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

Game Master cartmanbeck

2B-2D: Pa's Reckoning

Pa Munchmeat:
Pa Munchmeat
Villain Monster 2

Traits
Giant
Ogre
Druid

Check
Combat
18

Powers
Characters may not play cards that have the Animal trait.

Before you act, return the cohort Squealy Nord to the box and summon and encounter the henchman Charmed Squealy Nord.

If undefeated, each character at your location is dealt 1d4 fire damage.

Spike and Guffy:
Spike and Guffy
Henchman Monster 2

Traits
Animal
and
Giant
Ogre
Fighter

Check
Combat
14
THEN
Combat
16

Powers
If undefeated, bury 2 cards from your discard pile.


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Here's how I'd suggest we play this out.

Harsk does absolutely nothing this round.

Tup moves to the Shrine and prepares to close it when asked
I don't believe he has any blessings left in his deck, so there's nothing else for him to do.

Ranzak will explore, encountering a weapon. He may or may not acquire it, but in any case the location deck will be empty, so he will get a chance to close the location. That's a Dex 6 check for Ranzak. He's got a d10+1, which is a better than 50% chance. But I'd like to throw a blessing at it to improve the odds - my blessing if possible, but failing that by my count we've still got five or six blessings out and not spoken for. That leaves open the option of delaying the final encounter until turn 29 if the dice don't go our way.

Mogmurch attempts to leave the cave and head for the woods. If he succeeds he encounters the monster he finds there. He can almost certainly dispose of it at the cost of one card - burying the Leather Armor he has in his hand will reduce all damage to zero, and the monster will still go away.
He should then discard three more cards and draw up to his hand size; I believe all three of his blessings are among the seven cards in his deck; leaving three cards in his deck lets him contribute all the blessings he draws without risking death.
If he doesn't manage to move away he does much the same thing; no exploration, just discard four cards and hope for blessings to contribute to other's checks

Urgraz then moves in for the kill. He first deals with the remaining monster, if Mogmurch was unable to help. Then, assuming he still has sufficient resources, he fights Lotslegs. We use blessings to help with the combat or closing checks (we won't know how many we have available until we see what the top card of the blessings discard pile is). If Urgraz isn't confident (and if Ranzak managed to close the warrens) we can delay the final encounter until turn 29, when Ranzak would be able to give Urgraz another chance to slay the vile Goblin-eater!

Edit: If Mogmurch does manage to move to the woods we don't want to delay the final fight; Ranzak can't guarantee which of Urgraz or Mogmurch would then end up fighting Lotslegs!


Goblin Harsk deck

I presume Harsk is needed at the Treacherous Cave to attempt to close if needed. Otherwise he could move to the Garrison without risk.

If that's indeed the plan, Harsk will stay put, look at the top card of the Treacherous Cave (it's a Shadow! Goblin Harsk is not exploring there ever again! LOL), and pass the virtual dice. :-)


Harsk is absolutely needed to close the cave!


Tup leaves the woods and hopes that Urgraz deals with the next monster and that nasty Lotslegs so that we can get on and find those fireworks for the Chief. He heads for the Shrine of Lamashtu in hopes of placating the gods and preventing LotsLegs excaping Urgraz's clutches.

Tup has no more blessings in his deck so he will leave his hand as is.

Tup wrote:

Hand: Fireblade, Potion of Vision, Blessing of the Gobs 1, Burning Snot, Potion of Fortitude, Reformarium Servant,

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: The blessing is reserved for closing the Shrine!

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2

Hand Size 6 [ ]7

Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage


It's getting pretty quiet in the woods! Ranzak takes a last look around, and finds a dart left sticking in the bole of a tree. He pulls it out Dexterity 4: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (2) = 11 and gives it to the parrot to hold.

Closing check for the warrens, using a blessing
Survival 7: 2d4 + 3 ⇒ (4, 4) + 3 = 11 The warrens are closed.

Ranzak wrote:

Hand: Hand Crossbow, Spyglass (found), Immolate (found), Force Shortbow +1, Stalking Armor, Blowgun, Dart (found),

Displayed:
Deck: 3 Discard: 7 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2 [ ]+3
Dexterity d10 [X]+1 [ ]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon
When you acquire a boon on your turn, roll 1d6; on a ([ ]3,) 4, 5, or 6, explore your location

Over to you, Mogmurch!


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

GM what ally has Urgraz drawn

Raznak its actually a dexterity check dc6 to close the warrens do you want to try the free hit and try and save the blessing (ie if you fail you get a second attempt on Urgraz's turn)

Urgraz wrote:

Hand: Warhammer +1, Scale mail, Blood Periapt, Blessing of the gods, Unknown Ally,

Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes:

Skills and Powers:
SKILLS

Strength d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1

Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [ ] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn


My Deck Handler | My deck

GM, Zargobla is at the Mountain Peak

Silver Crusade RPG Superstar 2014 Top 16

Summoned Ally for Urgraz:
Night Watch
Ally B

Traits
Human
Basic

Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 24 Mogmurch/khazkhaz

Top of Blessing Discard Pile: Blessing of the Gobs

Top Blessing:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.


Blessings Remaining: 6
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 241 Urgraz)
Spoiler:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

Blessings Deck Card 2 (Turn 242 Zarlova)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 3 (Turn 243 Harsk)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 244 Tup)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 245 Ranzak)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 6 (Turn 246 Mogmurch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1

Woods Card 1:
Scout
Monster B

Traits
Human
Ranger
Veteran

Check
Combat
8

Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.

Woods Card 2 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 3:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Woods Card 4:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 5:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 6:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Woods Card 7:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Woods Card 8:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

The Old Light
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ranzak/JohnF,

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Mogmurch/khazkhaz,Harsk/thunderspirit

Treacherous Cave Card 1:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Treacherous Cave Card 2:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 3:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Urzraz/Merisiel,

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Zarlova/Magabeus, [/ b]

Mountain Peak Card 1:
[b]Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Mountain Peak Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Mountain Peak Card 3:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 4:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 5:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 6:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Mountain Peak Card 7:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.

Mountain Peak Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 9:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 10:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Tup/Wendy-Ann

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Sovereign Court

Mogmurch attempts to move out of the cave..
Constituion 6: 1d8 ⇒ 8
Mogmurch is so excited to see the sun again!

Mogmurch then heads to the woods.
He runs into a Scout in the woods.
The Scout shoots a volley of arrows at Mogmurch.
Ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Mogmurch buries his tattered Leather Armour after the Scout's volley of arrows. He comes away unscathed.

Mogmurch casts a Rain of Frogs and uses his Dogslicer dousing it in a Potion of Gracefulness.
Combat 10: 1d4 + 3d6 ⇒ (2) + (3, 1, 4) = 10
Mogmurch triumphantly shouts at the Scout, who got squished in a deluge of frogs.

Mogmurch wrote:

Hand: Potion of Fortitude, blessing of the gobs 1, blessing of the gobs 2, torch, blessing of the gobs 3, dogslicer,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:

Wait, I’m Not a Goblin!:

Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.

You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.

During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.

Turn: 25 Urgraz/Merisal the Risen

Top of Blessing Discard Pile: Blessing of the Gobs

Top Blessing:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.


Blessings Remaining: 5
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 251 Zarlova)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 2 (Turn 252 Harsk)
Spoiler:
Blessing of Pharasma
Blessing C

Traits
Divine
Pharasma

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 3 (Turn 253 Tup)
Spoiler:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.

Blessings Deck Card 4 (Turn 254 Ranzak)
Spoiler:
Blessing of Erastil
Blessing B

Traits
Divine
Erastil

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.

Blessings Deck Card 5 (Turn 255 Mogmurch)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz,

Woods Card 1 - Lotslegs:
Lotslegs
Villain Monster 1

Traits
Vermin

Check
Combat
14
OR
Stealth
11

Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.

After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Woods Card 2:
Tickwood Boar
Monster 1

Traits
Animal

Check
Combat
8

Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.

Woods Card 3:
Siren
Monster B

Traits
Siren
Elite

Check
Wisdom
8

Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.

Woods Card 4:
Treasure Map
Barrier B

Traits
Cache
Basic

Check
Intelligence
Knowledge
Wisdom
Survival
6

Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.

Woods Card 5:
Longsword +1
Weapon B

Traits
Sword
Melee
Slashing
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.

Woods Card 6:
Caltrops
Item B

Traits
Object
Basic

Check
Dexterity
4

Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.

Woods Card 7:
Zombie Giant
Monster B

Traits
Undead
Zombie

Check
Combat
13

Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.

The Old Light
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Warrens
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ranzak/JohnF,

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Harsk/thunderspirit

Treacherous Cave Card 1:
Shadow
Monster C

Traits
Undead
Incorporeal

Check
Combat
13

Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.

Treacherous Cave Card 2:
Dagger +1
Weapon 1

Traits
Knife
Ranged
Piercing
Finesse
Magic

Check
Dexterity
Ranged
6

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.

Treacherous Cave Card 3:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed

Garrison Card 1 - Mace:
Mace
Weapon B

Traits
Mace
Melee
Bludgeoning
Basic

Check
Strength
Melee
4

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.

Garrison Card 2:
Elven Chain Shirt
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Garrison Card 3:
Light Crossbow
Weapon B

Traits
Bow
Ranged
Piercing
Basic

Check
Dexterity
Ranged
4

Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.

Garrison Card 4:
Shortbow
Weapon C

Traits
Bow
Ranged
Piercing
2-Handed
Basic

Check
Dexterity
Ranged
3

Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.

Guard Tower
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Urzraz/Merisiel,

Mountain Peak
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Zarlova/Magabeus, [/ b]

Mountain Peak Card 1:
[b]Hill Giant
Monster B

Traits
Giant

Check
Combat
15

Powers
Damage dealt by the Hill Giant is dealt to each character at this location.

Mountain Peak Card 2:
Goblin Commando
Monster B

Traits
Goblin
Ranger
Elite

Check
Combat
9

Powers
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.

Mountain Peak Card 3:
Goblin Raid
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
None

Powers
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.

Mountain Peak Card 4:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.

Mountain Peak Card 5:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Mountain Peak Card 6:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.

Mountain Peak Card 7:
Battered Chest
Barrier B

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.

Mountain Peak Card 8:
Luckstone
Item B

Traits
Object
Magic

Check
Wisdom
Survival
5

Powers
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.

Mountain Peak Card 9:
Elven Chain Shirt
Armor 1

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
6

Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Mountain Peak Card 10:
Garrote
Weapon B

Traits
Chain
Melee
Slashing
Gambling
Veteran

Check
Strength
Melee
7

Powers
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.

Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Tup/Wendy-Ann

Shrine to Lamashtu Card 1:
Skeleton Horde
Barrier B

Traits
Skirmish
Undead
Elite

Check
None

Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.

Shrine to Lamashtu Card 2:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 3:
Slashing Blade
Barrier 1

Traits
Trap
Elite

Check
Dexterity
Disable
9

Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.

Shrine to Lamashtu Card 4:
Blessing of Venkelvore
Blessing 1

Traits
Divine
Venkelvore

Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6

Powers
Discard this card to add 1 die to any check.

Discard this card to add 2 dice to any check that invokes the Undead trait.

Discard this card and recharge the top card of your deck to explore your location.

After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, recharge this card instead of discarding it.

Shrine to Lamashtu Card 5:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

Shrine to Lamashtu Card 6:
Ogre
Monster B

Traits
Giant
Ogre

Check
Combat
14

Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.

Shrine to Lamashtu Card 7:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Shrine to Lamashtu Card 8:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz travels to join Mogmurch in the woods and finds LOTSOLEGS

Urgraz discards his Blessing of the gods to help Harsk with his survival check

So we have 3 other locations to close

Mountain Peak Zargobla needs wisdom dc6 base roll 1d10+1
Shrine to Lamashtu Tup needs to banish blessing
Treacherous cave Harsk needs Survival dc7 base roll 1d6+1, 2d6+1 with my blessing

After that Urgraz discards +1 warhammer and discards a card form his deck (2d8+4+2d6)

Mogmurch can add (2d6) by discarding his alchemical potion of fortitude?

Harsk can add 1d4 by recharging a card

And that's not counting the fire sneezes

I believe Zargobla and Harsk have at least two blessings each if they play one each on the closing checks I think every location has a very strong chance of closing

Sovereign Court

Merisiel's 1007 Urgraz wrote:

Urgraz travels to join Mogmurch in the woods and finds LOTSOLEGS

Urgraz discards his Blessing of the gods to help Harsk with his survival check

So we have 3 other locations to close

Mountain Peak Zargobla needs wisdom dc6 base roll 1d10+1
Shrine to Lamashtu Tup needs to banish blessing
Treacherous cave Harsk needs Survival dc7 base roll 1d6+1, 2d6+1 with my blessing

After that Urgraz discards +1 warhammer and discards a card form his deck (2d8+4+2d6)

Mogmurch can add (2d6) by discarding his alchemical potion of fortitude?

Harsk can add 1d4 by recharging a card

And that's not counting the fire sneezes

I believe Zargobla and Harsk have at least two blessings each if they play one each on the closing checks I think every location has a very strong chance of closing

2D6 yes. Go ahead!


My Deck Handler | My deck

Zargobla discards her blessing of the gods

Temporary close Wisdom 6: 2d10 + 1 ⇒ (5, 1) + 1 = 7

I willl add my fire sneeze plus blessing of Pharasma to the combat check. The blessing adds 2 dice because a spell is played on the check.

Silver Crusade RPG Superstar 2014 Top 16

Just wanted to point out that our playtest groups have historically made use of the [spoiler=] tag for situations like this, so Urgraz could put his villain fight inside a spoiler tag with something like "Villain fight, don't read until all temp closes happen!"


Goblin Harsk deck

Goblin Harsk attempts to seal off the Treacherous Cave from spiders using Merisiel/Urgraz's blessing!
Temp close — DC 7 Survival: 2d6 + 1 ⇒ (5, 3) + 1 = 9 Success!

Goblin Harsk can offer a Blessing of the Gods for any other closing check, or on the combat check if needed. My deck can afford the discard for sure.

He will also recharge Dagger for the 1d4 on the combat check.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
Merisiel's 1007 Urgraz wrote:

GM what ally has Urgraz drawn

Raznak its actually a dexterity check dc6 to close the warrens do you want to try the free hit and try and save the blessing (ie if you fail you get a second attempt on Urgraz's turn)

Of course it is - what was I thinking? All that discussion of Wisdom/Survival checks got me confused ...

Dexterity 6: 2d10 + 1 ⇒ (8, 7) + 1 = 16 - the Warrens were definitely closed.

If I miss that check we don't have the failsafe option of letting Urgraz fight on turn 29. While we're unlikely to need it, I think we had more than enough blessings to add at least two dice to each of the two wisdom closing checks, and all sorts of adds to Urgraz's combat check(s), so I thought we were pretty safe. I also didn't know whether Urgraz was going to have to fight a monster first; if he had run into something that actually managed to do damage to him we might have wanted to delay until turn 29 to allow Urgraz to replenish his hand before starting the villain fight.

Ranzak can also add 1d4 (and the Force trait) to Urgraz's combat check

I think Zarlova and Harsk's blessings would have best been used to aid closing checks, as Urgraz suggested; there's no point in taking unnecessary risks on something as important as closing a location.

As it turns out we were lucky, but both Zarlova and Harsk should each have been rolling an extra die on their checks. We can still beat Lotslegs without those extra two blessings, but that wouldn't matter if either of them had failed to close their locations - we would still have lost the game.

Silver Crusade RPG Superstar 2014 Top 16

Looks like everything is temp-closed, so KILL IT URGRAZ!!


Note that the top card of the blessings discard pile is a "Blessing of the Gobs", so despite Mogmurch's valiant efforts to acquire blessings he won't actually be able to use them. That would have been true of Ranzak's blessing, too, which was another possibility I took into consideration when deciding to use a blessing to close the Warrens on my turn.

@GM: Urgraz still needs to know what ally he drew

Silver Crusade RPG Superstar 2014 Top 16

See above: Drawn ally post


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz cards only:
Warhammer discard &topcard dicard only: 2d8 + 2d6 + 4 ⇒ (3, 7) + (4, 6) + 4 = 24

Lotsolegs burns to a crisp


And what would we have done if Urgraz's cards alone had only rolled 15 or lower (rather unlikely, but by no means impossible)?

We don't get to add contributions after the roll, so we'd have lost the scenario.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

If the roll had been insufficient I would have posted

Thats what Urgraz rolls add what is everyone else adding

rather than

Lotsolegs burns to a crisp

If the locations had not all been closed I would have stuck to the top line

I kind of agree with you John in that i would prefer the roll to be done altogether rather than little bits but i was trying to take direction from the gm

Silver Crusade RPG Superstar 2014 Top 16

Sorry, I didn't mean to imply that you couldn't or shouldn't include others' bonuses. I just meant that you could have done something of this nature:

Urgraz fights the spider:

My dice: 2d8 + 2d6 + 4 ⇒ (4, 1) + (4, 5) + 4 = 18
blessings I've been offered: 3d8 ⇒ (2, 2, 3) = 7

Anyway, well done!

Type Card Adv_Deck_Num
Weapon Bastard Sword +1 1
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C
Item Potion of Gracefulness 1
Item Spyglass C
Ally Night Watch B

Please let me know if I missed any acquired cards.

Reward: Each character adds a blessing from the game box to the cards acquired during this scenario.
Adventure Card Guild characters may choose a bonus deck upgrade.
For the rest of Season of the Goblins, each character may temporarily replace 1 of her cards with a promo card
of the same type from the following list: the weapon Goblin Pegleg; the spell Vomit Twin; the blessings
Blessing of Zarongel or Blessing of Zogmugot. At the end of each scenario, return the promo card.

So, here are your extra blessings:

Summoned Blessing:
Blessing of Shelyn
Blessing B

Traits
Divine
Shelyn

Check
Wisdom
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Summoned Blessing:
Blessing of Gorum
Blessing B

Traits
Divine
Gorum

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Summoned Blessing:
Blessing of Torag
Blessing B

Traits
Divine
Torag

Check
Strength
4
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
Discard this card to explore your location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.


Summoned Blessing:
Blessing of the Gobs
Blessing B

Traits
Divine
Basic

Check
None

Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.


Summoned Blessing:
Blessing of the Gods
Blessing C

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


Summoned Blessing:
Blessing of Hadregash
Blessing 1

Traits
Divine
Hadregash

Check
Wisdom
Divine
5
OR
Bury an ally

Powers
Discard this card to add 1 die to any check by a character that has the Goblin trait.

Discard this card and an ally to add 2 dice to any check.

Discard this card to explore your location.

After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

So, add 5 blessing B's and a blessing 1 to your acquired cards.

You'll also each get a Power Feat.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

We need to come up with a better way of doing this.
At a physical table everything stops when you get to that all-important final turn, and everybody puts their heads together and plans what we're going to do. We look at our resources and decide where to spend them.

In this case I would expect that we would have allocated the five available blessings (from Urgraz, Zarlova and Harsk) mostly or entirely to closing checks. Mogmurch's blessings aren't usable because they are Blessings of the Gobs. So is Tup's, but fortunately that doesn't matter - it's still a blessing, so will satisfy the closing condition at the shrine.

Looking at Urgraz's combat options, we know he's got 2d8+2d6+4 from himself just to start with. Ranzak has 1d4 he can add; Mogmurch can add 2d6; and Harsk can add another 1d4. Then there's 1d4 each from any Fire Sneezes available, too. That's very close to certainty, so it's likely that the fifth blessing would go to whichever of the two closing checks needed it more.

But it's a lot of fun assembling all those dice for the final check (at least until you get to some of the enemies that turn up in later seasons, where beating them by too much can have consequences ...)

It's at this point, once plans have been made and agreed, that it may have been possible for the eventual combatants to post a spoilered version of the final roll(s). If doing that, though, the consequence of the roll also needs to be inside the spoiler. But, in any case, it needs to include all the dice that are going to be rolled - everybody needs their chance to contribute to the win.


Ranzak's power feat will be to his last power, increasing the probability he gets an additional exploration

While he could use the Weapon 1, he feels Mogmurch (with no dex-based weapon) needs it more - that would let him get the Animalbane Dagger +1

Ranzak will probably try for an Item and a Blessing as upgrades

Grand Lodge

My apologies if I denied people their opportunity to contribute to defeating lotsolegs. Also may I apologise if I am straying into playing other people’s hands. I will slow down and ask people’s ideas certainly before fighting a boss.

I am going to think some more over what else I can do as a player to help this game run smoother. I will say I am enjoying the game.

Sovereign Court

I would really appreciate that. Thank you.

JohnF-1011 Ranzak wrote:

Ranzak's power feat will be to his last power, increasing the probability he gets an additional exploration

While he could use the Weapon 1, he feels Mogmurch (with no dex-based weapon) needs it more - that would let him get the Animalbane Dagger +1

Ranzak will probably try for an Item and a Blessing as upgrades

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

I'm sure I'm far more likely to be accused of playing other people's hands than is Merisal/Urgraz. But that's not really what I'm trying to do - my goal is to get an open discussion going around the virtual table so we can all contribute suggestions. I know we've got significantly different levels of experience (three players with their very first Adventure Card Guild characters, I believe), but please don't let that prevent anybody from speaking up! It was hard enough for us to learn what we know now when we were playing at a table where feedback and suggestions could happen immediately - I can only imagine how hard it must be when you're also trying to get used to the very different feel of a play-by-post game.

Perhaps it would help everybody if we posted more information about what we are planning/hoping to do (both on our next turn and in the game as a whole), and to discuss goals in general. I'm not sure whether this would best be done in the discussion thread or in the gameplay thread - there are advantages and disadvantages to each approach. And, of course, I'm sure the players with more experience would be only too happy to answer any questions that were troubling the newer players, or to offer advice if somebody was wondering which of two choices would be better.


Goblin Harsk deck
JohnF wrote:
Perhaps it would help everybody if we posted more information about what we are planning/hoping to do (both on our next turn and in the game as a whole), and to discuss goals in general. I'm not sure whether this would best be done in the discussion thread or in the gameplay thread - there are advantages and disadvantages to each approach. And, of course, I'm sure the players with more experience would be only too happy to answer any questions that were troubling the newer players, or to offer advice if somebody was wondering which of two choices would be better.

I'm the first to admit that I'm still learning the meta-strategies of the game, so as long as they're suggestions (and explanations why) and not "here's how you should play", I'm always willing to listen to what more experienced players have to say. (Please note that I have not yet felt that way in these games.)

Regarding the use of other players' cards, I think what we've been doing works fairly well — at the end of the turn, before posting the hand reset: "I've got this blessing that I'll offer up for someone's check, and that special ability that will use the other card I'll use for another check," and so on.

For the henchman/villain combats, though, while we did okay with the closings it was less so with the aid during the combat. How much input we can realistically wait for before making that roll is perhaps problematic.

Sovereign Court

I'm just starting to get the hang of things. I appreciate the discussion. Helps me understand better how to play my hand.


cartmanbeck wrote:


Type Card Adv_Deck_Num
Weapon Bastard Sword +1 1
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C
Item Potion of Gracefulness 1
Item Spyglass C
Ally Night Watch B

Please let me know if I missed any acquired cards.

Ranzak picked up a Dart (Weapon B) on his last turn.


Goblin Harsk deck

What is an Item "C"? I don't see any of those in my class deck box.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

An "Item C" is an "Item B" that came from the Character Add-On deck.
It's treated as Adventure Deck number 0, just like a "B"
(and like a "P", which is what you find on promotional cards such as Fire Sneeze)


Goblin Harsk deck

Ah. Have not bought an add-on deck yet.

Goblin Harsk would be interested in the Item 1.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
Thunderspirit's 1001 - Harsk wrote:

Ah. Have not bought an add-on deck yet.

Despite the name, the Character Add-On deck has nothing to do with character decks - it's the six-player expansion deck for the base set.


My Deck Handler | My deck

I prefer to discuss strategy in the discussion thread. It is hard enough to keep track of the play without extra posts in between.

Zargobla would like an item B


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Urgraz will take a blessing either 1 or b

blessing 1:

Blessing of Belial

Discard this card to add 1 die to any check

Discard this card to add 2 dice to acquire a boon; if this trait has the corrupted trait and you acquire the boon, discard the boon

Discard this card to explore your location

After you play this card, if the top card of the blessings discard pile has the corrupted trait, recharge this card instead of discharging it

blessing b:

Blessing of shax

Discard this card to add 1 die to any check

Discard this card to add 2 dice to any strength or dexterity combat check

Discard this card to explore your location

After you play this card, if the top card of the blessings discard pile has the corrupted trait, recharge this card instead of discharging it

to be honest if I had read blessing of belial properly I would have taken that as blessing 1 last time

Silver Crusade RPG Superstar 2014 Top 16

Weapon Bastard Sword +1 1 (Suggested for Mogmurch)
Weapon Dart B
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C (Requested by Ranzak)
Item Potion of Gracefulness 1 (Requested by Harsk)
Item Spyglass C (Requested by Zarlova)
Ally Night Watch B
Blessing XXX B (Requested by Ranzak)
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX 1 (Requested by Urgraz)

Don't forget that, since part of the reward is a bonus deck upgrade, you'll each get TWO upgrades total.

So far, Tup has not listed any requests yet, and Ranzak is the only one that listed two requests so far. @Ranzak: did you want to roll off against Harsk for the Item 1?


My Deck Handler | My deck

I also would like a spell B in that case.

Zargobla gets a power feat: When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([X] or a blessing) , you may add it to your hand.


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

In that case I would like Armour B

and select

You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn

as my power feat

armour B:

Corroded Helm
Heavy Armour
Corrupted
Elite

If this card has the corrupted trait bury a random card from your discard pile or you may not play this card

Recharge this card to reduce Combat damage dealt to you by 2; you may play another armour on this check. If proficient with heavy armours, you may reveal this card instead of recharging it.


Goblin Harsk deck

Since we have two, Goblin Harsk will also ask for an Armor B.

Also will take "You may recharge card to add 1d4 ([x]+1) to a combat check by a character at another location."

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
cartmanbeck wrote:
@Ranzak: did you want to roll off against Harsk for the Item 1?

No - I'm not that interested in the only "Item 1" in the "Goblins Fight!" deck.

Sovereign Court

I'll take Weapon 1 if Ranzak is giving it away :D


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Khazkhaz mogmurch gets 2 picks if Weapon 1 is first what’s your second


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.

Sovereign Court

Merisiel's 1007 Urgraz wrote:
Khazkhaz mogmurch gets 2 picks if Weapon 1 is first what’s your second

Weapon 1 and Spell B

Silver Crusade RPG Superstar 2014 Top 16

Weapon Bastard Sword +1 1 (Mogmurch)
Weapon Dart B
Spell Detect Evil B (Zarlova)
Spell Immolate B (Mogmurch)
Armor Buckler Gun B (Urgraz)
Armor Half-Plate B (Harsk)
Item Amulet of Mighty Fists C (Ranzak)
Item Potion of Gracefulness 1 (Harsk)
Item Spyglass C (Zarlova)
Ally Night Watch B
Blessing XXX B (Ranzak)
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX 1 (Urgraz)

All the upgrades have been stolen except for Tup's two upgrades. I have a feeling Tup might want one of those two Spell B's though, so that might require a roll-off.

I'll wait until I return home to set up the next scenario, so it'll give you another day or so to figure these out.


Sorry for the delay, work is interupting real life this week.

Tup's choices are Blessing 1 and an Armor B

He will also swap in a blessing of Zarongel (promotional) for one of his BotGobs.

Power - [X] When you banish a spell not for its power, draw a spell from the box


Loot Urgraz likes Weapon 1, armour 1, blessing 1 item 1 Loot Urgraz has none

Okay I will take blessing B

Rolling off for the armour b choice (three of us want armour only two can get)

roll off: 1d1000 ⇒ 747

In the event that fails I will take another blessing b

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