
Oloch - Gimry |

@Elinnea: I'm assuming the Scourge list on the Campaign info is incorrect. You have 2 "5's" listed. I assumed that Curse of the Ravenous is the real 5, and the Curse of Withering is supposed to be 6.
1 Curse of Poisoning
2 Curse of Poisoning
3 Curse of Vulnerability
4 Curse of Daybane
5 Curse of the Ravenous
5 Curse of Withering

Aric? Is that you??? |

Isn't that slug ally supposed to cause us to lose a blessing from the hourglass?

Oloch - Gimry |
1 person marked this as a favorite. |

Only on an explore. It can be used for 1d4 on an attack without using the blessing (At least that's my understanding. I think I copied the text correctly)

Oloch - Gimry |

Want a clarification before I finish Enora's turn. If I defeat the Henchman, I would be the one to encounter the Crawling Hands to close, correct? Since her Web spell forces me to encounter the monster, I would be defeating it and therefor triggering the close part? This is how I understand it, just want an official ruling before proceeding :)

BR Elinnea |

I believe that is correct. Since Oloch would be the one encountering and (hypothetically) defeating the henchman, he is also the one who can attempt the close. It's part of resolving the encounter.
I'm afraid that for the same reason, he also has to be the one doing the before you act check, since that's also part of the encounter.

BR Elinnea |

Unfortunately there were a lot of henchmen near the tops of their locations, so you didn't get many acquired cards this time.
Giant Slug (Ally B)
Mumia Smugglers (Ally B)
Azaz Arafe and Zazu (Ally 1)
Tarworks Master (Ally B)
Potion of Energy Resistance (Item B)
Immolate (Spell C)
Torch (Weapon B)
Torch (Weapon B)
Frost Sling +1 (Weapon 1)
Returning Throwing Axe +1 (Weapon 1)
This should be your second game at tier 2 (the promotional evil dwarf scenario was the first) so you each also get a power feat.
We're not in an online convention any more, so there's no rolling for boons this time.

Aric? Is that you??? |

Aric/Red Raven isn't interested in the Natron Fang, but the Hand of the Honest Man looks excellent.
Aric will take the following power: "When you would discard an ally that has Diplomacy in its check to acquire as damage ([X] or for its power), you may instead recharge it."
The Red Raven will increase his hand size to 5 as his power.
Upgrades:
Weapon 1: 1d1000 ⇒ 756
Item 1: 1d1000 ⇒ 756
Whoa....

Oloch - Gimry |

I will pass on all card upgrades including the Loot and take the power:
When another character attempts any check, you may display any number of blessings and weapons; for each card displayed, add 1 ([x] 2)
All weapons/blessings are now +2 to any check! Time to load up on Blessings/Weapons card feats. :) Potential for +8 to be spread out on any checks right now.
Looking at Arics roll, it sure does seem like the randomizer likes to choose the same number multiple times in a row. That said, that roll should earn a boon just because. :)

Enora - Eslibedesh |

I will not take any card upgrades, however, I would like to upgrade my power to play any Boon with the magic trait as a charisma combat check.

BR Elinnea |

Ok so for scenario 4-2A we've got
Aric/Red Raven 30475-1012: power feats [X] or for its power/[X] Hand size 5, and which upgrade would you like??
Celeste 5369-1015: power feat [X] or start, no deck upgrade
Enora 341615-1001: power feat [X] or boon with a magic trait, no deck upgrade
Oloch 341212-1001: power feat [X] 2, no deck upgrade
(I do these summaries because it's easier for me to find later when I do the reporting. Also so you can double check.)
I'll get the next one set up a little later today.

Aric? Is that you??? |

I did mean Ally 1. Apologies. I would prefer the Weapon 1 upgrade, please.

Oloch - Gimry |

I thought so, but wanted to clarify. So yes, I will visit the Sunburst Market for now. I'm not sold on it as a permanent solution.

Aric? Is that you??? |

Taking the Captain's Cutlass in place of my Rapier. No merchant trip for me, thanks.

Oloch - Gimry |

I thought turn order continued from scenario to scenario, no? As in the next person after the last person that went starts. Or are we randomly picking a starting character, but keeping the same order?

BR Elinnea |

Oh, whoops. It usually carries over from the previous game, but in the last scenario I didn't bother actually playing out the last few turns since you had won and I wouldn't need an update. I forgot that it also affects the turn order.
I can get the turn order switched now, or you can continue as-is with Celeste starting. In a regular (face-to-face) game, the players get to choose the order and starting player anyway, so it's up to you guys.

Enora - Eslibedesh |

Hey, sorry for the late/slow posting, I've had a messy couple of days. I'm also leaving out of town on friday, but will be able to post once again sunday night. For now until then I will try to post as much as possible.

Aric? Is that you??? |

Just so that everyone is aware: I will be away from tomorrow through until Dec 27th. I won't have easy access to the Internet, and I won't be posting regularly (if at all) to the forums.
Happy the Holidays!
-Dink

Oloch - Gimry |

Looks like both Celeste and Aric used my +2 on their close checks. Since I had to recharge my Blessing because of the Curse, I can only give one of them +2 so Celeste will need to use his Elements or Enora's Spellbound to complete his close. Which had he known he didn't have my +2 I'm sure we would have been fine with him using. 2d4 just isn't going to cut it for a 6 check. Good thing is the 2d4 he rolled were 5, so even a 1 on the third d4 is a success so the location will be closed, we just need either Enora or Celeste to discard their blessing.

Aric? Is that you??? |

Ditto, but I think people are simply stuck in the vortex between Xmas and New Year's.

BR Elinnea |

These are the cards I have as acquired:
Terhk Fourwinds (Ally C)
Hyaenodon (Ally B)
Camel (Ally C)
Mistmail (Armor 2)
Mystic Silk Coat (Armor 2)
Burglar's Buckler (Armor 1)
Blessing of the Ancients (Blessing B)
Osirion History Guide (Item B)
Ghost Battling Ring (Item B)
Holy Light (Spell B)
Viper Strike (Spell B)
Clinging Venom (Spell B)
Acute Senses (Spell B)
This is your third scenario at tier 2, so there are no extra feats this time.

Aric? Is that you??? |

Aric would like:
1.) Blessing B: 1d1000 ⇒ 488
2.) Ally B: 1d1000 ⇒ 416

Aric? Is that you??? |

Aric will also take the following bonus cards (as he has been doing) unless there's a dispute:

Aric? Is that you??? |

Cool; it looks like I get the Blessing B upgrade!
Aric will replace his Blessing of the Ancients with a Blessing of Abadar.

Oloch - Gimry |

I haven't run with a siege deck before, so how does that work? Do we take our first card of the turn from the siege deck, and then if we defeat it, we get to explore our location? And I assume if we get a Henchman from the Seige deck, that's when we attempt to close our current location?
Also, I'll visit whatever trader Aric is visiting so he has more options because I don't really need anything.

BR Elinnea |

Ah, ok. I'll give a little more explanation for siege deck mechanics then.
Most of it comes from the Defensive Stance card instructions:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.
This means that any time you explore (not just the first explore of a turn) you will encounter the top card of the siege deck. That deck only contains banes. If it's not defeated or displayed, it goes back into that deck.
Defeating a henchman only lets you close the location it came from, and you can never close a location you're not at. So they don't let you close either the siege deck or the location you're sitting at. Instead, a location closes automatically as soon as it doesn't have any cards in it.
"At This Location" powers do still apply, as do "When permanently closed" ones, but you'll never need to do the "When closing" action. You can still examine top cards at location decks, or you can choose to examine the siege deck instead (at your own risk of course!)
This scenario in particular has a couple more instructions:
When you defeat a bane on your turn, encounter the top card of your location deck; you may recharge a card of the same type as the encountered card to evade it and put it on the bottom of your location deck.
To win the scenario, a location must be open while the siege deck is empty.
As I said elsewhere, at the end of the scenario, if you win, you get all the boons left out as acquired cards. So your goal in this one is quite different than a normal scenario. You need to defeat everything from the siege deck while still having cards out in at least one of the location decks. The boons can disappear from locations by being banished when you take damage, or by being encountered when you defeat a bane. The option to recharge a card to evade a boon lets you prolong the game by not being forced to encounter it.
It's basically a race against time to defeat all the banes before you lose all the good stuff. This is why it's called a siege.
Let me know if you still have questions, I know this format can be confusing the first time you see it.

Aric? Is that you??? |

"Defeating a henchman only lets you close the location it came from, and you can never close a location you're not at. So they don't let you close either the siege deck or the location you're sitting at. Instead, a location closes automatically as soon as it doesn't have any cards in it."
Now I'm confused....
1.) How do you close a location if all the henchmen are in the siege deck?
2.) How do you know which location which henchman 'came' from?
3.) Are we not just trying to close the siege deck?
Yes, this is the first time that I've come across a siege deck scenario as well.

BR Elinnea |

1) A location closes automatically when it no longer has any cards in it. You'll notice that each location only has 4-6 cards to start. Closing locations is not your goal (in fact it's best to keep them open if you can help it).
2) The henchmen all come from the siege deck.
3) The siege deck is not actually a location, so it can't be closed. What you're trying to do is empty it by defeating all the banes.

Aric? Is that you??? |

Ok...I think I've got it. I think we need to steer clear of the Scorched Ruins, then, given its 'At This Location' condition.

Oloch - Gimry |

Just so I'm clear. A turn will be :
1) Encounter the top of the Siege Deck.
2) If you defeat that Bane, then Encounter the top of your location.
The goal is to NOT close any locations before finishing the Siege Deck. So, where prudent, show a card of the same type to keep that card in the deck so we can get it at the end of the scenario.
Do "explore" cards(Blessings/Allies, etc..) explore the Siege Deck or your location?
That sound about right?

BR Elinnea |

That's all correct! Except you have to recharge a card of the same type to keep a boon in the deck, not just show it.
Also, keeping all the locations open is ideal, but in terms of the win condition it's ok to close some locations, as long as at least one is still open. This scenario looks pretty tough, so it's likely to happen somewhere.
Cards that let you explore still send you to the top card of the siege deck. The defensive stance instruction is "when you would explore" so it covers anything that would let you explore.