out veto it.

Second, Urgraz. He has a couple of powers which have the ability to adversely affect other characters at the same location (discarding the top card of their character deck, or increasing collateral damage done to them when he fails a check). We need to clearly understand when these powers could be used - I believe the rule in Organized Play is that this can only be done with the consent of the player whose character will be affected.


My Deck Handler | My deck

I don’t think I will be any good with dealing with those barriers.

Urgraz could burn through my deck to give himself an additional d6. I will then cure myself when my discard reaches 5 cards, with three cures in my deck that should be a viable tactic.

As for Ranzak evading a bane when needed: I am fine with that.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Ranzak's good with DEX/Disable or CON/Fortitude barriers, or with DEX-based combat checks (assuming he has a weapon). It's STR/INT/WIS checks that he's most likely to pass off (and possibly CHA).

He's also often happy to give away boons he manages to acquire if somebody else can make better use of them.

Sovereign Court

I figured that since most of the goblins are "explode-y", I went with Mogmurch the safest to play. I can add 1d6 to your combat checks.


Banished Magnifying glass Acquired Armor B, Item B, Ally B

Blessing of archdevils

Add a dice to a check

If another blessing in your hand has the corrupted trait recharge instead of discard

Channel corruption

Add or remove the corrupted trait to a card

Make a divine 6 check to recharge instead of discarding

Silver Crusade RPG Superstar 2014 Top 16

Hi all! I'll be out of town starting later today until Sunday evening for PAX Unplugged, so there won't be any updates after about 1pm today until then. Sorry for the unexpected break!


1 person marked this as a favorite.
Banished Magnifying glass Acquired Armor B, Item B, Ally B
JohnF wrote:

Spoiler:

On that topic: It would be helpful if people could include a little more narrative information in their posts. For example: If you're making a check, it's nice if the dice roll tag says "Wisdom 6:", rather than just "Wisdom:" - that way it's immediately obvious whether the check succeeded or failed. At the table that would be apparent from the player's actions or comments, but we don't get those in a virtual game.

A slightly more complicated example: It's quite hard to know just what is happening during Urgraz's last move. The first two or three parts are reasonably straightforward, but then we get "selecting:". Without having "Secret Stash" in front of us (made even more awkward this time because the last GM post with the card descriptions was on a different page) there's no easy way of knowing what is going on (examining the top three cards of the location deck, maybe choosing one, then returning the others to the top of the deck in any order). Again at a physical table this isn't a problem - we can all see the card that was encountered.

I take your points on board and will aim to improve my turn narrative. I am aware I am 2/2 in posting an unclear turn and will hope to make it 2/3 then 2/4 unclear turns

Would something like
Urgraz turn

Urgraz senses the blessing of Erastil and looks for cover

He casts

channel corruption:
spell description
targeting a blessing of the gods

He <dice=recharges on wisdom6>

He explores and finds what looks like a

secret stash:
Secret stash description]

He explores <die roll if deck shuffled> and finds a [spoiler=secret stash]secret stash description

He Looks more carefully with the blessings of the archdevils <dice=wisdom 9> and discovers Smoked goggles* item, redbutt* ally , collapsed ceiling* barrier

*spoilered

chooses goggles and stuffs them into his pack

"If we go this way Redbutt might help with that ceiling. If no like Redbutt go that way instead still have ceiling"

"I'm done. You scout next Tup!"

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

On the train on my way into Philly for the day. Thanks for all the excellent back and forth on making turns more transparent. As you all can tell, it takes a little time to get into the groove of this style of play, and even now after I've been doing it for like a year I sometimes screw up my turn during play test sessions. Just be patient with each other, and make sure to accept constructive criticism/corrections in the right light. :)

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

While I'd love to see the amount of detail Urgraz suggests above, that would entail quite a bit of extra work to include all the spoiler sections. Just narrative text (e.g. in this case naming the items you discovered, and how you are disposing of them) would be a good baseline to aim for. If you want to go the extra mile, though, I certainly wouldn't complain!

I've also got a few observations about how we're doing in our current game.
Overall we're making pretty good progress. In a six-handed game the clock is probably the most important thing to watch. We started off with 30 cards in the location deck, so on average we need to eliminate one card from the location deck every turn. In our first ten turns we were well ahead of that pace, and reduced the location deck size by half to 15 cards. Most of that gain, though, came from Zarlova's first turn, which reduced the size of the deck by an amazing 5 cards!

But we shouldn't get complacent. Ranzak has burned quite a few resources so far, and hasn't encountered any boons (which he's quite likely to acquire, both increasing his total deck size and giving him a 50% chance of a free explore). As such, with only four cards remaining in his deck, a hand size of 7, and two cards either banished or buried he's likely to slow down considerably after his next turn. Tup, too, will probably have to be slightly more cautious from now on.

I have a couple of suggestions for things we could do to make the most of our good start and try to convert it to a scenario win. The most obvious is to be aware of the time pressure, and make the most of our opportunities. Mogmurch, for example, has had several cards in his hand since the game started that bear the magic phrase "Discard this card to explore your location". That's like getting an extra turn (and also lets you get some new cards from your deck into your hand). Just leaving those cards in your hand doesn't do you any good; saving them for later "just in case" is a risky strategy in a game where you're going to get at most five turns.

Sometimes, of course, an extra exploration can get you into a sticky situation - you should always consider the risk vs. reward before exploring. You never want to put yourself in a position where you're likely to end up dying (not being able to reset your hand at the end of your turn) - that's why Ranzak will be taking things a bit slower. Equally, though, you should remember that you're not alone - you're just one of a team playing what is supposed to be a cooperative game. Harsk, for example, when faced with a barrier on his first turn, elected to attempt a check that had an 80% chance of failure. (He also failed to roll the d6 beforehand to see which barrier he was going to face, but he's not the only person to have done that). Asking the rest of the table if anybody felt like contributing a blessing to help with the check would mean that he could instead have had a better than 70% chance of succeeding at the check, defeating the barrier and earning an extra explore into the bargain.

If you're unsure what you should do, asking the rest of the table is always an option.

I'll stop here - this post is already quite long enough.

Let's beat this scenario!

Sovereign Court

You're right! I should play less conservatively.

JohnF wrote:


While I'd love to see the amount of detail Urgraz suggests above, that would entail quite a bit of extra work to include all the spoiler sections. Just narrative text (e.g. in this case naming the items you discovered, and how you are disposing of them) would be a good baseline to aim for. If you want to go the extra mile, though, I certainly wouldn't complain!

I've also got a few observations about how we're doing in our current game.
Overall we're making pretty good progress. In a six-handed game the clock is probably the most important thing to watch. We started off with 30 cards in the location deck, so on average we need to eliminate one card from the location deck every turn. In our first ten turns we were well ahead of that pace, and reduced the location deck size by half to 15 cards. Most of that gain, though, came from Zarlova's first turn, which reduced the size of the deck by an amazing 5 cards!

But we shouldn't get complacent. Ranzak has burned quite a few resources so far, and hasn't encountered any boons (which he's quite likely to acquire, both increasing his total deck size and giving him a 50% chance of a free explore). As such, with only four cards remaining in his deck, a hand size of 7, and two cards either banished or buried he's likely to slow down considerably after his next turn. Tup, too, will probably have to be slightly more cautious from now on.

I have a couple of suggestions for things we could do to make the most of our good start and try to convert it to a scenario win. The most obvious is to be aware of the time pressure, and make the most of our opportunities. Mogmurch, for example, has had several cards in his hand since the game started that bear the magic phrase "Discard this card to explore your location". That's like getting an extra turn (and also lets you get some new cards from your deck into your hand). Just leaving those cards in your hand doesn't do you any good; saving them for later "just in case" is a risky strategy in a game where you're...


My Deck Handler | My deck

I agree John! We should look more at each other's hands and ask for help.


Banished Magnifying glass Acquired Armor B, Item B, Ally B

Yes we do need to look for help a bit more. pbp does seem to encourage focusing on what the current player can do. Not so sure we need to keep exploring. To win from here we need to defeat 8 barriers 1 monster (a shadow that requires magic to be defeated) and make a charisma 4 check to close the location. I'd rather keep the resource we can throw at defeating the barriers and monster in hand rather than rush to the end. (of course this is not a luxury we will have in most 6 player games where 30 turns to explore up to 80 locations is the norm)

The 2 most common type of cards that have discard to explore are blessings which are also discard to add a a die to any check and allies which at our current location also have bury me to add 1d6 to MY check to defeat a bane (that is a barrier or monster). If you do have two or more allies in hand at the start of your turn consider passing one to a player who is either short of allies or just plain short of cards (or even both)

With 12 cards in my deck I am happy to discard blessings to defeat banes before my turn. I will discard burning snot if the shadow is encountered.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I'm not suggesting going flat-out to try and do as much as possible every turn - in particular, I'd definitely suggest keeping blessings to help out with tricky encounters.

When it comes to allies, though, it's a bit less clear. There's a good case to be made for keeping each of the three allies that Mogmurch has in his hand. But keeping all three in the hand also has a downside - you lose (or, at least, reduce) the opportunity to get at the other cards in the deck (which often includes blessings). Urgraz's suggestion of passing one to another player is a great idea - that means the card still stays in play, but you free up a slot to get at other cards.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I had noticed that our GM had obviously shuffled some Goblin Deck cards into the game box - we've been encountering things that I never saw when playing Runelords :-)

This produced an interesting side effect on Tup's last turn. Because he's a Goblin character the only blessings Tup would have are "Blessings of the Gobs". As the top of the blessing discard pile was also a Blessing of the Gobs there would be no way for Tup (or any other Goblin character) to have played a Blessing of the Gobs, if he had one in his hand. That was why Tup had to ask Urgraz for his blessing, rather than asking Ranzak.

Silver Crusade RPG Superstar 2014 Top 16

Yep, the Blessing of the Gobs makes things a little weird, which makes things even more fun! :-D


Banished Magnifying glass Acquired Armor B, Item B, Ally B

My apologies. There is a good argument for resetting before Zarlova’s turn. There is an even better argument for waiting for your gm coordinator to weigh in before continuing.

I do stand by my comment that things take long enough in pbp

I also stand ready to continue as instructed.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
cartmanbeck wrote:
Yep, the Blessing of the Gobs makes things a little weird, which makes things even more fun! :-D

For certain values of fun ...

Personally I think that with half of the party being goblin characters, a card that prevents any of them playing the only blessings they are likely to have in their hands isn't really a good thing to allow into the blessings deck (especially so for a party of newly-created characters).

Silver Crusade RPG Superstar 2014 Top 16

Okay, so we've got a few things here.

First, I don't think there's any reason to reset anything, as even with one fewer die, Zar-gob-la would have succeeded at her check, so no issues there.

Now, on using cards from each others' hands... in play-by-post, we've got to be a little more lenient, since waiting for someone's consent could theoretically take hours to a full day. I would recommend that when you draw blessings into your hand at the end of your turn, you put in the "notes" section "I have two blessings, feel free to use them".

Finally, as far as the Blessing of the Gobs go, shuffling in the goblins boons is an all-or-nothing thing, and I personally would never want to run Season of the Goblins with just the Rise of the Runelords cards in the box... having the goblins boons in there really makes for a better set of scenarios. So, if I shuffle in the boons, that means the blessings of the gobs might go into the blessings deck as well.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
cartmanbeck wrote:
I would recommend that when you draw blessings into your hand at the end of your turn, you put in the "notes" section "I have two blessings, feel free to use them".

We've already been doing that to some extent. (See, for example, Ranzak's post after drawing his starting hand, and many of Urgraz's posts).


My Deck Handler | My deck

My apologies JohnF. I wanted to keep the game moving.

It might be a good idea that we also put in the notes if others can not use a blessing from our hand. Now not having a note can mean two things:
1) The player forgot to enter a note and is fine having others use his blessings
2) The player does not want others to use his blessings.


My Deck Handler | My deck

I gave my holy water to Harsk, what happens now with it? It is part of the cleric class deck, so I assume I get it back.

Do I put it Zarlova's deck or do I put it back in the box?


@Magabeus No big deal - I wouldn't have bothered to post just for that.
But as I was pointing out the complications of "Blessings of the Gobs" I also mentioned the permission issue. Ranzak's deck was down to three cards, so he didn't really want to expend resources without weighing the risk/reward factor. But I understand the desire to keep things moving along. You'd have had to wait another hour or two for Ranzak to give you a reply - at the time you posted your request it was very early morning here (I'm in California), and I was still asleep when you posted your move.

I believe Harsk returns the Holy Water to you at the end of the scenario.
If I'm wrong I'm sure Tyler will correct me.

BTW - Wendy-Ann and I won't be able to spend too much time on the forums for the next few days - we're the lead organizers for PFS/SFS/PACG at a local convention. We'll try and grab a few minutes when possible, but we'll have other demands on our time.

Silver Crusade RPG Superstar 2014 Top 16

Yep, the holy water gets returned.

Let's take a break over the Thanksgiving weekend and plan to start the next scenario on Sunday night/Monday. I'll jump over to the other thread and post all the upgrade options now. :)


Banished Magnifying glass Acquired Armor B, Item B, Ally B

pfs # for Urgraz is 9251-1007

Sovereign Court

Mine is 225148-1004


My Deck Handler | My deck

Question about Fire Sneeze:

My copy wrote:
For your combat check, discard this card to roll your Arcane or Divine die +1d12 with the Fire trait.

Do I roll 1d10+1d12 for my combat check or 1d10+3+1d12? I have always played it as the latter, but I am not so sure now.

FAQ wrote:
Add Only What You Are Told to Add. If a card adds another die, that’s all it gives you: a die. It doesn’t give you your bonuses again. It doesn’t give you the skill associated with that die. It doesn’t give you the ability to recharge an Arcane spell if you don’t have the Arcane skill. When you play a Longbow to add your Strength die to a Combat check, you don’t get to play a Blessing of Gorum to add 2 dice, because you’re not attempting a Strength check. You just get a die.

On the other hand, all my attack spells in Rise of the Runelords tell me to roll my Arcane die +2d4....

Silver Crusade RPG Superstar 2014 Top 16

It has been confirmed that Fire Sneeze (and all the attack spells in RotRL) should have said "Your Arcane or Divine skill", so you do get the +3 on that check. I think the updated versions of the RotRL cards all say skill instead of die.

Silver Crusade RPG Superstar 2014 Top 16

Still need PFS Numbers from:
Harsk
Zarlova

Then I can get this first scenario reported.


My Deck Handler | My deck

24861-1001


Goblin Harsk deck

Whoops, sorry!
I'm easy anyway (and so is my number): 3601-1001

Silver Crusade RPG Superstar 2014 Top 16

First scenario has been reported!


Goblin Harsk deck

AFK most of today (Saturday, December 2), but Goblin Harsk will make his way to the Treacherous Cave when I get back online tomorrow.


Banished Magnifying glass Acquired Armor B, Item B, Ally B

Ok something for the discussion thread

I don't believe there is a requirement for an initiative for our turn order. In which case may I suggest Harsk is first for his look whats coming power followed by Zargobla (love the corruption of Zarlova by the way) who will use her augury spell when she can.

Then I would put Ranzak Tup Urgraz and Mogmurch. Ranzak because he likes ferreting ahead and Tup and Urgraz are in the same timezone so makes sense gamewise to keep them together.

Thoughts and counterproposals?

Silver Crusade RPG Superstar 2014 Top 16

Yep, if you guys want to specify your turn order, that's fine with me.


My Deck Handler | My deck

Seems like a plan Merisiel.

I have to credit our leader cartmanbeck with coming up with Zargobla. I also like it!


Tup's actually in the same timezone as Ranzak - eight hours away from Urgraz!
(but the proposed turn order still works ...)


Goblin Harsk deck

I agree, the turn order works for me.

Silver Crusade

Female Accountant 10/Roleplayer 5/Girl Guide 5

Yeah, I might have started out English but I'm a Californian now (just try and get me away from the weather here). Having Tup and Ranzak together makes sense though because he can give me a heads up it's my turn easily once he's made his move.


My Deck Handler | My deck
JohnF-1011 Ranzak wrote:

Ranzak has an offer for Divine Spellcasters!

As you may have noticed, Ranzak is pretty good at picking up boons (and should be even better now). But he also has a large hand size, and tends to burn through his deck pretty fast. This means that he'd really like somebody to have a Cure spell available towards the end of the scenario. Ranzak doesn't have a Cure spell in his deck, otherwise he'd take care of that himself. But he noticed that at least one of the Cures we had in the first scenario got swapped out for a Fire Sneeze. Ranzak will offer to Swap a Fire Sneeze spell into his own deck, and if some other divine caster will keep a Cure spell around to help Ranzak out then Ranzak will loan the Fire Sneeze to that caster.

Is anyone interested?

One of the things I don't like about Organized Play is how difficult it is to get deck upgrades. In regular (disorganized?) play you can upgrade as many cards in your deck as you like, subject to what was acquired during the scenario. But in Organized Play you are limited to upgrading at most one card per scenario (unless you get bonus upgrades, which aren't as common in most Organized Play scenarios as they have been in this adventure :-)
That's why you want Ranzak picking up as many boons as possible - with limited upgrade options available, we really want the chance to make every one count, and to have as wide a selection as we can get to choose from at the end of each scenario.

My spell list before upgrades and swaps for promo cards:

Augury
Cure
Cure
Inflict
Fireblade

With the spell B I picked up I want to get a Find Traps for the Inflict (I can pick up the inflict again after game 4, when I get a deck upgrade). I do want at least two offensive spells, so I will then swap the Find Traps for Fire Sneeze. That gives us the two cures we want. An alternative is to keep the Find Traps and swap the Augury for Fire Sneeze. Thoughts?

Silver Crusade RPG Superstar 2014 Top 16

In my humble opinion, Find Traps is the best spell in the game, and you should keep it in your deck now that you can get it. I would trade Augury out for Fire Sneeze instead, if I were you.


Banished Magnifying glass Acquired Armor B, Item B, Ally B

I do like find traps. It has that potential to at least give you a fighting chance to defeat a barrier lined up against your d4 stat and usually gets close to auto win for more favourable matchups

As for Urgraz he only has two spells and cure is by far the best option for his deck. His other spell has boiled down to Dread bolt (his divine skill plus 2d4) or channel corruption (add or remove the corrupted trait -usually make top of blessings deck corrupted so his blessings work better)

Not much in offensive spells in the deck to make things better will probably take detect good (if next card a blessing or ally you may encounter it) Not going to get many allies with his d4 charisma but it is an extra explore in a deck short on allies


Goblin Harsk deck

Heads up, all: my mother passed away this morning, so I'll (understandably) be AFK this weekend going into next week.

If y'all need to move on without me, I understand.


@Thunderspirit: Family, of course, comes first. Don't even think about the game this weekend! Check back in and update us once your schedule gets a little more defined.

@Zarlova: Don't swap any of your spells out for Fire Sneeze - let Ranzak swap out his (mostly useless to him) Confusion spell for Fire Sneeze, and give the card to Zarlova at the first opportunity. I can even guarantee to have it in my starting hand (Ranzak gets to choose his Favored Card type)

Silver Crusade RPG Superstar 2014 Top 16

@Thunderspirit: So sorry to hear, and take all the time you need.

1 to 50 of 62 << first < prev | 1 | 2 | next > last >>
Paizo / Messageboards / Community / Online Campaigns / Play-by-Post Discussion / [ADVENTURE CARD GUILD] Season 2-B1: We Be Goblins! Discussion All Messageboards

Want to post a reply? Sign in.

©2002-2017 Paizo Inc.® | Privacy Policy | Contact Us
Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours, Monday through Friday, 10:00 AM to 5:00 PM Pacific time.

Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, the Starfinder logo, GameMastery, and Planet Stories are registered trademarks of Paizo Inc. The Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Legends, Pathfinder Online, Starfinder Adventure Path, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.