PACG Season of the Runelords: Dark Waters Rising (Inactive)

Game Master jduteau

Online PACG Campaign of Season of the Runelords Adventure 1: Dark Waters Rising


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Here is the game play thread for my PACG SotRu Adventure 2-1.


Ostog the Unslain has chosen his starting deck:

Ostog(jduteau) wrote:
Deck: Heavy Pick, Improvised Rock, Longspear, Longsword, Quarterstaff, Mace, Crowbar, Mattock, Caltrop Bead, Recruit, Guide, Athlete, BotG, BotG, BotG

Dark Archive

Hey there.

Radillo(cosined) wrote:
DECK: Arcane Armor, Detect Magic, Force Missle, Force Missle, Lightning Touch, Lightning Touch, Phantasmal Minion, Blast Stone, Codex, Fox, Jinx Eater, Sage, Blessing of the Gods, Blessing of the Gods, Blessing of the Gods
Radillo(cosined) wrote:

HAND: Force Missle, Force Missle, Lightning Touch, Phantasmal Minion, Jinx Eater, Sage

Deck: 9 Discard: 0 Buried: 0
Note:

Dark Archive

This still works right?


Good, looks like it's working now.
I plan to look through the rest of he alchemist deck tomorrow and set up a deck. Thinkig of mother myrtle.


Alahazra

Strength d4
Dexterity d4
Constitution d6
Intelligence d6
Knowledge +2
Wisdom d8
Charisma d12
Divine +2

Hand Size 6
Proficiencies None

You may recharge a card that has the divine trait to examine the top card of any location deck.

At the end of your turn, you may discard a card that has the divine trait to add a card that has the divine trait from your discard pile to your hand.

If your combat check has the attack trait add +2

Alahazra(Troymk1) wrote:

Hand:

(Displayed: Burst Bonds Cure Eloquence FireBlade Frigid Blast Amulet of Life Scrying Mirror Boatswain Clockwork Butterfly Lookout Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of the Gods )
Deck: 0 Discard: 0 Buried: 0
Note:


Strength d4
Dexterity d4
Constitution d8
Fortitude +1
Intelligence d8
Knowledge +2
Wisdom d12
Craft: +2
Survival +2
Charisma d6

Hand size: 6
Proficiencies: Light Armors

You may use your Wisdom skill for your Arcane check.

When you would banish a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it; if you fail, discard it.

Deck:
Cure
Lightning Touch
Viper Strike
Tussah Silk Coat
Acid flask
alchemist's fire
bladegaurd
flash freeze
noxious bomb
anesthitizing slime
clockwork butterfly
embalmer
researcher
clockwork spy
blessing of the elements
blessing of the elements

Deck:
Discard:
Buried:
Note: There's no Mrytle avatar!


Request it !


Where would be the appropriate place to do so?


Ask Vic by PM perhaps?


1 person marked this as a favorite.

Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 10)

Woods
At This Location: Undefeated monsters other than villains or henchmen are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1(Total: 10)

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1(Total: 10)

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1(Total: 10)

Villain: Gogmurt:

Goblin/Druid

Check
Combat 10 THEN Combat 12

Powers
BYA, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.

Henchmen: Goblin Raider:

Goblin

Check
Combat 8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close this location.

Scenario Rules
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.


Next step is for everyone to tell me where they will start. And then draw and let us know your starting hand (unless you've already done that *cough*Radillo*cough*).

Initiative rolls:

Ostog: 1d100 ⇒ 52
Radillo: 1d100 ⇒ 50
Mother Myrtle: 1d100 ⇒ 29
Alahazra: 1d100 ⇒ 30
Sajan: 1d100 ⇒ 53

So order will be: Myrtle, Alahazra, Radillo, Ostog, Sajan. Unless someone specifically wants to first or last or some other order.

Dark Archive

jduteau wrote:
*cough*Radillo*cough*)

I'm eager to embark on a new adventure! In the spirit of the group's beginning I'm starting fresh!

Radillo(cosined) wrote:

Hand: Arcane Armor, Lightning Touch, Lightning Touch, Jinx Eater, Sage, Blessing of the Gods

Deck: 9 Discard: 0 Buried: 0
Note: Old Light


I subbed in the Seer's Headdress for the Scrying Mirror.

Alahazra(Troymk1) wrote:

Hand: Burst Bonds, Eloquence, Clockwork Butterfly, Blessing of the Gods, Blessing of the Gods, Blessing of the Gods

(Displayed: )
Deck: 9 Discard: 0 Buried: 0
Note: Farmhouse


I will start at and explore the Woods.

Hand: clockwork spider, embalmer, lightning touch, BoE, acid flask, viper strike
Deck:9 Discard:0 Buried:0
Note: Woods


Posted in the customer service forum for an avatar.
New cards' powers:

Clockwork Spy (last name was wrong. picture is a mechanical spider): Display this card to examine the top card of your location deck. Then you may explore your location.
While displayed, you may banish this card to add 1d6 to your combat check.

Embalmer:
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster you encounter that has the Undead trait.
Discard this card to explore your location.

Acid Flask:
For your combat check or your check against a barrier, banish this card to use your Disable or Ranged skill +2d6. If the bane invokes the Acid trait, add another 1d12.


Cool. And for those that don't know the new keyword:

Invoke - A check invokes a trait if it has or is against a card that has that trait. A bane invokes a trait if it has that trait or deals only damage of the type that matches that trait.


2-1A: Goblins? Gross!

The forests around Sandpoint are riddled with goblins. The Thistletop tribe was cleared out by the adventurers who slew Karzoug, but the gap has been filled by the Mosswoods, Licktoads, and Seven Tooths. They are no smarter than the Thistletop denizens, but they are quite a bit more numerous.

On this bright and sunny day, the good news is that they rarely attack during the daytime. Unless roused against a common enemy, goblins are scavengers who would much rather fight when their opponents are sleeping.

Then again...

You come across the body of a goblin that has been speared through the chest and driven into a tree. Perhaps the work of an elven ranger? It’s worth taking a look.

Well, this is interesting, you think. Instead of the normal lumpy green skin, this goblin’s skin tone varies from vomit green to deep blue to bright purple. The goblin’s eyes and mouth are completely surrounded by bulbous, oozy nodules extending down to its windpipe. It’s possible that given a day or less, the goblin would have died from suffocation from its own irregular mutations. In fact, in such a circumstance, he might be slain by his own—

“Goblins need to slake their thirst! Time to drink, but kill you first!”

Oh, of course, you think, as you see gleaming red eyes open in the branches. That’s why there’s a goblin stuck to a tree.


1 person marked this as a favorite.

And not for the last time in this campaign, Alahazra grimaces and says "Now why didn't I see that coming"


1 person marked this as a favorite.

Guided by his faith, Sajan takes this moment to reflect on his absence on the Character tab, suspecting that this very message will add him.

Dark Archive

Mother Myrtle Madam Mycophagist wrote:
I will start at and explore the Woods.

Tallyho!!


Sorry guys, I had a last-minute out-of-town meeting and it turned out that my CardWarden wasn't ready for this, whereas it is ready for the other two campaigns we have going. I'm on my way back home, so we'll start this up tomorrow.


No worries!


jduteau you ok?


Troymk1 wrote:
jduteau you ok?

Yep, just got busy.

I need to know where Sajan starts out. I have the following for everyone else:

Mother Myrtle - Woods
Alahazra - Farmhouse
Radillo - The Old Light
Ostog - Goblin Fortress


Turn 01
Blessing: Blessing of Torag
01/29
Mother Myrtle

Woods - Mother Myrtle

Masterwork Tools - Item B
Tool/Elite

Check
Dexterity/Disable 7


Sajan can take the Warrens (he said for me to chime in)


Good choice!


Yep, that's not happening with a d4.

Display Clockwork Spy to examine the top card.


Top card at the Woods is Goblin Raider - Henchman.


I'll explore since the spy lets me.
goblin: 1d6 ⇒ 1
fort 5: 1d8 + 1 ⇒ (7) + 1 = 8
viper strike + blessing: 2d12 + 2d4 ⇒ (8, 5) + (4, 2) = 19
recharge: 1d8 + 2 ⇒ (4) + 2 = 6
survival + a blessing, please: 2d12 + 2 ⇒ (8, 6) + 2 = 16
Nice, closed.
Man, formatting all these dice rolls is a pain on an ipod. I'm done but mobile so I can't draw my hand.


Turn 02
Blessing: Blessing of Pharasma
02/28
Alahazra

Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)
Ostog

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 10)
Radillo

Woods
CLOSED
Mother Myrtle

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1(Total: 10)

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)
Alahazra

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1(Total: 10)
Sajan


I will recharge my five divine cards to Examine the top card of the City Gate, Goblin Fortress, The Old Light, Treacherous Cave, and the Warrens


Hand: Blessing of Elements, Lightning touch, acid flask, tussah silk coat, anesthetizing slime, clockwork butterfly
Deck:8
Displayed: Clockwork Spy

I somehow had an extra Ally in my deck and removed the Embalmer.

New cards in hand:

Tussah Silk Coat (armor):
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2.
Banish this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 5; if proficient with light armors, bury it instead.

Anesthetizing Slime (ally):
Banish this card to ignore a non-villain bane's power that happens before or after you act.
Banish this card to explore your location.
After playing this card, you may succeed at a Craft 7 check then discard a card that has the Alchemical trait to recharge this card instead of banishing it.

Clockwork Butterfly (ally):

On your non-combat check, after you roll, bury this card to reroll 1 die; take the new result. If you fail the check, you may recharge this card instead of burying it.
On your turn, recharge this card to examine the top card of your location deck; if it is an ally or a blessing, you may explore your location.


Alahazra's examine:

City Gate: Soldier - Ally B, Check: Strength/Melee 8 or Charisma/Diplomacy 6
Goblin Fortress: Dog - Ally B, Check: Wisdom/Survival 5
The Old Light: Holy Light - Spell B (Divine), Check: Wisdom/Divine 8
Treacherous Cave: Magic Chain Mail - Armor B, Check: Constitution/Fortitude 3
Warrens: Bastard Sword - Weapon B, Check: Strength/Melee 8


Let's head to the City gate

charisma: 1d12 ⇒ 10


Soldier joins our merry band.

I will recharge the Clockwork Butterfly to examine the next card there.

If it's an ally or Blessing I may explore


Still need someone to discard a BoG on my account for closing the Woods.


Mother Myrtle Madam Mycophagist wrote:
Still need someone to discard a BoG on my account for closing the Woods.

Radillo has one. Sajan has two so could probably spare one. Also just realized that I didn't draw my hand...

Ostog(jduteau) wrote:

Hand: Longspear, Quarterstaff, Mace, Athlete

Deck: 11 Discard: 0 Buried: 0
Note:


City Gate - Alahazra

Shortbow - Weapon B
Bow/Ranged/Piercing/2-Handed/Basic

Check
Dexterity/Ranged 3


Does anyone want the Shortbow? If not I will expend the Soldier to get rid of it


Not i.

Dark Archive

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I don't want it.
I'll expend that BoA for Myrtle.
Sorry I was unavailable, I was at PAX Fri/Sat and disassembling a washing machine yesterday.


Alright. I'm thinking Sajan doesn't want it either

Discard Soldier

Reset hand

Immediately use Lookout to examine my location and recharge her.

Alahazra(Troymk1) wrote:

Hand: Cure, Frigid Blast, Amulet of Life, Seer's Headdress , Blessing of the Gods

(Displayed: )
Deck: 10 Discard: 1 Buried: 0
Note: City Gate


Top card of City Gate: Goblin Cutpurse - Check Combat 8

Turn 03
Blessing: Blessing of the Gods
03/27
Radillo

Locations:
City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 8)
Goblin Cutpurse (Monster) on top
Alahazra

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location without looking at them, then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)
Dog(Ally) on top
Ostog

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 10)
Holy Light(Divine Spell) on top
Radillo

Woods
CLOSED
Mother Myrtle

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 Bl:0 ?:1(Total: 10)
Magic Chain Mail on top

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1(Total: 10)
Bastard Sword(Weapon) on top
Sajan

Dark Archive

I'll head to the Goblin Fortress so a Divine caster can nab that Holy Light.

Ensorceled Dog (Arcane, 5): 1d10 + 3 ⇒ (9) + 3 = 12
Who I'll immediately discard to Explore.


Goblin Fortress - Monster B
Undead/Zombie/Elite

Check
Combat 11

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

Dark Archive

Lightning Touch, 11: 1d10 + 3 + 2d4 ⇒ (3) + 3 + (4, 4) = 14
Recharge Lightning Touch, 6: 1d10 + 3 ⇒ (9) + 3 = 12
Examine bottom card of my deck (Lightning Touch) and top-deck it.
Discard Jinx Eater to Explore (w/ +1 to Combat Checks)


Goblin Fortress - Radillo

Shadow - Monster B
Undead/Incorporeal

Check
Combat 13

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

Dark Archive

First off.

My previous turn I think I screwed up the Bottom-deck Examination. The old version of the power said "After you play" and the Errata'd version says "When you play" (I missed this because the big change was "during an encounter") So that means the Lightning Touch I recharged wouldn't have been there yet. The actual card on the bottom at the time was Force Missile. I've swapped Lightning to the bottom and Force to the top.

Lets fight that Shadow (without me having the Shadow trait, tally ho!)

Lightning Touch, 13: 1d10 + 3 + 2d4 ⇒ (8) + 3 + (3, 2) = 16
Recharge Lightning Touch, 6: 1d10 + 3 ⇒ (4) + 3 = 7
Examine bottom card of my deck (Lightning Touch) and top-deck it.

I'm pretty sure the was the Magic trait I needed, so we're done with that Shadow!

I'm going to stop there, and draw up:

Radillo(cosined) wrote:

Hand: Arcane Armor, Force Missle, Lightning Touch, Phantasmal Minion, Codex, Sage

Deck: 7 Discard: 3 Buried: 0
Note: Goblin Fortress (heading to Old Light if Holy Light gets attempted)

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