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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Sajan stays at the Warrens, and explores.


Warrens - Sajan

Goblin Raider - Henchman/Monster 1
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 your location.

Before encountering the Raider:
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.


Goblin trait: 1d6 + 0 - 0 ⇒ (2) + 0 - 0 = 2

Excellent. My first combat. The check is 18.

With my Acrobatics training and a Kama in hand, I can do:
d10 +3, +d6, +2.

I'll use a Blessing of the gods to add a d12 die. (FYI any Blessings added to my combat checks add d12 instead of the normal die).

That puts me at d6 + d10 + d12 +5, to hit 18.

I'm right at the edge (so to speak). Can anyone assist with a small boost? Any little thing would help.


Sajan do the d6 roll first to see what other powers it got!

And a blessing is yours :)


Alahazra Stargazer wrote:
Sajan do the d6 roll first to see what other powers it got!

He did - and it's a super-powered Goblin Raider!

Quote:
And a blessing is yours :)

I think that's all we have since I have nothing but weapons and Radillo is keeping her BotG for exploring.

But one blessing is all you probably need. 2d12+d6+d10+5 to get 18 should be a cake-walk!


Ugh. Walking Cake. Now that was a valiant but messy battle.

2d12 + 1d10 + 1d6 + 5 - 0 ⇒ (3, 5) + (6) + (4) + 5 - 0 = 23

Sajan (and Alahazra) bring down Gogmurt's large henchman, but not before some other wretched creature runs off to hide at another location.

Best we close the Warrens. Sajan will discard a Blessing of the Gods to make his closing check.

2d10 + 3 ⇒ (9, 1) + 3 = 13

Now that's it's safe, Sajan draws up and ends his turn.

Sajan(EddyH) wrote:

Hand: Kama, Blood Periapt, Potion of Glibness, Turtle, Blessing of the Gods

(Displayed: )
Deck: 8 Discard: 3 Buried: 0
Note:


Turn 11
Blessing: Blessing of the Gods
11/19
Mother Myrtle

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)
Ostog

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)

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:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 9)
Alahazra

Woods
CLOSED

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:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1(Total: 8)
Mother Myrtle

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
CLOSED
Radillo, Sajan


I'll explore the Cave again.

I was told they don't take Avatar requests, so no telling if or when I'll get one for Mother Myrtle.


Treacherous Cave - Mother Myrtle

Token of Remembrance - Item B
Object/Magic/Arcane/Divine

Check
Intelligence/Arcane/Wisdom/Divine 5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.


Arcane 5: 1d12 ⇒ 10
Got it. Recharge Butterfly to examine top location card.


Top card at location is:
Locked Passage - Barrier B
Lock/Elite

Check
Dexterity/Disable 8
Strength/Melee 16

Powers
If defeated, examine the top card of the location deck, then put it on either the top or bottom of the deck.


Discard BoE to explore, chuck Acid Flask at the door.
Dissolving the lock: 1d4 + 2d6 ⇒ (3) + (5, 5) = 13
recharge: 1d8 + 2 ⇒ (6) + 2 = 8
Nice. Two successes. Henchman stays on top, other monster on bottom. Otherwise let me decide.


Goblin Raider it is, staying on top.


Hand: tussah coat, magic chain, token of remembrance, cure, flash freeze
discard: 1
displaed: 1
deck: 8

Flash Freeze:

Banish this card to add 1d12 and the cold trait to a check by a character at your location that invokes the construct or fire trait.

Discard this card to allow a character at your location to add his strength of melee skill to his disable check.

I do not have a good way to fight the Henchman, so I might be moving away next turn.

Dark Archive

I'd be interested in a SCOUT at Old Light and/or Farmhouse, if you can swing it.


Mother Myrtle Madam Mycophagist wrote:


I do not have a good way to fight the Henchman, so I might be moving away next turn.

Remember you have to pass a Con or Fort check to move. That cave is Treacherous!

Alternately, Ostog's rage or Sajan's spinning blade could remove the henchman. I have a straight d8 Wisdom to close the location (Wis/Surv 7).


I'd have 1d8+1 to move. If I can't I'm not going to explore. I can't hit an 8 (or possibly 18!) with 1d4 strength. I can Cure anyone who comes over here.


Recharge BOtG and B Bonds to examine those decks for her


The Old Light: Tickwood Boar (Monster) Combat 8, succeed at a Wisdom/Survival 7 check or difficulty is +2
Farmhouse: Dog (Ally) WIsdom/Survival 5


Turn 12
Blessing: Blessing of the Gods
12/18
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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)
Ostog

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)

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:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 9)
Tickwood Boar (Monster) on top
Alahazra

Woods
CLOSED

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:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:0 Bl:0 ?:1(Total: 8)
Goblin Raider (Henchman) on top
Mother Myrtle

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)
Dog (Ally) on top

Warrens
CLOSED
Radillo, Sajan


I see I am needed at the Treacherous Cave

Using Holy Light;

Goblin Henchman: 1d12 + 2d6 + 4 - 0 ⇒ (7) + (2, 2) + 4 - 0 = 15

Recharge: 1d12 + 2 - 0 ⇒ (9) + 2 - 0 = 11

Now for closing I have d8 to hit a 7

Anyone got a blessing?


Before you fight the Goblin Henchman, you have to roll a d6 for the 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.


As to the closing, I think Sajan has a blessing he can share. Radillo has one but she wanted it for exploring.


jduteau wrote:

Before you fight the Goblin Henchman, you have to roll a d6 for the 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.

ALWAYS forget the Scenario rules. It's a rule

gobbo trait: 1d6 ⇒ 3

After you act, move to a random other location.


I think I get to Close before I move correct?


Nope. After You Act is before Resolve the Encounter, so if you are moved AYA you cannot close when it is determined the Goblin Raider is defeated.

Buuuuuuuuut you're at the Treacherous Cave, which requires a Con/Fort 6 check to move. So fail at the Fort check and you cannot move and then you can try to close.


I like to see treacherous caves working for us. Even so, I'm happy to see the place closed. You can count on a blessing.


I will take a con check then ;)

Con: 1d8 + 0 - 0 ⇒ (6) + 0 - 0 = 6

Meh

Location: 1d6 + 0 - 0 ⇒ (1) + 0 - 0 = 1

City Gate


I think we're all curious as to why you didn't choose Fortitude. I guess i'll be staying here for temp closes.


Because I hoped to fail


Yes, why wouldn't you do the 1d4 Fortitude check, thereby auto losing and not moving?


Ostog Pshaws at Armor wrote:
Yes, why wouldn't you do the 1d4 Fortitude check, thereby auto losing and not moving?

Oh! I looked at the wrong excel! I thought I had Fort +1

:( Shall we fix it J?


Yes. If we were in person, we'd have noticed and made you roll and fail.


Wisdom + Sajan's Blessing: 2d8 + 0 - 0 ⇒ (6, 5) + 0 - 0 = 11


Turn 13
Blessing: Blessing of the Gods
13/17
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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)
Ostog

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)

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:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 9)
Tickwood Boar (Monster) on top

Woods
CLOSED

Treacherous Cave
CLOSED
Mother Myrtle, Alahazra

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)
Dog (Ally) on top

Warrens
CLOSED
Radillo, Sajan


That's a relief!

Dark Archive

That was a wild ride.

I move to the Old Light and Explore.
I'll autofail the pig's WIS/SUR check (Radillo isn't very wise...)

Lightning Touch (10): 1d10 + 3 + 2d4 ⇒ (5) + 3 + (2, 1) = 11
Check Bottom Card. Force Missile. Top decking it (this conveyor belt of destruction is awesome)
Recharge Lightning Touch (6): 1d10 + 3 ⇒ (9) + 3 = 12

Discard BotG to Explore.


The Old Light - Radillo

Ambush - Barrier B
Skirmish/Veteran

Check
Wisdom/Perception/Dexterity/Acrobatics 9

Powers
If defeated, you may immediately explore again.
If undefeated, examine the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check. Banish this card and shuffle the remaining cards into the location deck.

Dark Archive

WISDOM? Nope
PERCEPTION? Nope
DEXTERITY? 1d8!!!! Oh, Nope.
Acrobatics? Nope

May I have a monster, please?


We saw a Potion of Healing and then an Enchanter.

Enchanter - Monster B
Human/Sorcerer/Veteran

Check
Combat 9 (8 + 1 for adventure deck number)

Powers
BYA, the Enchanter does 1 Force damage to you.
AYA, the Enchanter does 1 Fire damage to you.

Dark Archive

BYA Damage: Phantasmal Minion
Lightning Touch vs Enchanter (9*): 1d10 + 3 + 2d4 ⇒ (4) + 3 + (3, 4) = 14
(Actually: (3) + 3 + (2, 3) = 11)
Check Bottom Card. Lightning Touch. Top decking it.
Recharge Lightning Touch (6): 1d10 + 3 ⇒ (5) + 3 = 8
AYA Damage: Codex

End and Draw-up:

Radillo(cosined) wrote:

Hand: Arcane Armor, Detect Magic, Force Missle, Force Missle, Lightning Touch, Blast Stone

Deck: 3 Discard: 7 Buried: 0
Note: Old Light. Squishy.


Turn 14
Blessing: Blessing of the Gods
14/16
Ostog

only changed location...

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:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 6)


I'd like to head to the Farmhouse, but that Dog is going to bite me, so someone who can calm animals should go tame it. In the meantime, I will stay at the City Gate.


City Gate - Ostog

Shadow - Monster B
Undead/Incorporeal

Check
Combat 13

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


I will discard my Longsword, even though it isn't magic, to at least keep the Shadow at bay.

Combat 13: 1d10 + 1d8 + 1d6 ⇒ (8) + (6) + (2) = 16

Defeated, but still gets shuffled back into the City Gate.

Ostog(jduteau) wrote:

Hand: Longspear, Quarterstaff, Mace, Crowbar

Deck: 9 Discard: 1 Buried: 1
Note: @City Gate, would like to go to Farmhouse but the dog keeps biting


Turn 15
Blessing: Blessing of the Gods
15/15
Sajan

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)
Monster is Shadow (requires Magic)
Ostog

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:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 ?:1(Total: 7)

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:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 6)
Item is Potion of Healing
Radillo

Woods
CLOSED

Treacherous Cave
CLOSED
Mother Myrtle, Alahazra

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)
Dog (Ally) on top

Warrens
CLOSED
Sajan


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Ostog Pshaws at Armor wrote:
@City Gate, would like to go to Farmhouse but the dog keeps biting

I do like dogs, but the only food I have for him is my Turtle, so maybe later.

Meanwhile, I wonder if the Goblin Fortress has any goblins. Let's find out!


Goblin Fortress - Sajan

Gogmurt - Villain/Monster 1
Goblin/Druid

Check
Combat 12 (10 + 2 for location)
THEN
Combat 14 (12 + 2 for location)

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.

Before you encounter Gogmurt,
1) Ostog has a Bandit henchman to defeat to temp close the City Gate
2) Radillo has an Intelligence/Knowledge 6 check to temp close the Old Light
3) You have the scenario rules to follow:

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.


I'll recharge my Mace and then strike at the Bandit with my Longspear.

Combat 8: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (8) = 15

Bandit slain, Gate is temp closed.

Dark Archive

Old Light (6) will be a 1d10 INT for me, so only 50% success. Would take a boost if anyone has one and the group can spare it.

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