[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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My Deck Handler | My deck

Dexterity 7: 3d10 ⇒ (1, 10, 4) = 15

Used my own plus Urgraz’ blessing

Zarlova wrote:

Hand: Fireblade, Fire Sneeze, Sage, Wooden Armor, Blessing of the Gods #1, Blessing of the Gods #2,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Blessings are available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
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.

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 9 Ranzak/JohnF

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing C

Traits
Divine
Iomedae

Check
Charisma
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 Charisma 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 Remaining: 20
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 91 Tup)
Spoiler:
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.

Blessings Deck Card 2 (Turn 92 Urgraz)
Spoiler:
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.

Blessings Deck Card 3 (Turn 93 Mogmurch)
Spoiler:
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.

Blessings Deck Card 4 (Turn 94 Harsk)
Spoiler:
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.

Blessings Deck Card 5 (Turn 95 Zarlova)
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 6 (Turn 96 Ranzak)
Spoiler:
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.

Blessings Deck Card 7 (Turn 97 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 8 (Turn 98 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 9 (Turn 99 Mogmurch)
Spoiler:
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.

Blessings Deck Card 10 (Turn 910 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 11 (Turn 911 Zarlova)
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 12 (Turn 912 Ranzak)
Spoiler:
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.

Blessings Deck Card 13 (Turn 913 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 14 (Turn 914 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 15 (Turn 915 Mogmurch)
Spoiler:
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.

Blessings Deck Card 16 (Turn 916 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 17 (Turn 917 Zarlova)
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 18 (Turn 918 Ranzak)
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.

Blessings Deck Card 19 (Turn 919 Tup)
Spoiler:
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.

Blessings Deck Card 20 (Turn 920 Urgraz)
Spoiler:
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.

Horse Pen
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/JonF, Tup/Wendy-Ann, Magabeus/Zarlova, Mogmurch/khaz

Ship's Deck
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: Urgraz/Merisiel, Harsk/Thunderspirit,

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:2 Ar:1 I:2 Al:0 Bl:1 ?:1

Ship's Cabin Card 1:
Plague Zombie
Monster C

Traits
Undead
Elite

Check
Combat
11

Powers
The Plague Zombie is immune to the Mental and Poison traits.
If undefeated, banish the Plague Zombie, and each character at this location must succeed at a Constitution or Fortitude 6 check or be dealt 1d4 Acid damage.

Ship's Cabin Card 2:
Potion of Vision
Item B

Traits
Basic

Check
Intelligence
Craft
4

Powers
Banish this card and chose a character at your location to succeed at a Perception check.

Ship's Cabin Card 3:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Ship's Cabin Card 4:
Potion of Striding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Ship's Cabin Card 5:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Ship's Cabin Card 6:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 7:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Ship's Cabin Card 8:
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.

Ship's Cabin Card 9:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Ship's Cabin Card 10:
Strength
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.


Tup atttempts to run from Stomp but gets hit by a flying hoof.

id4 damage from Stomp: 1d4 ⇒ 2

The blow makes Tup drop his potion bottle and startles him so much he forgets one of his spells Discards Potion of Fortitude and Fireblade

Tup wrote:

Hand: Blast Stone (found), Fiery Glare, Fire sneeze, Blessing of Lamashtu,

Displayed:
Deck: 10 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessing available for others but please consult before burying the Lamashtu blesssing

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.
[X] 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


Damage from Stomp: 1d4 ⇒ 4 Ouch!

Ranzak is on the receiving end of a nasty kick. Fortunately his armor protects him from the damage, but it will need to be repaired before he can use it again

Buries Stalking Armor to reduce damage to 0

Ranzak heads off to explore the Ship's Cabin. As he steps inside the door he is met by a Plague Zombie
Ranzak can't risk using his Alchemist's fire - the 1d4 damage could kill him. But just using his Hand Crossbow (and a blessing) gives him a fair chance of success. Of course if he doesn't beat the zombie he could still die ...

Combat 11: 1d10 + 1 + 2d6 ⇒ (4) + 1 + (4, 4) = 13 Ranzak battles desperately, and succeeds in defeating the Zombie! Phew!

At this point Ranzak, with only three cards left in his deck, is going to have to be cautious. He'll hang on to his blessings for now (although if we run into the villain he'll probably reconsider)

Ranzak wrote:

Hand: Hand Crossbow, Emerald of Dexterity, Thieves' Tools, Alchemist's Fire, Blessing of Zarongel, Dart, Blessing of Lamashtu,

Displayed:
Deck: 3 Discard: 3 Buried: 2
Notes: Blessings only available with explicit permission

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 ([X]3,) 4, 5, or 6, explore your location


Tup follows Ranzak into the Ship's Cabin, phew what did he just find? It smells bad in here. Tup stumbles on a potion and manages to pick it up.

int 4: 1d6 ⇒ 6 YES! It's a Potion of Vision.

Tup wrote:

Hand: Potion of Vision (found), Blast Stone (found), Blessing of Zarongel, Fiery Glare, Fire Sneeze, Blessing of Lamashtu,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Blast Stone (1d4 to a combat check by a character at my location) and Blessings available for others but please consult before burying the Lamashtu blesssing. Potion of Vision : Banish and choose a character at my location to auto succeed at a Perception Check.

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.
[X] 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

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 11 Urgraz/Merisal the Risen

Top of Blessing Discard Pile: Blessing of Shelyn

Top 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.


Blessings Remaining: 18
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 111 Mogmurch)
Spoiler:
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.

Blessings Deck Card 2 (Turn 112 Harsk)
Spoiler:
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.

Blessings Deck Card 3 (Turn 113 Zarlova)
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 4 (Turn 114 Ranzak)
Spoiler:
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.

Blessings Deck Card 5 (Turn 115 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 6 (Turn 116 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 7 (Turn 117 Mogmurch)
Spoiler:
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.

Blessings Deck Card 8 (Turn 118 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 9 (Turn 119 Zarlova)
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 10 (Turn 1110 Ranzak)
Spoiler:
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.

Blessings Deck Card 11 (Turn 1111 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 12 (Turn 1112 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 13 (Turn 1113 Mogmurch)
Spoiler:
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.

Blessings Deck Card 14 (Turn 1114 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 15 (Turn 1115 Zarlova)
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 16 (Turn 1116 Ranzak)
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.

Blessings Deck Card 17 (Turn 1117 Tup)
Spoiler:
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.

Blessings Deck Card 18 (Turn 1118 Urgraz)
Spoiler:
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.

Horse Pen
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: Magabeus/Zarlova, Mogmurch/khaz

Ship's Deck
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: Urgraz/Merisiel, Harsk/Thunderspirit,

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:1 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann,

Ship's Cabin Card 1:
Buckler Gun
Armor B

Traits
Shield
FIrearm
Basic

Check
Dexterity
Ranged
5
THEN
Constitution
Fortitude
5

Powers
For your combat check, bury this card to use your Dexterity or Ranged skill + 1d8 and add the Ranged trait; this counts as playing a weapon instead of an armor.
Recharge this card to reduce Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Ship's Cabin Card 2:
Potion of Striding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Ship's Cabin Card 3:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Ship's Cabin Card 4:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 5:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Ship's Cabin Card 6:
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.

Ship's Cabin Card 7:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Ship's Cabin Card 8:
Strength
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.


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

ok we are on track to finish the scenario in plenty of time but Mogmurch is in real danger of dying from another bad turn. If he has to discard 4 cards from Stomp damage he will die unless he gains a card on his turn. His potion of beast skin negates that scenario I think but I think sitting tight and letting the rest of us finish off this scenario is his best plan. At least until Zargobla has a heal available

Urgraz heads to the ships cabin and finds a buckler gun

He mutters a quick prayer to Lamashtu (discards a card from his deck)

Discards Warhammer +1

Dexterity dc5: 2d6 ⇒ (5, 1) = 6

fortitude dc 5: 1d10 + 2 ⇒ (7) + 2 = 9

Acquires buckler gun and end turn

Urgraz wrote:

Hand: Buckler gun, Hammer, Blood Periapt, Blessing of Shax, Scale Mail,

Displayed:
Deck: 8 Discard: 2 Buried: 1
Notes: Blessing of Shax Discard to add 2 dice to any strength or Dexterity Combat check. After you play this card if the top card of the blessings discard pile is corrupted discard a card.

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

Will probably give away the buckler gun next turn. Blessing of shax available should we encounter the villain

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 12 Mogmurch/khazkhaz

Top of Blessing Discard Pile: Blessing of the Gods

Top 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.


Blessings Remaining: 17
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 121 Harsk)
Spoiler:
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.

Blessings Deck Card 2 (Turn 122 Zarlova)
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 3 (Turn 123 Ranzak)
Spoiler:
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.

Blessings Deck Card 4 (Turn 124 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 125 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 6 (Turn 126 Mogmurch)
Spoiler:
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.

Blessings Deck Card 7 (Turn 127 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 8 (Turn 128 Zarlova)
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 9 (Turn 129 Ranzak)
Spoiler:
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.

Blessings Deck Card 10 (Turn 1210 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 11 (Turn 1211 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 12 (Turn 1212 Mogmurch)
Spoiler:
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.

Blessings Deck Card 13 (Turn 1213 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 14 (Turn 1214 Zarlova)
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 15 (Turn 1215 Ranzak)
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.

Blessings Deck Card 16 (Turn 1216 Tup)
Spoiler:
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.

Blessings Deck Card 17 (Turn 1217 Urgraz)
Spoiler:
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.

Horse Pen
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: Magabeus/Zarlova, Mogmurch/khaz

Ship's Deck
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: Harsk/Thunderspirit,

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,

Ship's Cabin Card 1:
Potion of Striding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Ship's Cabin Card 2:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Ship's Cabin Card 3:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 4:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Ship's Cabin 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.

Ship's Cabin Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Ship's Cabin Card 7:
Strength
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Sovereign Court

Mogmurch, still weak from his last exploration, takes a long nap.

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Potion of Beast Skin,

Displayed:
Deck: 3 Discard: 6 Buried: 0

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 ([X] 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


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

Mogmurch s nap is disturbed by a flying hoof from Stomp on Zargobls turn

still got that 1d4 damage to resolve :-(.

Sovereign Court

Mogmurch senses danger. Taking a Potion of Beast Skin, he turns around and gets stomped on!

Stomped on: 1d4 ⇒ 2

Mogmurch is able to withstand the assault! He huddles in a corner, away from danger.

Banished Potion of Beast Skin

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Alchemist's Fire

Displayed:
Deck: 3 Discard: 6 Buried: 0
Notes: I can't add to your combat checks at the moment.

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 ([X] 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

Thanks for reminding me!

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 13 Harsk/Thunderspirit

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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.


Blessings Remaining: 16
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 131 Zarlova)
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 132 Ranzak)
Spoiler:
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.

Blessings Deck Card 3 (Turn 133 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 134 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 5 (Turn 135 Mogmurch)
Spoiler:
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.

Blessings Deck Card 6 (Turn 136 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 7 (Turn 137 Zarlova)
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 8 (Turn 138 Ranzak)
Spoiler:
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.

Blessings Deck Card 9 (Turn 139 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 10 (Turn 1310 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 11 (Turn 1311 Mogmurch)
Spoiler:
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.

Blessings Deck Card 12 (Turn 1312 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 13 (Turn 1313 Zarlova)
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 14 (Turn 1314 Ranzak)
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.

Blessings Deck Card 15 (Turn 1315 Tup)
Spoiler:
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.

Blessings Deck Card 16 (Turn 1316 Urgraz)
Spoiler:
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.

Horse Pen
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: Magabeus/Zarlova, Mogmurch/khaz

Ship's Deck
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: Harsk/Thunderspirit,

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:1 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,

Ship's Cabin Card 1:
Potion of Striding
Item B

Traits
Liquid
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.

Ship's Cabin Card 2:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Ship's Cabin Card 3:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 4:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Ship's Cabin 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.

Ship's Cabin Card 6:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Ship's Cabin Card 7:
Strength
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.


Goblin Harsk deck

Goblin Harsk moves to the Ship's Cabin and pokes around a bit, uncovering a dusty bottle. He tries to pick it up...
DC 4 INT: 1d6 ⇒ 6
...and does! It looks shiny and tasty and also shiny!

Discard a Blessing of Erastil to explore again
Feeling bold, he digs in again...
Eek! another ghostly thing! ARRGH

If someone has a way to give this result the Magic trait, great; if not, the Spectre would be shuffled back in.

Goblin Harsk reveals his light crossbow. 81% chance of success

result from my dice, pending any other additions:
DC 11 Combat: 1d10 + 3 + 1 + 1d8 ⇒ (8) + 3 + 1 + (1) = 13 success, but currently non-magical

Goblin Harsk looks at the top card of the Ship's Cabin (what card it is will depend on the result of the Spectre combat check) and reset his hand.

Goblin Harsk wrote:

Hand: Blessing of Erastil 2, Warhammer, Light Crossbow, Blessing of the Gods 1, Potion of Striding (found),

Displayed:
Deck: 6 Discard: 3 Buried: 2
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


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

I have no magic

We now know the two of the six cards remaining are a villain and a monster that requires magic to defeat. My only magic weapon is in my discard pile. Mogmurch has a magic dagger in hand a heal for him or a swapping of cards may be in order

We do have plenty of time 16 turns to deal with 6 cards so should be no need for double explore turns Ranzak may disagree

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 14 Zarlova/Magabeus

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: 15
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 141 Ranzak)
Spoiler:
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.

Blessings Deck Card 2 (Turn 142 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 3 (Turn 143 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 4 (Turn 144 Mogmurch)
Spoiler:
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.

Blessings Deck Card 5 (Turn 145 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 6 (Turn 146 Zarlova)
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 7 (Turn 147 Ranzak)
Spoiler:
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.

Blessings Deck Card 8 (Turn 148 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 9 (Turn 149 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 10 (Turn 1410 Mogmurch)
Spoiler:
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.

Blessings Deck Card 11 (Turn 1411 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 12 (Turn 1412 Zarlova)
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 13 (Turn 1413 Ranzak)
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.

Blessings Deck Card 14 (Turn 1414 Tup)
Spoiler:
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.

Blessings Deck Card 15 (Turn 1415 Urgraz)
Spoiler:
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.

Horse Pen
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: Magabeus/Zarlova, Mogmurch/khaz

Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1
Located here: Harsk/Thunderspirit, Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel,

Ship's Cabin Card 1 - Acid Arrow:
Acid Arrow
Spell C

Traits
Magic
Arcane
Attack
Acid
Elite

Check
Intelligence
Arcane
4

Powers
For your combat check, discard this card to roll your Arcane die + 2d4 with the Acid trait.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 6 check to recharge this card instead of discarding it.

Ship's Cabin Card 2:
Dogslicer +1
Weapon 1

Traits
Sword
Melee
Piercing
Finesse
Magic

Check
Strength
Melee
9

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d6+1; you may additionally discard this card to add another 1d6.
If any d6 rolled for this weapon is a 1, count it as a 3, then discard this card.

Ship's Cabin Card 3:
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.

Ship's Cabin Card 4:
Strength
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
6

Powers
Discard this card and select a character. For the rest of the turn, add 3 to that character's checks that use their Strength die.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 8 check to recharge this card instead of discarding it.

Ship's Cabin Card 5:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 6:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

FYI Zarlova had said I could play his turn, but I don't have time to do that at the moment, so I'll do so in a few hours.


I have no way to add magic to another character's check (and I don't think anyone else does either)

I have two attack spells in hand with the magic trait but they both have the fire trait. Also one of my powers allows me to banish a card to use my arcane skill plus 1d8 and add the magic, fire & attack traits. This counts as using a spell. Taking a hit more than once would be tough without a cure (I don't have a way to cure myself).

Thinking it through it looks like we can let the next few turns happen, being careful with resources, and look at strategy after the next fight or before Mogmurch's next turn (whichever comes first)


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

Unfortunately the spectre if undefeated makes you move so harsk is at one of the other locations and we don’t know what the next card is. One way to prevent the damage is to bury or banish an armour although I think the wooden armour zargobla has does not work on fire damage. One of Tup or Zargobla will be getting my scale armour at the start of my turn

Grand Archive

Female Accountant 10/Roleplayer 5/Girl Guide 5

He could be at Ship's cabin as it is a random location, not a random other location. A 1 in 3 chance, roll it Harsk (or the GM if preferred)


Goblin Harsk deck

Silly me, I thought it just shuffled back in but was defeated. Nope.

1 pen, 2 deck, 3 cabin: 1d3 ⇒ 1
Goblin Harsk moves to the Horse Pen.

Silver Crusade RPG Superstar 2014 Top 16

Zargobla moves to the Cabin and explores to find that Acid Arrow that you guys weren't supposed to know is there.
Intelligence 4: 1d10 ⇒ 6 Acquired. That lets Zargobla look at the top card of her deck, to find A Blessing of Pharasma, which she adds to her hand.

Then she'll discard Sage to explore again. Dogslicer +1. Can't get it, unfortunately, as it would be a nice upgrade.

Discarding a BotG to explore once more. A BotG, auto-acquire.

Discarding that one for ANOTHER explore. Strength spell.
Divine 6: 1d10 + 4 ⇒ (8) + 4 = 12 Acquired. Look at the top card of her deck, which is a Find Traps. No barriers in this deck, so we'll leave that where it is.

I'll leave the killing of the villain for one of you guys, end turn, discard Acid Arrow since Zargobla can't cast it, and draw up.

Zarlova wrote:

Hand: Fireblade, Fire Sneeze, Strength, Wooden Armor, Blessing of the Gods #1, Blessing of Pharasma #2,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessings are available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
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.

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 15 Ranzak/JohnF

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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.


Blessings Remaining: 14
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 151 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 2 (Turn 152 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 3 (Turn 153 Mogmurch)
Spoiler:
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.

Blessings Deck Card 4 (Turn 154 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 5 (Turn 155 Zarlova)
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 6 (Turn 156 Ranzak)
Spoiler:
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.

Blessings Deck Card 7 (Turn 157 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 8 (Turn 158 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 9 (Turn 159 Mogmurch)
Spoiler:
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.

Blessings Deck Card 10 (Turn 1510 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 11 (Turn 1511 Zarlova)
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 12 (Turn 1512 Ranzak)
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.

Blessings Deck Card 13 (Turn 1513 Tup)
Spoiler:
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.

Blessings Deck Card 14 (Turn 1514 Urgraz)
Spoiler:
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.

Horse Pen
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: Harsk/Thunderspirit, Mogmurch/khaz

Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Urgraz/Merisiel, Magabeus/Zarlova,

Ship's Cabin Card 1:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Ship's Cabin Card 2:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.


We now know that the location deck consists of a Shadow (needs magic to defeat) and the villain.

Ranzak can't handle the Shadow, and if he uses his power to evade it there's a chance it would end up with Urgraz, who also can't defeat it.

Either of those situations potentially cost us resources, but don't get us anywhere closer to finishing the scenario.

It looks to me as though the best thing for Ranzak to do is to pass, and let Tup encounter the next card. If it's the shadow Tup can fight it, and can defeat it. If it's the villain then even with the "Before You Act" 1d4 damage Tup can comfortably handle one of the checks (though possibly not both of them), but either Urgraz or Zarlova should be able to handle the other check. Unfortunately that's not enough to win the scenario, but at that point we know what we're left with.

@GM: Does the BYA clause take effect before each check, or only before the first check? What happens when different people handle the checks?

After Tup's turn Vorka would be the bottom card in the location deck, and there may possibly be a shadow on top. If there's a shadow then Zargobla can handle it on her next turn, leaving Tup or Urgraz between them to finally dispatch the villain and win the scenario.

Ranzak will be able to contribute one or two blessings, while if Harsk stays where he is he will be able to recharge cards to add 1d4 to all of the combat checks.

Thoughts?


Goblin Harsk deck

Goblin Harsk also has a pair of blessings in hand as well.


As suggested above, Ranzak is doing nothing this turn.


JohnF-1011 Ranzak wrote:


@GM: Does the BYA clause take effect before each check, or only before the first check? What happens when different people handle the checks?

To answer my own question: Anyone who handles one or more checks has to deal with the "before-you-act" clause, but any given person only has to deal with it once in an encounter, no matter how many checks they handle.


Tup ventures further into the cabin, not sure which of the creaures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action

Having met Vorka I now have 3 checks to make. The first is an Acrobatics 7. I have 1d8+2, I would like to request a blessing for that as I don't want to lose cards (you'll see why later). The other 2 checks are combat 15 & 12 against Vorka.

I can attempt the two checks to defeat Vorka by banishing the two cards I acquired (Both Bs) and adding blessings that add 2 dice to each check. This would give me a good chance to succeed (3d12+1d8+2 for each check). This does not count as playing a card with the fire trait so I don't take damage from Vorka (if I succeed). If Goblin Harsk could recharge a card for each combat check that would be even better.

If this goes well and someone else can handle the Shadow then I can potentially do it again next round using 2 blessings from Ranzak to give me the same dice to roll (plus anything else others want to throw in that they have left in their hands).


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

As top blessing is blessing of Calistra makes more sense to use Harsk or Zargoblas blessing of the gods on the acrobatics check.

If neither available happy to use the blessing of shax for 1 dice and recharge blood periapt to ignore the corruption of Blessing of Shax (no actual benefit other than cycling the deck)

Urgraz's turn will be to give either buckler gun or scale mail to Tup/Ranzak and move to the Horse pen and assist Mogmurch in making horse meat of Stomp's carcass


Goblin Harsk deck

Goblin Harsk is perfectly willing to recharge his warhammer for Tup's Combat check. If Zargobla wants to hold on to their BotG this time, Goblin Harsk will discard his.


Thunderspirit's 1001 - Harsk wrote:
Goblin Harsk is perfectly willing to recharge his warhammer for Tup's Combat check. If Zargobla wants to hold on to their BotG this time, Goblin Harsk will discard his.

Thanks Harsk, can you help on BOTH of the combat checks please? It will take two combat checks this turn to defeat that evil Vorka.


Tup ventures further into the cabin, not sure which of the creatures he knows are in there he is more afraid of. He spots Vorka lurking in the corner and attempts to dodge her first action.

Acrobatics DC7: 3d8 + 2 ⇒ (4, 3, 4) + 2 = 13 using Zargobla's BotG as Blessing of Calistria

Tup elegantly dodges Vorka and uses his innate ability with magic to attack Vorka. He throws the blast stone into Vorka's cooking pot (Banishes Blast Stone), prays to Zarongel for assistance (discards blessing to add 2 dice)

My power allows me to banish a card and use my arcane skill plus 1d8, adding the attack, fire and magic traits. This does not count as playing a card with the fire trait (GM confirmed that) so I don't trigger the location's power.

Combat DC15: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (4, 10, 10) + (8) + (2) + 1 + 2 = 37

Pausing for Harsk's response on using a second recharge for 1d4+1; shouldn't need it, but can't see a downside from my angle.


Goblin Harsk deck

Sure, I'll recharge the Light Crossbow too. Do you need a blessing as well?


Encouraged by the success of his first attack Tup wades in to finish her off. With the help of Harsk from afar and a quick prayer to Lamashtu Tup throws a potion bottle in Vorka's face to distract her and attacks

Banishes the potion of vision, buries the blessing of lamashtu allowing Tup to use his arcane skill + 1d8

Combat DC12: 3d12 + 1d8 + 1d4 + 1 + 2 ⇒ (10, 3, 1) + (2) + (1) + 1 + 2 = 20

Vorka reels from this attack and dashes to hide behind a shadow in the corner of the room.

Vorka is now on the bottom of the location deck. She would have been defeated by Tup but her power allows her to evade (unless she is the only card in the location deck) and hide at the bottom of the location deck.

Tup wrote:

Hand: Doghide Armor, Frilled LIzard, Burning Snot, Fiery Glare, Fire Sneeze, Reformarium Servant,

Displayed:
Deck: 5 Discard: 4 Buried: 1
Notes:

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.
[X] 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


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

Flips over blessing of the gobs

Urgraz hands over the scale mail to Tup and decides he wants in on the horsemeat he heads to the horse pen. At the end of his turn he will discard the blood periapt and draw two cards into his hand

Urgraz wrote:

Hand: Chain mail, Hammer, Channel corruption, Blessing of Shax, Buckler gun

Displayed:
Deck: 6 Discard: 3 Buried: 1
Notes: Blessing of Shax Discard to add 2 dice to any strength or Dexterity Combat check. After you play this card if the top card of the blessings discard pile is corrupted discard a card.

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

Edit initially posted giving buckler gun to tup decided to switch back to the original plan of scale mail to tup

Happy to discard blessing of shax at any point for a die to any check
The top card is a spectre which I need magic to defeat moving happy to fight vorka should he get the chance but that spectre. No way hose


OK - time to plan Vorka's defeat

We need magic to defeat the Spectre; I'd hope that Zarlova can take care of that on her turn. Assuming that to be the case:

Tup has demonstrated that he can handle Vorka; the only risk comes if he doesn't have enough cards left in his hand because of the potential 1d4 damage from Vorka's "Before You Act" power. Urgraz has said he plans to give away his Scale Armor on his next turn. If he gives it to Tup then that will take care of 3 points of BYA combat damage, leaving Tup to take at most one point of damage before fighting Vorka.

Ranzak will be supplying the same two blessings that Tup contributed last time when fighting Vorka. He will also be handing Tup an extra card at the start of his (Ranzak's) turn just in case he (Tup) does end up taking BYA damage

Harsk can recharge a card to add 1d4+1 to each combat check, and also discard a blessing to add another d12 to each. That means we will be bringing even more firepower than we had last time Tup defeated Vorka; this time it will be permanent!

(of course, any other blessings contributed to the fight will be welcome!)

Edit: Corrected monster name - it's a Spectre, not a Shadow

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 18 Mogmurch/khazkhaz

Top of Blessing Discard Pile: Blessing of Shelyn

Top 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.


Blessings Remaining: 11
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 181 Harsk)
Spoiler:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.

Blessings Deck Card 2 (Turn 182 Zarlova)
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 3 (Turn 183 Ranzak)
Spoiler:
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.

Blessings Deck Card 4 (Turn 184 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 185 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 6 (Turn 186 Mogmurch)
Spoiler:
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.

Blessings Deck Card 7 (Turn 187 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 8 (Turn 188 Zarlova)
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 9 (Turn 189 Ranzak)
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.

Blessings Deck Card 10 (Turn 1810 Tup)
Spoiler:
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.

Blessings Deck Card 11 (Turn 1811 Urgraz)
Spoiler:
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.

Horse Pen
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: Harsk/Thunderspirit, Mogmurch/khaz, Urgraz/Merisiel,

Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,

Ship's Cabin Card 1:
Spectre
Monster B

Traits
Undead
Incorporeal
Elite

Check
Combat
11
OR
Wisdom
Divine
7

Powers
The Spectre is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Spectre is undefeated.
If undefeated, move to a random location.

Ship's Cabin Card 2 - Vorka:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.

Sovereign Court

Mogmurch moves to the Ship's Cabin

Mogmurch feels emboldened, sensing that victory is near. He moves into the cabin and encounters a Spectre! Mogmurch takes out his Animalbane Dagger +1. He decides that it may not be a good idea to light anything on fire so he relies solely on the dagger. Recharging the dagger.
Combat 11: 1d10 + 2 + 1d4 + 1 + 1d4 ⇒ (9) + 2 + (2) + 1 + (4) = 18
Mogmurch defeats the Spectre!

I'm gonna stop right here. I won't be able to take on Vorka. Since we're endgame already and I'm hoping that I won't have to draw anymore cards, I have a Blessing of the Gobs I can discard and I can add 2d6 and the Fire trait to one combat check in my location by discarding my Alchemist's Fire.

Mogmurch wrote:

Hand: Fiery Glare, Blessing of the Gobs 2, Potion of Vision, Torch, Amfibier, Alchemist's Fire,

Displayed:
Deck: 2 Discard: 6 Buried: 0
Notes:

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 ([X] 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


Goblin Harsk deck

Was Mogmurch needing a recharged card from Goblin Harsk for that check? I certainly don't mind, but if so, I need to recharge a card.

Sovereign Court

Thunderspirit's 1001 - Harsk wrote:
Was Mogmurch needing a recharged card from Goblin Harsk for that check? I certainly don't mind, but if so, I need to recharge a card.

Nope. Mogmurch held his own surprisingly! Thanks for offering!

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 19 Harsk/Thunderspirit

Top of Blessing Discard Pile: Blessing of Bark Breaker

Top Blessing:
Blessing of Bark Breaker
Blessing 1

Traits
Divine
Zarongel

Check
Wisdom
Divine
11
OR
Reveal 5 cards

Powers
Recharge this card to add 2 dice to your check that invokes the Animal or Fire trait.

Recharge this card to explore your location; 1 Fire damage is dealt to a random character at your location.

After you play this card, if the top card of the blessings discard pile has the Zarongel trait, recharge a random card from your discard pile.


Blessings Remaining: 10
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 191 Zarlova)
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 192 Ranzak)
Spoiler:
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.

Blessings Deck Card 3 (Turn 193 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 194 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 5 (Turn 195 Mogmurch)
Spoiler:
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.

Blessings Deck Card 6 (Turn 196 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 7 (Turn 197 Zarlova)
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 8 (Turn 198 Ranzak)
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.

Blessings Deck Card 9 (Turn 199 Tup)
Spoiler:
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.

Blessings Deck Card 10 (Turn 1910 Urgraz)
Spoiler:
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.

Horse Pen
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: Harsk/Thunderspirit, Urgraz/Merisiel,

Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Mogmurch/khaz, Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,

Ship's Cabin Card 1 - Vorka:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.


Goblin Harsk deck

Goblin Harsk will discard the Potion of Striding he found (which he should have recharged instead of the Light Crossbow, but he's an idiot, so he did not) and reset his hand.

Goblin Harsk wrote:

Hand: Blessing of Erastil 2, Masterwork Tools, Longbow, Blessing of the Gods 1, Magic Leather Armor,

Displayed:
Deck: 5 Discard: 4 Buried: 2
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [ ]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location

Silver Crusade RPG Superstar 2014 Top 16

I'd still rather not bot a villain-kill-for-the-win, so let's say Zargobla does the same. Here's her hand update:

Zarlova wrote:

Hand: Fireblade, Fire Sneeze, Strength, Wooden Armor, Blessing of the Gods #1, Blessing of Pharasma #2,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Blessings are available

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+3
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [x]+1 [ ]+2 [ ]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 6 [ ] 7 [ ] 8

Powers:
When you would recharge a spell that has both the Divine and Attack traits, you may place it on top of your deck instead.
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.

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: Treat the henchman Bruthazmus as the henchman Stomp and
the henchman Tangletooth as the henchman Cuddles.
After building the location decks, add a number of monsters equal
to the number of characters to each.
When adding henchmen, shuffle Stomp into the Horse Pen and
Cuddles into the Ship’s Deck.
After permanently closing the Horse Pen and Ship’s Deck, summon
and build the location Ship’s Cabin and shuffle Vorka into it.
To win the scenario, defeat Vorka.

Turn: 21 Ranzak/JohnF

Top of Blessing Discard Pile: Blessing of Gorum

Top 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.


Blessings Remaining: 8
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 211 Tup)
Spoiler:
Blessing of Calistria
Blessing C

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 2 (Turn 212 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 3 (Turn 213 Mogmurch)
Spoiler:
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.

Blessings Deck Card 4 (Turn 214 Harsk)
Spoiler:
Blessing of Sarenrae
Blessing B

Traits
Divine
Sarenrae

Check
Constitution
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 Constitution 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 215 Zarlova)
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 216 Ranzak)
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.

Blessings Deck Card 7 (Turn 217 Tup)
Spoiler:
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.

Blessings Deck Card 8 (Turn 218 Urgraz)
Spoiler:
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.

Horse Pen
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: Harsk/Thunderspirit, Urgraz/Merisiel,

Ship's Deck
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Ship's Cabin
At This Location: After you play a card that has the Fire trait, you are dealt 1d4 Fire damage.
When Closing: Either succeed at a Strength 9 check or discard a spell that has the Fire trait.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Mogmurch/khaz, Ranzak/JonF, Tup/Wendy-Ann, Magabeus/Zarlova,

Ship's Cabin Card 1 - Vorka:
Vorka
Villain Monster 1

Traits
Goblin
Ranger

Check
Combat
15
THEN
Combat
12

Powers
Before you act, succeed at a Dexterity or Acrobatics 7 check or you are dealt 1d4 Combat damage.

If Vorka would be defeated and there are other cards in the location deck she came from, she is evaded instead; put her on the bottom of that location deck.


Ranzak will prepare for the final challenge by surreptitiously handing Tup a bundle of interesting-looking tools, then taking up a safe position on the sidelines.
Gives thieves tools to Tup; draws "Blessing of the Gobs" to replace them.
He won't be using that blessing, though; he now has only enough cards in his deck to replace the two blessings he will be contributing to the combat, so he needs to be prepared for the extremely remote possibility that Vorka survives


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

Urgraz will keep his blessing of shax for an immediate revenge mission should Tup fail. Zargobla blessing of pharasma adds two dice to Tup attack checks as well


Using the previusly discussed strategy

Tup grabs the thieves tools from Ranzak and stuffs them in his pocket. Now that the spectre has been disposed of Tup moves in to tackle Vorka again. Vorka starts to attack and again Tup dodges in hopes of avoiding her. She asks Zalova to call on the gods for their blessing (activates the top card of the blessing deck - Calistrria - for 2 extra dice).

Acrobatics DC7: 3d8 + 2 ⇒ (1, 6, 2) + 2 = 11 and so Tup manages to avoid Vorka and attack.

So Tup throws his frilled lizard at Vorka to distract her, calls on Harsk to help with a blessing and more distraction. Ranzak calls on the power of Zarongel and Zalova calls on Pharasma.
banish lizard to use Tup's arcane skill plus 1d8 and Harsk's power to add 1d4+1. Ranzak's blessing is discarded to add 2d12 and Zalova discards Blessing of Pharasma to add another 2d12

Combat DC15: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 + 2d12 ⇒ (4) + (3) + (3) + (1) + 2 + 1 + (9, 6) + (1, 10) = 40

There is satisfying whoomph! as most of the cabin explodes leaving just a bulkhead with Vorka cowering behind it. Tup moves in for his second attack. He tells his reformarium servant to attrasct Vorka's attention, calls on Hsarsk for his help and Ranzak prays hard to Lamashtu for our vistory
Banish servant to use Tup's arcane skill plus 1d8, 1d12 from Harsk's blessing and 1d4+1 from Harsk's power, 2d12 from Ranzak who buries Blessing of Lamashtu

Combat DC12: 1d12 + 1d12 + 1d8 + 1d4 + 2 + 1 + 2d12 ⇒ (9) + (11) + (8) + (3) + 2 + 1 + (7, 12) = 53

Whoomph, Whoomph!!! The bulkhead is destroyed and Vorka with it. The party wanders off cheering having removed the fireworks they were sent here to find. Tup slinks back muttering 'it must burn' and sets light to the ship.

Silver Crusade RPG Superstar 2014 Top 16

Development:
A red chest in Vorka’s cabin is the object of your quest. It contains several fireworks—more than enough to satisfy the chief for at least a few days.
See the fireworks, hear them boom.
Watch those longshanks feel their doom.
Tasty roasted dog and horse
Are the Licktoads’ nextest course!

REWARD
Once during Season of the Goblins, after you roll a check to defeat a bane, roll 2d4, 2d6, 2d8, 2d10, or 2d12. Add
the value of 1 die to your result; you are dealt an amount of Fire damage equal to the value of the other die.
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 armor Goblin Buckler Gun; the items Goblin Lockpick or Goblin
Skull Bomb. At the end of each scenario, return the promo card.

Silver Crusade RPG Superstar 2014 Top 16

Let's see what you gobbos acquired:

Type Card Adv_Deck_Num
Spell Acid Arrow C
Spell Strength C
Armor Buckler Gun B
Armor Wooden Shield B
Item Blast Stone B
Item Potion of Striding B
Item Potion of Vision B
Blessing Blessing of the Gods B

Not a lot of excitement there, unfortunately. Let me know if I missed any. I'll set up the next scenario tomorrow.

You don't get any feats from tier advancement this time, since this was the third scenario. After the next one, you'll get your first card feat!


Unfortunately I think the upgrade cards are worse than that as I banished the Potion of Vision and the Blast Stone in the first battle with Vorka.

Silver Crusade RPG Superstar 2014 Top 16

Well then, drop two of those items from the list.

I'll get the next scenario set up pretty soon here. There are two spells, two armors, one item, and one blessing up for grabs, which is JUST enough for you all to choose one each (unfortunately... if you'd acquired fewer cards than that, we'd be rolling on the plunder table to get some random draws).

Silver Crusade RPG Superstar 2014 Top 16

Scenario 2B-1D: Revenge of the Longshanks

Longshanks adventurers, led by the meddling pointy-eared Shalelu think they can hunt down your tribe. But, you are mightiest goblins ever, bringers of fireworks and slayers of Lotslegs! It is time to slaughter the elf and save your tribe. And along the way you will sing a throatsome song!

We be Licktoads! We make raid!
Put the Longshanks to the blade!
Burn them up from feet to head,
Make them hurt, then make them dead!
Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Licktoads—you be food!

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Grand Lodge

@Thunderspirit: So Sorry to hear that. Take all the time you need. My thoughts and prayers with you and yours


My Deck Handler | My deck

Thunder spirit: my condolences. Take all the time you need, we will wait.

Silver Crusade RPG Superstar 2014 Top 16

I'm planning to set up the next scenario later tonight in preparation for when Thunderspirit can re-join us. If you haven't, make sure you pick your deck upgrade cards and get your decks in order sometime today/tonight. :)


Ranzak has an Item and a Blessing to upgrade.

He will replace his Potion of Striding with Smoked Glass Goggles,
and take a Blessing of Lamashtu to replace a Blessing of the Gobs.

He will also be swapping two promotional cards into his hand for the next scenario:

  • The spell "Fire Sneeze" to replace "Confusion"
  • "Blessing of Zarongel" to replace another "Blessing of the Gobs"

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

It's worth studying the fine print on the promotional cards fairly closely.
I've long been aware of the Horsechopper +1, where if you are proficient with weapons the difficulty of the check is increased by four.
But there's also the Goblin Plate +1, which reduces the damage dealt to you by zero. Such a deal!

Silver Crusade RPG Superstar 2014 Top 16

Ha, yes, the Goblin Plate +1 has been corrected to say "reduces the damage dealt to you to zero." :)
Relevant FAQ


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

Is it possible to swap the blessing 1 in my deck for another blessing 1 from my character deck box. If so I will swap blessing of Belial in for blessing of deskari. I have added in corroded helm for tower shield and blessing of shax for BotGods and replaced magnifying glass with signal whistle.


My Deck Handler | My deck

Zarlova has an item B and a spell B to upgrade:

Item: Replace Holy Water with Pearl of Wisdom
Spell: Replace Inflict with Find Traps

Silver Crusade RPG Superstar 2014 Top 16

Merisiel's 1007 Urgraz wrote:
Is it possible to swap the blessing 1 in my deck for another blessing 1 from my character deck box. If so I will swap blessing of Belial in for blessing of deskari. I have added in corroded helm for tower shield and blessing of shax for BotGods and replaced magnifying glass with signal whistle.

If you had chosen the Blessing of Belial as one of your upgrades previously, then you can't just switch them. You'll have to find another Blessing 1 in another scenario and use that as your upgrade to get the Blessing of Deskari instead.


Merisiel's 1007 Urgraz wrote:
I have added in corroded helm for tower shield and blessing of shax for BotGods and replaced magnifying glass with signal whistle.

Isn't that three upgrades?

We only get two. Perhaps Ranzak was confusing you with his four changes?

Two of those (the Item and a Blessing) were the deck upgrades we earned on the last scenario; these are permanent changes.
The other two ("Fire Sneeze" and "Blessing of Zarongel") are temporary scenario rewards (one from each scenario),
but those extra rewards are restricted to swaps of specific promotional cards (although you can change which cards you choose at the start of every scenario).


Or maybe I'm the one that's confused (or, at least, forgetful).

Magnifying Glass got banished last scenario, so needs to be replaced (with the Signal Whistle).

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class
cartmanbeck wrote:
Merisiel's 1007 Urgraz wrote:
Is it possible to swap the blessing 1 in my deck for another blessing 1 from my character deck box. If so I will swap blessing of Belial in for blessing of deskari. I have added in corroded helm for tower shield and blessing of shax for BotGods and replaced magnifying glass with signal whistle.
If you had chosen the Blessing of Belial as one of your upgrades previously, then you can't just switch them. You'll have to find another Blessing 1 in another scenario and use that as your upgrade to get the Blessing of Deskari instead.

It's a little hard to track all the upgrades, but I believe the "Blessing 1" upgrade when Urgraz took the Blessing of Belial was at the end of the scenario we just completed. So until we actually start our next scenario he would be able to change his mind as to exactly which blessing he takes.

(He'd asked a similar question before the game started about whether he could change his mind and take something else instead of Tower Shield in his initial deck, but got no answer).

The problem is that the GM has already posted the information about the locations, villain/henchmen, etc., so strictly speaking this scenario has now started.

Grand Lodge

No blessing of deskari was from first scenario along with warhammer Weapon b

I took blessing b and armor b shax and helm from last Scenario. All is working as expected not as I hoped.

Silver Crusade RPG Superstar 2014 Top 16

I have no problem with people continuing to trade out after my initial post, as I only wait for the majority of people to be "ready" before we move forward.

That said, we're still on hiatus until Thunderspirit can make it back online. If we don't hear from him by Monday, I'll message him directly.


Goblin Harsk deck

Funeral was yesterday, and I tried (without success) to sleep in today.

I should be ready to go on Sunday or Monday. Thanks for your kind words and patience, all — I really do appreciate it.

Grand Archive

Female Accountant 10/Roleplayer 5/Girl Guide 5

Take all the time you need Thunderspirit


Venture Lieutenant Play by Post PBP GM kit

I agree with Wendy-Ann: take all the time you need. And don’t worry if Monday is too soon.


Goblin Harsk deck

Monday isn't too soon for me. I could use the game to distract me a bit from all the work my wife will now have to do with my mother's place, LOL.

Thanks for the kind words, all.


My Deck Handler | My deck

I will be offline until December 29th. It is fine if cartmanbeck plays for me in my stead.

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

A couple of impressions of the next scenario.

It's the first time I encountered the 'ARMY' trait, and really dislike it. The larger your party is, the less likely you are to succeed at all the checks (especially when, as is true in this case, the list of possible checks is almost guaranteed to contain several skills that nobody in the party is proficient in). So in order to defeat a henchman a lot of resources are going to end up being burned. The larger the party is, the more resources are likely to be needed for each encounter (and, of course, the more henchmen are likely to be encountered during the scenario).
While this is somewhat mitigated in this scenario by the option to succeed at a combat check, even those are likely to use up resources. The difficulty starts out at 13, and not many characters have much of a chance of making that on a straight roll. And it only gets harder as time passes.

I'm not a fan of the timer mechanism, either. It may be appropriate for a table of seasoned players where everybody is intimately familiar with the capabilities and playstyle of all the other characters at the table, is an expert in evaluating the risks and rewards of any particular choice of action, and understands every detail of the complications particular to a scenario. But for a table containing less experienced players, trying to barrel through a scenario without really having the time for others to explain what they are doing (and yet still expecting everybody to make the right choice every time) seems inadvisable.

In order to efficiently defeat the henchmen the party is going to need a good plan. We need to understand who is going to attempt which checks, and which resources we will have available to help out. That's hard enough to do at a real table, where everybody is present and able to concentrate 100% on the problems at hand (and to suggest options when things don't turn out quite as expected). It's going to be much, much harder in an online game. Being able to make one post a day isn't going to come anywhere close to what is needed to have any real chance at success.

Even more importantly - we need everybody to participate in the planning process, and to understand what their contribution will be on their turn. If you feel the plan being discussed isn't right, then speak up.

Silver Crusade RPG Superstar 2014 Top 16

I will admit that one of the first thing that I heard from a player at a table after I had designed this was "There are ARMIES? You're evil!" Trust me, these armies are WAY less brutal than the ones in Wrath of the Righteous, where there are 6 checks, and it's inevitable that someone at the table will be rolling d4s if you're playing with 6 players.

That said, this was originally designed with the timer so that you could efficiently determine whether the fourth scenario could be run during the remainder of the slot you're playing in, say at a convention. If the timer becomes a problem, I'm okay with hand-waving it in this case, since we've never run the scenario in play-by-post format before. This is all still an experiment. :)


My Deck Handler | My deck

We will see how it goes. For online specials we use the convention 1 day = 5 or 6 minutes, but take into account that combat rounds are very slow in PBP games.

Silver Crusade RPG Superstar 2014 Top 16

Magabeus - 1001 Zarlova wrote:
We will see how it goes. For online specials we use the convention 1 day = 5 or 6 minutes, but take into account that combat rounds are very slow in PBP games.

Yeah, I didn't think you guys would really need 22 days to finish. :)


My Deck Handler | My deck

I think not exploring might be a mistake, we still need to close two more locations and not using our turns causes us to burn days, which increases the difficulty of checks vs the villain and it also causes us to burn through the blessing deck.

The decision was made, so we will stick with it for now. If we fail this scenario we might want to rethink that strategy,

Shadow Lodge

Gentleman, Race: Grand Prix of Absalom, Middle Class

Oh, we're almost certainly going to fail the scenario.

But we're not looking to close two more locations - we're hoping to find the villain and win by temp closing all the other locations. The problem is that we have to hope the villain is near the top of her location deck - we can't encounter more than the topmost few cards.

We know the villain isn't at the three locations where we aren't exploring. But while in a normal game I'd agree with you that we should explore to try and permanently close those locations, the only way to do that is by encountering and defeating the henchman. That was hard enough at the start of the game; by now it is close to impossible. And even if we were lucky enough to manage to close one extra location, that would probably only have come at the cost of throwing in so many blessings that we wouldn't have enough left to be able to beat the villain and prevent her escaping. On our first henchman encounter, right at the start of the game, we ended up using six spells or blessings; by the time we first encountered the villain and started considering endgame strategy we were already looking at a +4 difficulty increase.


My Deck Handler | My deck

I am suffering from a severe headache, will return when it is better. My apologies.

Silver Crusade RPG Superstar 2014 Top 16

Okay, so the scenario is still technically winnable, but if you all would like to give up and try again, that is certainly allowable. I think the way that I did the timer wasn't very good for play-by-post (an artifact of the fact that this is the first time I've run it over play-by-post, so I apologize for that). For the next run (which I hope you would all still be a part of) I think I would instead have the difficulty increases happen based on the number of turns that have been taken, so that if someone can't post for 24 hours it doesn't hurt you all as badly, and you'll be able to more easily predict the difficulties when your turn comes up.

So, we'd start with this rule:
At the start of the first turn, set a timer for 50 minutes plus 10 minutes per character. For every 10 minutes elapsed, the difficulty of checks to defeat banes that have the Human or Elf trait is increased by 1. If you do not complete the scenario before the timer runs out, you lose the scenario.

Note: We will be treating 4 turns as 10 minutes. At the start of every 4th turn, the difficulty to defeat Human or Elf banes will increase by +1.

So, I'd like to take a vote from the group on whether to give up this current runthrough and try again, with this new rule.


Goblin Harsk deck

That change makes a lot of sense.

I'm willing to start over, I don't mind. This group has already taught me a lot about the intricacies of strategy I hadn't grok'd before.


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

First off Magabeus are you ok?

Second I like the idea of a do over. I do think we should explore even the henchmen locations this will thin them out a bit and give us opportunity to gain more resources, plus if we do flub a close check we will have less cards to check when later looking for the villain. I still think defeating the henchmen will be more miss than hit even before the difficulty starts ramping up.


My Deck Handler | My deck

Getting better, still not 100% (are we ever at 100%?)

I am happy to do this one again, I think Cartmanbeck's change makes sense and is fair.

I propose to run this one out (no exploring in turns) and then try again.

Sovereign Court

I will finish the scenario. But I'll step out when we replay the scenario. I'll probably rejoin a different campaign.

Silver Crusade RPG Superstar 2014 Top 16

@khazkhaz: Will be sad to see you go, but I understand. If you haven't seen yet, we're going to be running a bunch of tables of card game in March as part of OutPost... check out the sign-up sheet and sign up for a game or two there, if you're interested! :)

OutPost Convention signup

(Card Game tables are in pink, about halfway down.)

Grand Archive

Female Accountant 10/Roleplayer 5/Girl Guide 5

I have been thinking all day about what I want to do. I am not finding PbP particularly enjoyable for the card game. Most of my enjoyment of the game and PACG comes from the interaction around the table, something that is very difficult online especially where we are seperated by so many time zones.

I really only have about 4 hours in the evening to post. I have been trying to post in the morning this week where it's been needed to move the game along but it is very disruptive for me.

I believe I would prefer to just let the timer tick and end the scenario. I do not believe I am interested in replaying it as a PbP especially at the moment as I will have little time over the next few weeks.

I may try again but I think I would prefer people be in the same time zone or close so that the time zones cause less problems.

I will write down my observations from this game and post them this weekend as I know you are looking to improve how PbP ACG is done. Thanks for letting me dip me toes in the water of the online gaming arena.

Silver Crusade RPG Superstar 2014 Top 16

Totally understandable, Wendy-Ann. Play-by-post isn't for everyone, so no hard feelings there at all! I'll be looking forward to your critique and feedback.

It sounds like we've got at least four votes for giving up on the current scenario and allowing the timer to tick down. You'll all still get a chronicle for this scenario, and you still get to pick a deck upgrade. I'll work on getting the chronicles put together this weekend and sent out to everyone, and then we can start again on Monday with those of you who wish to continue.

Thank you all for being a great set of guinea-pigs for this format. I know it's not the easiest thing, and can be frustrating sometimes, so I appreciate you all sticking it out for four scenarios and helping me determine where improvement is necessary.

For those of you sticking around, I'm planning to continue running you through the second adventure as well.


I'm in two minds as to whether or not to continue. I'll try to come to a conclusion before Monday :-)


My Deck Handler | My deck

I would like to finish this adventure, I will make my mind up about the second adventure after we have finished.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

FYI, we now have a lodge specifically for online card game recruitment, the Flaxseed On Deck Lodge


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

In the mummys mask set the game designers thought that all those look ahead powers (such has Harsks Examine the top card of your loaction at the end of your turn) made life a little too easy

They introduced Trigger key word

Trigger key words mean something bad happens when you examine rather than encounter the card

The keyword trigger will be on the card and a power will state what happens when you examine rather than encounter the card

In case of the deathtrap Harsk has just encountered if he had examined it he would then have to make a perception check. However he encountered by exploring so the trigger on examine power does not come into play

Silver Crusade RPG Superstar 2014 Top 16

Sigh, I have no idea how that Malfunctioning Deathtrap got in there, but it's a Mummy's Mask card and we're using Rise of the Runelords base set, so that's not correct. That said, we'll go with Harsk having defeated the barrier either way, and I'll try to figure out why the random card generator is showing cards that don't belong in the box.


Male Mostly Harmless Incorrigible Punster 5/ Militant Grammarist 3/ Contrarian 2

Ain't technology grand? :-D

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