jduteau |
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.
Sajan, Blade Sage |
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.
Ostog Pshaws at Armor |
Sajan do the d6 roll first to see what other powers it got!
He did - and it's a super-powered Goblin Raider!
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!
Sajan, Blade Sage |
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.
Hand: Kama, Blood Periapt, Potion of Glibness, Turtle, Blessing of the Gods
(Displayed: )
Deck: 8 Discard: 3 Buried: 0
Note:
jduteau |
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
Mother Myrtle Madam Mycophagist |
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.
Sajan, Blade Sage |
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).
jduteau |
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
jduteau |
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.
Alahazra Stargazer |
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.
Mother Myrtle Madam Mycophagist |
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.
jduteau |
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
Radillo, Enchanting Ensorceler |
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.
jduteau |
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.
Radillo, Enchanting Ensorceler |
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:
Hand: Arcane Armor, Detect Magic, Force Missle, Force Missle, Lightning Touch, Blast Stone
Deck: 3 Discard: 7 Buried: 0
Note: Old Light. Squishy.
jduteau |
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.
Ostog Pshaws at Armor |
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.
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
jduteau |
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
jduteau |
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.