[ACG] [OutPost I] Cartmanbeck's Season of the Righteous Adventure 1: Herald's Chosen (Inactive)

Game Master cartmanbeck

Herald's Chosen: Scenario 1-2A: The Frogs
The current scenario's adventure deck number is: 1

Wenduag:
Wenduag
Henchman Monster 1

Traits
Mongrel
Ranger

Check
Combat
0

Powers
The difficulty of the check to defeat Wendaug is equal to 1 plus the highest difficulty to defeat a random monster form the box.
Before you act, Wendaug deals 1 Ranged combat damage to you and a random other character at your location.
If defeated, you may immediately attempt to close the location this henchman came from.

Mongrel Traitor:
Mongrel Traitor
Henchman Monster 1

Traits
Mongrel
Soldier

Check
Combat
0

Powers
The difficulty of the check to defeat the Mongrel Traitor is equal to the highest difficulty to defeat a random monster from the box.
In undefeated, bury 1 random card from your discard pile.
If defeated, you may immediately attempt to close the location this henchman came from.

Gangrel Fiendsplicer:
Gangrel Fiendsplicer
Villain Monster 2

Traits
Mongrel
Demon
Wizard

Check
Combat

THEN
Combat

Powers
The difficulty of each check to defeat is equal to the highest difficulty to defeat of a random monster from the box.
Before you act, each character may choose to recharge his hand and draw a number of cards equal to the number recharged; otherwise, that character is dealt 1d4-1 Mental damage that cannot be reduced.
If undefeated, each character must bury a card from his discard pile.


101 to 150 of 672 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male

Hey Eliandra!

I am not done with my turn...

Silver Crusade

I am very sorry. One day I will learn to read. >.<


Male

Totally my fault. I did not realize how much it looked like I was done -- posting my hand was a mistake, I just wanted it available for me to see.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

It happens. At worst, you owed like.. three sorries. A million is excessive. :-D


Male

NOTE:
Eliandra's phantom turn altered the dice rolls.
I don't have time to redo my entire turn, even if that made sense, so, please trust me -- I am hard-coding the original results.
NOTE 2:
I take 100% of blame for luring Eliandra into taking her turn.

Taking stock:
I rely on Eliandra closing the Guardpost on her next turn. EDIT: :)
Rando can only explore once next turn.
At the Watchtower, TH and Parody have 3 explores between them. That could flush the villain/henchman.
Deni has 2 explores possibly at the Canyon.

At the weapon-banish-to-close locations, we have characters with 2 weapons in hand, so they could close twice.
That being the case -- and primarily because I am getting bored at the Rift -- I'm going to abandon my post, go somewhere, then (the plan is) summon steed back to the Rift so it flips.
The only place it makes sense to go is the Canyon, because I couldn't do the 2 fights at the Guardpost easily, and I don't have a weapon.
This only works because Deni helpfully cleared the monsters, so the Garrison-like effect is nullified.

So:
Display Tonbarse at the Canyon.
Move to Canyon.
Explore:
(dice=Card)d6(/dice) -> 2
I was really worried that would be 1.
Spellcasters's Shield, Armor B.

Not only an armor, but one I might possibly acquire.
(dice=Arcane 6)d10+2(/dice) -> 12
Acquired.

Dang. Kind of wishing I saved that 10 for combat.

Discarding a BoG to explore again:
(dice=Card)d6(/dice) -> 1 (would reroll 2 to avoid confusion)

Sigh. There's the 1.
Everyone encounters a Cultist of Baphomet. Stats are in my post just before this. Evading is fine, but don't lose or we lose 1 blessing from the blessing deck for each loss.

My fight:
No BYA because not 1st explore (besides scenario damage reduction).
Tonbarse will bite him for me. Gonna recharge my last BoG on this (don't worry, I know I have one coming):
(dice=Combat 11)2d10+3(/dice) -> 11
Whew. A little close.

When Deni encounters the Cultist, I hand her Amulet of Life, because I want to draw 4 cards.

Crazed Cultist barrier banishes no matter what.

Gonna end my turn because your fights don't affect me.
End of turn:
Cast Summon Steed to ride back to the Rift.
Recharge:
(dice=Arcane 5)d10+2(/dice) -> 8
Abyssal Rift flips to the good, closed side.

Using Tonbarse to examine the "top" of the Canyon, shuffle it again, and draw him. Looking at cards 3 to 6:
(dice=Card)d4(/dice) -> 4
Could be worse:

Baleful Shadows,Barrier B wrote:

Obstacle/Undead /Elite

Check to Defeat:
Wisdom/Divine/Stealth 11
Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

FYI:

Wight wrote:

Henchman/Monster/Undead

Check to Defeat: Combat 10 OR Wisdom/Divine 8
The Wight is immune to the Mental and Poison traits.
Before you act, the Wight deals 1 Cold damage to a random character at your location; when that character is dealt damage, she buries those cards instead of discarding them.

Displaying Tonbarse at the Abyssal Rift.

Recharging the shield and drawing up.
Alase wrote:

Stalking Armor, Create Pit, Blessing of the Gods 1, Eloquence, Black Spot, Sage's Journal

Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: Black spot is -2 difficulty vs Monster. Blessing gives d12. Use it - Rift is closed & next turn I draw a BoG

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 ▢+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.


Male

Things to note:
CMB, I cleared the first two Canyon cards, then shuffled it.
Alase and Tonbarse are at the Abyssal Rift.
Abyssal Rift is good side up.
Everyone fights a Cultist of Baphomet Henchman (stats in my post on previous page). If you lose we lose 1 blessing from the blessing deck.
Deni, I gave you an Amulet of Life.

Tricky detail:
You can't use my d12 blessing on your Baphomet fight because I didn't have it yet.

Liberty's Edge

Here am I, minding my own business, not even my turn, when suddenly...

<OUT OF TURN CULTIST COMBAT>

It's not the first combat of my turn. It's not the anything of my turn. I'll compulsively smack it with whatever I have on hand.

Combat 11: 1d12 + 1 + 1d6 ⇒ (7) + 1 + (6) = 14

Defeated. And that was just a reveal, so my hand is unchanged.

Silver Crusade

<Out of Turn Cultist Combat>

Combat 11: 1d8 + 1d6 + 1d4 + 2 ⇒ (4) + (2) + (2) + 2 = 10

This is where I lose Desna's Star. And us a turn, because apparently all my dice roll low. But please take a d4 and the Force trait from my Force Shortbow on one of these combats.


1 person marked this as a favorite.

<OUT OF TURN CULTIST COMBAT>

Luckily, I was just reading this Sage's Journal while sitting atop my camel and holding my Long Sword, when this crazed cultist henchman decided to attack me. I will secretly hope the dice have decided to like me more, as I need much better roles than have previously occurred to pull this off... okay, here goes

Combat 11: 1d8 + 1d6 + 2d4 + 2 ⇒ (8) + (1) + (4, 2) + 2 = 17

I knock the crazied cultist back to whence he came, and wonder where that d8 has been my whole life. Everything was a reveal, so my hand is unchanged. I now must go do something to appease the dice gods for having two of my dice roll well.... I won't bring up the other two to them at this moment. Gotta take what I can get :)


Male

Dang. One turn lost.
Waiting for Parody and TH to fight a Cultist of Baphomet.
Then Eliandra can take her turn for real.


Male

Dang. One turn lost.
Waiting for Parody and TH to fight a Cultist of Baphomet.
Then Eliandra can take her turn for real.

Deni, please note one change to your hand, you have an Amulet of Life... feel free to discard that to search for better cards, if need be.


M Human Computer Geek 12

I'll reveal my Arquebus:

Combat 11: 1d8 + 1d8 + 3 ⇒ (7) + (7) + 3 = 17 so the Cultist is gone.

Now, did it blow up?

Arquebus Explosion: 1d12 ⇒ 1

Ow! Darn it. Shuffled into my deck. Hopefully I won't lose my spare pistol.

Silver Crusade RPG Superstar 2014 Top 16

Okay, I've removed those two cards from the Canyon and shuffled it, flipped a blessing from the deck because of Eliandra's fail against the cultist. I think we only need TH to do his cultist check. I'll go ahead and post an update here, though.

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 23 Korundo/Eliandra

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 7
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 231 Crowe)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 232 Yoon)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 3 (Turn 233 Uliah)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 4 (Turn 234 Angban)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 5 (Turn 235 Alase)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 6 (Turn 236 Korundo)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 7 (Turn 237 Crowe)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Korundo/Eliandra,

Guardpost Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Crowe/Rando,

Maze Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Maze Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Yoon/Tomehound, Angban/Parody

Watchtower Card 1:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 2:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Watchtower Card 3:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 4:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 5:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Abyssal Rift Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 2:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 3:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 4:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Abyssal Rift Card 5:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 6:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni,

Canyon Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 4:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.


Male

The website was being its crotchety self -- I did not purposely double-post above (I thought I was editing).

Completely forgot about gunslingers losing guns (I played a whole campaign as Skizza).


Male

Still need Tomehound to fight a Cultist.


Ach! Sorry all - was away from the Internet until ~20 minutes ago. Hokay, let's get this thing done.

<Out of Turn Combat>

I'm going to reveal Mind Thrust for a Kinetic Blast... and then discard it for an additional 1d6. Once again holding Gom-Gom aloft, I blast the thing!

Combat 11: 1d10 + 1d8 + 1d6 + 1d4 + 2 ⇒ (2) + (1) + (2) + (1) + 2 = 8

Well. That didn't turn out as I'd hoped. That's a loss for me. I'll banish the Scale Mail that I picked up earlier to reduce the pain somewhat.

Yeesh. Sucks. I'm with Deni and Eliandra - sometimes these PbP die hate.

Edit: Deck Update

Yoon wrote:

Hand: Haki Stick, Fan of Flames, Gom-Gom,

Displayed:
Deck: 7 Discard: 8 Buried: 0
Notes: @Parody: If you really, really need it, you can make use of my discard from the top of my deck power for combat checks.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


M Human Computer Geek 12

We're all on our last turn except for Korundo/Eliandra, just as a reminder.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 23 Korundo/Eliandra

Top of Blessing Discard Pile: Blessing of Ascension

Top Blessing:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.


Blessings Remaining: 6
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 231 Crowe)
Spoiler:
Blessing of Deskari
Blessing 1

Traits
Divine
Deskari
Corrupted
Veteran

Check
Survival
7
OR
Divine
5

Powers
Discard this card to add 1 die to your check.
Discard this card to explore your location.
If the top card of the blessings discard pile has the Corrupted trait, discard this card to add 2 dice plus the scenario's adventure deck number to your check.

Blessings Deck Card 2 (Turn 232 Yoon)
Spoiler:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 233 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 (Turn 234 Angban)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 5 (Turn 235 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 6 (Turn 236 Korundo)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: At the start of your turn, summon and encounter the henchman Corrupted Soldier.
When Closing: Summon and defeat the henchman Corrupted Soldier.
When Permanently Closed: On closing, end your turn.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Korundo/Eliandra,

Guardpost Card 1:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Guardpost Card 2:
Giant Cockroach
Monster B

Traits
Vermin
Basic

Check
Combat
8

Powers
Before you act, another character at your location summons and encouters a Giant Cockroach.
If the check to defeat has the Bludgeoning trait, add 1d8.

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Crowe/Rando,

Maze Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Maze Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Yoon/Tomehound, Angban/Parody

Watchtower Card 1:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 2:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Watchtower Card 3:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 4:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 5:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Abyssal Rift Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 2:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 3:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 4:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Abyssal Rift Card 5:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 6:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni,

Canyon Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 4:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.


Male

We've had some ridiculously bad die rolling. (8 on a roll that averages 18??)

Hopefully that means we're due to womp the henchmen & villains, coming up now.

Silver Crusade

1 person marked this as a favorite.

Okay, I'm fighting a Corrupted Soldier.

Combat 11: 1d8 + 1d6 + 1d4 + 2 ⇒ (8) + (2) + (4) + 2 = 16

Well, that was solid. I explore! Fiendish Minotaur. He deals 1d4 - 1 ⇒ (2) - 1 = 1 damage to me, which I'll take in the Force Shortbow. I would like a blessing from the table for this one, but I don't think we have many to spare, so I'll just go without it and hope my weapon doesn't do me wrong.

Combat 14: 1d10 + 2d4 + 2 ⇒ (8) + (1, 3) + 2 = 14

Wooooooooooo! Go d10! And killing (or trying to kill) the Corrupted Soldier for the close.

Combat 11: 1d10 + 2d4 + 2 ⇒ (2) + (3, 4) + 2 = 11

Good enough! Good enough! That was remarkably better than the first time I took that turn... :-[

Hand: Macuahuitl , Blessing of the Ancients 2, Vulture, Fox
Deck: 7 Discard: 6 Buried: 0
Displayed: Python Notes: Use my blessing! And my fox!

Skills & Powers:
SKILLS
STRENGTH
d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4 
.Melee: Strength +2
DEXTERITY d6 [ ]+1  [ ]+2
CONSTITUTION d10 [ ]+1 [ ]+2 [ ]+3  
INTELLIGENCE d4 [ ]+1   
WISDOM d8 [ ]+1 [ ]+2 [ ]+3
.Divine: Wisdom +3
.Survival: Wisdom +2 
CHARISMA d4 [ ]+1 [ ]+2

POWERS HAND SIZE 4 [ ] 5 [ ] 6   
PROFICIENT WITH Light Armors  [ ] Heavy Armors  Weapons
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.

For your combat check, you may reveal a card that has the Animal trait to use your Survival skill +1d6 and add the Animal and Melee traits. ([ ] After the roll, you may additionally recharge that card to add its adventure deck number.

[ ] Add 1d4 to your check that invokes the Animal trait.
FAVORED CARD ALLY or SPELL

 


Male

Cool! Glad that worked out.

The scenario actually reduces the damage on your first explore by 1, so you don't need to lose the Shortbow, unless you want to. Since you drew explores, perhaps we'll just say you discarded it.

Silver Crusade

Yeah, I’ve been holding onto it for a few turns in case someone wanted the combat bonus, and no one seemed to. So odds are good I would have discarded it anyway.

Liberty's Edge

Alright, Crowe has one last chance to get out of this Maze. Let's see how it goes.
...
..
I'm sorry everyone. It's a Demonic Horde. I've ruined everything. I also don't know what the best way to do this online. I guess I'll steal the turn order list and roll on that. If there's no objections, rather than everyone showing up to roll one die and wait again, I'll roll six times, and we can see what we're dealing with.

1. Yoon
2. Uliah
3. Angban
4. Alase
5. Korundo
6. Crowe

Character: 1d6 ⇒ 5
Character: 1d6 ⇒ 6
Character: 1d6 ⇒ 1
Character: 1d6 ⇒ 3
Character: 1d6 ⇒ 4
Character: 1d6 ⇒ 5

Looks like Korundo is stuck dealing with two, and Uliah gets off scott free.

OK, time to fight a Demonling. Not even going to attempt the BYA check. Since this is likely my last combat, I'll use my Longsword and my bury ability (adding Force, not Electricity, thanks to immunities).

Combat 11: 1d12 + 1 + 1d8 + 1d10 ⇒ (12) + 1 + (7) + (4) = 24

That'll do it. Hopefully it goes well for everyone else. I'm going to hang onto a weapon, and discard most of the rest of it, in the hopes of getting cards that help people.

Crowe wrote:

Hand: Holy Water Grenade, Hammer, Blessing of the Gods 3, Flame Staff, Quarterstaff,

Displayed:
Deck: 4 Discard: 6 Buried: 2
Notes: I have a blessing for whoever needs it. Can't be used during your Demonic Horde fight, since I didn't have it yet at that point

Skills and Powers:
SKILLS

Strength d12 □+1 □+2 □+3 □+4
Melee: Strength +1
Dexterity d6 □+1
Constitution d6 □+1 □+2 □+3
Fortitude: Constitution +2
Intelligence d4 □+1
Wisdom d6 □+1 □+2
Survival: Wisdom +3
Charisma d8 □+1 □+2 □+3 □+4
Hand Size 5 □ 6
Proficient With Light Armors □ Heavy Armors Weapons
You may bury a card to add 1d10 (□+1) and the Electricity or Force trait to your Strength, Melee, or Arcane check; if the check has the Attack trait, you may recharge the card instead.
When you defeat a monster, you may move or put the bottom card of your deck on top of your deck, then end your turn.
□ You gain the skill Arcane: Charisma +3.

Silver Crusade

Thanks, Randy! Two demonlings! The best present you've ever given me! (Nooooo)

Let's see if I spot that (first) Demonling before he comes!

Wisdom 7: 1d8 ⇒ 5 No dice.

Combat 11: 1d10 + 2d4 + 2 ⇒ (3) + (3, 2) + 2 = 10 Well, sugarcakes. I was hoping one of those d4s would be a 1 if that happened. On the bright side, I don't take damage.

Demonling #2 flies up in my face.

Wisdom 7: 1d8 ⇒ 4 I continue not to spot them.

Combat 11: 1d10 + 2d4 + 2 ⇒ (3) + (4, 3) + 2 = 12 Well that one dies.

Hand is the same.


M Human Computer Geek 12

Since we already failed the barrier, I'm going to not play my Wheellock Pistol and instead just punch it, bury my armor for the damage, and perhaps still be able to fight on my turn and/or close one of the locations with a "banish weapons" clause.

Wisdom 7: 1d6 ⇒ 6

Combat 11 vs. Strength: 1d8 ⇒ 3

Bury Hide Armor to reduce all damage to 0.

Move to a Random Location (1d8 down the location list): 1d8 ⇒ 1 The Guardpost, which is closed. Are there still Corrupted Soldiers wandering around?

Angban wrote:

Hand: Wheellock Pistol 2, Quartermaster

Displayed:
Deck: 8 Discard: 4 Buried: 1
Notes:
Sideboard cards:


Male

Eliandra, you are moved to a random location (undefeated power on Demonling).

Parody - no Corrupted Soldiers at the closed Guardpost, as I recall.

<OUT OF TURN DEMONIC HORDE COMBAT>
Alase and Tonbarse vs Demonling at Abyssal Rift.

Decent chance on BYA. Reveal Stalking Armor for +2 Perception.
Perception 7: 1d8 + 4 ⇒ (6) + 4 = 10

Made that.

Although d10+d4+3 is pretty good vs Combat 8, it's not automatic, and losing would most likely cause a scenario fail. Since we've already lost vs. the Horde, I'll play Create Pit to evade the Demonling. (So the spell wasn't useless. I eat my words.)

Recharge Create Pit:
Arcane 8: 1d10 + 2 ⇒ (9) + 2 = 11

Apparently I'm the one getting all the high die rolls.

<OUT OF TURN HAND UPDATE>
Current hand:

Alase wrote:

Stalking Armor, Blessing of the Gods 1, Eloquence, Black Spot, Sage's Journal

Displayed:
Deck: 4 Discard: 6 Buried: 1
Notes: Black spot is -2 difficulty vs Monster. Blessing gives d12. Use it - Rift is closed & next turn I draw a BoG

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 ▢+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Tomehound:
-- Demonling could trap you in Maze so it's best to win
-- I can play Black Spot for -2 difficulty on defeat check.
-- I can give a d12 blessing (Rift is closed this round & I'm guaranteed to draw a blessing next round).


Male

Does anyone fight with Charisma, typically? I think not.

That being the case -- if someone on their turn wants a +3 Charisma boost to grab an ally that grants an explore, go ahead and use my Eloquence.

Silver Crusade RPG Superstar 2014 Top 16

Rminder: TH still needs to fight a Demonling, though defeating it isn't necessary (though probably preferable because of the Maze), and it can be evaded. It's also his turn.

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 25 Yoon/Tomehound

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 4
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 251 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 252 Angban)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 253 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 (Turn 254 Korundo)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Korundo/Eliandra,

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Crowe/Rando,

Maze Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Maze Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Yoon/Tomehound, Angban/Parody

Watchtower Card 1:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 2:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Watchtower Card 3:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 4:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 5:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Abyssal Rift Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 2:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 3:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 4:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Abyssal Rift Card 5:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 6:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni,

Canyon Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 4:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.

Silver Crusade

I am actually at loc: 1d8 ⇒ 4 the Forsaken Cloister.


Male

And Parody is at the Guardpost.

Silver Crusade RPG Superstar 2014 Top 16

Thanks, locations updated.

During This Adventure: The servitor demon is the henchman Demonling.

Demonling:
Demonling
Henchman Monster B

Traits
Outsider
Demon
Servitor

Check
Combat
8

Powers
The Demonling is immune to the Electricity and Poison traits. Before you act, succeed at a Wisdom or Preception 7 check or the Demonling may not be evaded, and the difficulty of checks to the defeat the Demonling is increased by 3.
If undefeated, move to a random location.

During This Scenario: COHORT: HERALD OF IOMEDAE

Herald of Iomedae:
Herald of Iomedae
Cohort 1

Traits
Outsider

Check

Powers
Display this card next to the blessings deck; banish it at the end of the scenario.
While displayed, at the end of any character's turn, that character may shuffle 1d4+1 random cards from his discard pile into his deck; if he does, a character must either bury a blessing or discard the top card of the blessings deck.

Treat the henchman Brimorak as if it is the henchman Fiendish
Minotaur.

During the first exploration of each turn, damage dealt is
decreased by 1.

Turn: 25 Yoon/Tomehound

Top of Blessing Discard Pile: Blessing of Shax

Top Blessing:
Blessing of Shax
Blessing B

Traits
Divine
Shax
Corrupted

Check
Combat
9
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 or Dexterity check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


Blessings Remaining: 4
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 251 Uliah)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 2 (Turn 252 Angban)
Spoiler:
Blessing of Abraxas
Blessing C

Traits
Divine
Abraxas
Corrupted

Check
Arcane
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any Arcane or Divine check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Blessings Deck Card 3 (Turn 253 Alase)
Spoiler:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Blessings Deck Card 4 (Turn 254 Korundo)
Spoiler:
Blessing of Baphomet
Blessing B

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.

Guardpost
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Angban/Parody

Maze
At This Location: When you move, succeed at an Intelligence or Knowledge check with a difficulty of 6 plus twice the scenario's adventure deck number or immediately return to this location.
When Closing: Banish a weapon.
When Permanently Closed: On closing, move each character at this location to a random other location.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Crowe/Rando,

Maze Card 1:
Demonic Horde
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character randomly chooses a character to summon and encounter this adventure's servitor demon. To defeat this barrier, all the summoned demons must be defeated.

Maze Card 2:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Maze Card 3:
Skeleton
Monster B

Traits
Undead
Skelton
Basic

Check
Combat
8

Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.

Maze Card 4:
Arboreal Blight
Barrier B

Traits
Skirmish
Demon

Check
None
0

Powers
Each character summons and encounters the henchman Fiendish Tree. The barrier is defeated or undefeated based solely on your ecounter. If any Fiendish Trees were not defeated, roll 1d20; if the result is less than or equal to the number of Fiendish Trees that were not defeated, summon and encounter the henchman Ulkreth.

Watchtower
At This Location: Instead of the normal check to acquire a boon, you may summon and defeat a random monster.
When Closing: Banish a weapon.
When Permanently Closed: On closing, draw a random weapon from the box.
M:1 Ba:0 W:2 Sp:0 Ar:2 I:0 Al:0 Bl:0 ?:1
Located here: Yoon/Tomehound,

Watchtower Card 1:
Mad Knight
Monster 1

Traits
Human
Cavalier
Veteran

Check
Combat
13

Powers
The difficult of the check to defeat is increased by the scenario's adventure deck number.
Before you act, if you have the Divine skill, the Mad Knight deals 1d4+1 Combat damage to you.
If defeated, draw a random blessing that has the Corrupted trait from the box.

Watchtower Card 2:
Leather Armor
Armor C

Traits
Light Armor
Basic

Check
Constitution
Fortitude
2

Powers
Recharge this card to reduce Combat damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.

Watchtower Card 3:
Cold Iron Longsword
Weapon 1

Traits
Sword
Melee
Slashing
Elite

Check
Strength
Melee
7

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally recharge this card to add another 1d6. If the bane has the Demon or Fey trait, add another 1d4. If not proficient with weapons, the difficulty of this check is increased by 4.

Watchtower Card 4:
Magic Padded Armor
Armor B

Traits
Light Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Discard this card to reduce Combat damage dealt to you before or after you act by 2.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.

Watchtower Card 5:
Heavy Pick
Weapon B

Traits
Pick
Melee
Piercing
Basic

Check
Strength
Melee
6

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6. If any d6 rolled on this check is a 6, count it as 7.

Watchtower Card 6:
Fiendish Minotaur
Henchman Monster B

Traits
Outsider
Demon
Minotaur
Veteran

Check
Combat
12

Powers
The difficulty of checks against the Fiendish Minotaur is increased by twice the scenario's adventure deck number. Add 3 to your checks against this henchman if you succeed at an Intelligence or Knowledge 7 check, or if the check has the Acid, Electricity, or Force trait.
Before you act, if this is your first exploration of the turn, the Fiendish Minotaur deals you 1d4-1 Combat damage.
If defeated, you may immediately attempt to close the location this henchman came from.

Forsaken Cloister
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Korundo/Eliandra,

Wounded Lands
At This Location: NO BOX
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cavern
At This Location: At the end of your turn, move to a random location.
When Closing:
When Permanently Closed:
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Abyssal Rift
At This Location: Blessing played by characters at this location add d12 instead of the normal die. At the end of your turn, or when this location is not occupied, flip this card.
When Closing: This side of this location is always temporarily closed.
When Permanently Closed: This location is never permanently closed.
M:3 Ba:1 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:0
Closed
Located here: Alase/Robert, Tonbarse

Abyssal Rift Card 1:
Giant Fly
Monster B

Traits
Vermin
Elite

Check
Combat
9

Powers
If undefeated, bury a random card from your discard pile.
After you act, shuffle this card into a random other open location.

Abyssal Rift Card 2:
Bilious Bottle
Barrier 1

Traits
Trap
Poison
Elite

Check
None
0

Powers
Display this barrier faceup next to your location. The first time each turn that a character explores this location, each character at that location rolls 1d4.
1. You are dealt 1d4+1 Poison damage.
2. You are dealt 1d4+1 Fire damage.
3. Bury the top card of your deck.
4. Discard a card and banish this barrier.

Abyssal Rift Card 3:
Giant Maggot Swarm
Monster B

Traits
Vermin
Swarm
Basic

Check
Combat
6

Powers
Before you act, each character at your location summons and encouters a Giant Maggot Swarm.
Before you act, the Giant Maggot Swarm deals 1 Acid damage to you.
If you do not defeat the Giant Maggot Swarm by at least 4, shuffle it into the deck it came from; the Giant Maggot Swar still counts as defeated.

Abyssal Rift Card 4:
Blessing of Pulura
Blessing C

Traits
Divine
Pulura

Check
Charisma
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Recharge this card to ignore the Abyssal or Corrupted trait on a card until the end of your turn.
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.

Abyssal Rift Card 5:
Life Drain
Spell 1

Traits
Magic
Arcane
Divine
Attack
Healing
Elite

Check
Intelligence
Arcane
7
OR
Wisdom
Divine
9

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4. Shuffle 1 random card from your discard pile into your deck.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane 9 or Divine 11 check to recharge this card instead of discarding it.

Abyssal Rift Card 6:
Pitborn Scoundrel
Monster C

Traits
Pitborn
Demon
Rogue
Elite

Check
Combat
12

Powers
If the check to defeat has the Cold, Electricity, or FIre trait, the difficulty is increased by 3.
Before you act, if you are the only character at your location, the Pitborn Scoundrel deals 1d4-1 Combat damage to you.
While you act, damage dealt by the Pitborn Scoundrel may not be reduced.

Abyssal Rift Card 7:
Blessing of Ascension
Blessing B

Traits
Divine
Mythic
Basic

Check
Charisma
6
OR
Divine
5

Powers
If you encounter this card and you have a mythic charge, you automatically acquire it.
Discard this card to add 1 die to any check.
Discard this card to explore your location.
Discard this card to get a mythic charge.

Canyon
At This Location: When you encounter a non-henchman, non-villain monster from a location deck, each other character at this location summons and encounters that monster.
When Closing: Encounter and acquire the bottom card of the blessings deck.
When Permanently Closed: On closing and at the end of your turn, shuffle each location.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:1
Located here: Uliah/Deni,

Canyon Card 1:
Faxon
Villain Monster 1

Traits
Pitborn
Demon
Witch

Check
Combat
12

Powers
When you encounter Faxon, each character recharges all cards that have the Healing trait.
While you act, before any character plays a card, that character recharges a card.

Canyon Card 2:
Spiked Pit Trap
Barrier C

Traits
Trap
Veteran

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4+1 Combat damage; then end your turn.

Canyon Card 3:
Baleful Shadows
Barrier B

Traits
Obstacle
Undead
Elite

Check
Wisdom
Divine
Stealth
11

Powers
If undefeated, a character at your location summons and encounters the henchman Wight.

Canyon Card 4:
Lann
Ally 1

Traits
Mongrel
Guard
Veteran

Check
Charisma
Diplomacy
0

Powers
The difficulty of the check to acquire Lann is equal to the highest difficulty to acquire a random ally from the box.
For your combat check, choose Melee or Ranged and recharge this card to summon a random weapon that has that trait from the box; you may play that weapon for your combat check. After the check, banish the weapon.
Discard this card to explore your location. Add the adventure deck number of any card you encounter to your checks during that encounter.


Hokay

<Out of Combat Turn>

Combat 11: 1d10 + 1d8 + 1d4 + 2 ⇒ (6) + (8) + (4) + 2 = 20

Yaaay!

Now for real turn!

It's a Mad Knight!

He's veteran, so it's a combat 14.

Robert, I think I'll take you up on that Black Spot, and d12 blessing as well, because if I can beat this guy, I can draw a random corrupted blessing from the deck and hopefully explore again (and maybe maybe find the villain?).

Well, here's hoping. For the glory of Gom-Gom!

Combat 12: 1d12 + 1d10 + 1d8 + 1d4 + 2 ⇒ (9) + (10) + (5) + (2) + 2 = 28

Cool, smote 'im. Little sad at the overkill and all, cuz wasted resources (sorry Robert) but at least I get another explore out of the deal.

@CMB: can I have a random corrupted blessing from the box?


Male

No sweat -- looks like your dice averaged 14, which is a bit tight vs a 14 Combat check.

<OUT OF TURN>
Discard BoG.
Recharge Black Spot:
Arcane 6: 1d10 + 2 ⇒ (2) + 2 = 4

Huh. At least that wasn't a Combat roll.

<OUT OF TURN HAND UPDATE>

Alase wrote:

Stalking Armor, Eloquence, Sage's Journal

Displayed:
Deck: 4 Discard: 8 Buried: 1
Notes: Deni, use my Eloquence for +3 Charisma if helps get you an Ally to explore.

Skills and Powers:
SKILLS

Strength d6 ▢+1
Dexterity d6 ▢+1 ▢+2
Constitution d6 ▢+1 ▢+2
Intelligence d6 ▢+1 ▢+2
Wisdom d8 ▢+1 ▢+2 ▢+3 ▢+4
Charisma d10 ▢+1 ▢+2 ▢+3 ▢+4
Perception: Wisdom +2
Survival: Wisdom +2
Arcane: Charisma +2
HAND SIZE: 6 ▢7
PROFICIENT WITH: Light Armors
POWERS:
After you play a spell with the Attack trait, bury it.
At the start or end of your turn, you may examine the top card of the cohort Tonbarse's location, then (▢ you may) shuffle that deck, then draw Tonbarse.
When you play a blessing (▢ or a spell or an ally) on a check by a character at Tonbarse's location, you may recharge it (▢ or shuffle it into your deck) instead of discarding it.

Tonbarse:
Display next to a location. While displayed:
For Alase's combat check at that location: use Arcane skill + AD + Melee
When character at that location encounters a bane, Alase may give a card to that character OR that character may recharge a card.
Alase may draw this card at the start or end of her turn.

Note I WILL have a blessing next turn to use to close the Rift on Eliandra's turn.

Silver Crusade RPG Superstar 2014 Top 16

Summoned Blessing:
Blessing of Baphomet
Blessing C

Traits
Divine
Baphomet
Corrupted

Check
Melee
7
OR
Divine
5

Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check attempted during the first exploration of a turn.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Corrupted trait, discard a card.


<CONTINUED TURN>

So, I discard the Blessing of Baphomet that I drew after fighting the knight, permitting me to explore again. Unfortunately, because the top card of the blessings deck is itself corrupted(Blessing of Shax), after I play Baphomet I must discard a card. Given that I may need my weapon to discard for temporary closing ability, and I require my Fan of Flames for maximum combat, my lord Gom-Gom displays his selfless nobility and casts himself into my discard pile before I can utter a word against it.

With teary eyes, I continue my exploration...

Leather Armor. My lord Gom-Gom has left me protection in his stead!

Since I can't fail to acquire the armor, I swiftly don it in (and then discard it for maximum hand drawing) honor of my lord.

Yoon wrote:

Hand: Haki Stick, Posession, Sign of the Pack, Blessing of the Gods 2, Blessing of the Gods 3,

Displayed:
Deck: 3 Discard: 12 Buried: 0
Notes: @Parody: If you really, really need it, you can make use of my discard from the top of my deck power for combat checks. Anyone and everyone: feel free to use my blessings - hopefully we can save one for the villain, but at this point, use 'em if you need 'em.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


1 person marked this as a favorite.

Okay. My Blessing is Blessing of Ascension . So, let's get this party started.

My first card in Canyon is Faxon THE VILLAIN.

Locations will need to be temped closed but I am going to continue my turn as if they were closed.

Okay, before I act, all characters must recharge any cards that have the healing traits. While I act, to play a card you must first recharge a card.

So, If I have this correct, I reveal the camel as a power, which is not playing the card. So I don't have to recharge a card for that.

I recharge the Amulet of life to play my long sword and discard it for extra. I recharge the recruit to play my BotG. Unfortunately, I can't use Sage's journal because I don't have a card to recharge first.

I will take a blessing from Tomehound and a blessing from Rando.

Combat 12: 5d6 + 1d8 + 1d4 + 2 ⇒ (3, 5, 2, 6, 4) + (2) + (1) + 2 = 25

He is dead. And I am fairly certain Rando and Tomehound can banish weapons to temp close the open locations,

WE WIN


I discard my beloved Haki Stick to temporarily close my location, recharge Possession to play Sign of the Lantern Bearer on Deni's check.

Watchtower is (temporarily) closed!

EDITS: s/discard/banish + s/Sign of the Lantern Bearer/Sign of the Pack

Yoon wrote:

Hand: Blessing of the Gods 2, Blessing of the Gods 3,

Displayed:
Deck: 4 Discard: 13 Buried: 0
Notes: @Parody: If you really, really need it, you can make use of my discard from the top of my deck power for combat checks. Anyone and everyone: feel free to use my blessings - hopefully we can save one for the villain, but at this point, use 'em if you need 'em.
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 []+1 []+2
Dexterity d10 []+1 []+2 []+3 []+4
Acrobatics: Dexterity +2
Constitution d10 []+1 []+2 []+3 []+4
Fortitude: Constitution +2
Intelligence d6 []+1
Wisdom d4 []+1
Charisma d8 []+1 []+2 []+3
Arcane: Charisma +0

Favored Card: Spell
Hand Size 5
Proficient with: Light Armor
Powers:
For your combat check, reveal a spell ([] or a blessing) to use your Fortitude skill + 1d8 and add the Attack, Fire, and Magic traits; you may additionally discard that card to add another 1d6 ([] plus the discarded card's adventure deck number).
You may discard the top card of your deck to add 1d4 and the Fire trait to a combat check by a character at your location. If it is a blessing ([] or a spell), add another 1d4.
When you reset your hand, after you draw cards, you may set aside an equal number of random cards from your discard pile, bury 1, and shuffle the rest into your deck.


Male

The Rift is on the closed side, and Rando's holding at least one weapon, so yes -- that's a done deal.

Way to go, Deni! You were right on the Camel reveal not requiring a recharge. (Playing a card is manipulating a card to use a power written on the card itself, or choosing to activate a power on a displayed card.)

Great job, gang! I was a little worried there for a moment....

I'm dashing out for the night. I have some thoughts about the strengths/challenges of our party composition which I might burden y'all with later.

Silver Crusade

I wanted to give Korundo a try, but I do kind of feel like he's the weaker version of several members of this party---Crowe has better melee, Uliah has better divine, and Alase has better survival. I could be convinced to trade out for a Rivani, who has Arcane and Knowledge, two things we're a little more short on.


M Human Computer Geek 12

Congrats, everyone!

Silver Crusade RPG Superstar 2014 Top 16

Well played, my friends!

Here are the acquired cards:
Type Card Adv_Deck_Num
Weapon Force Shortbow +1 1
Spell Sagacity C
Armor Helm B
Armor Leather Armor C
Armor Leather Armor B
Armor Scale Mail B
Armor Spellcaster's Shield 1
Item Holy Water Grenade B
Ally Recruit B
Ally Retainer B
Blessing Blessing of Ascension B

Silver Crusade RPG Superstar 2014 Top 16

Reward:
Each player chooses weapon, spell, or item, then draws a random card of that type from the box. NOTE: Because this is a reward, this means YOUR CLASS DECK BOX, not the game box.


Male

I put some thought into this this morning.
Mainly I was asking: how could we close 3 locations on turns 4-6, and then arrive anywhere in the vicinity of losing on time?

Here are some stats. I may be off slightly, and some things skew this, like using a Compass to explore, and the fact that not all Allies & Blessings explore.
Still, I think this is helpful.
I do realize that power,skill and card feats will continually improve this picture.

Hand size:
Alase 6
Crowe 5
Yoon 5
Uliah 5/4 (Mount in hand)
Angban 4
Korundo 4

Explores in deck (Allies + Blessings only):
Yoon 7
Korundo 7
Alase 7
Uliah 7/6 (Holding Mount for combat)
Crowe 4
Angban 4

Combat (typical/boosted) ranked by boosted*
Crowe d12+2d4+1(+d10) = 12(18) (rapier - bury card for +d10)
Angban d8+d6+3(+d10) = 11(16)(pistol - bury then recharge +d10)
Yoon d10+d8+2(+d6) = 12(15) (reveal spell - discard for +d6)
Uliah d6+d8+2(+d4) = 10(12) (longsword - reveal Mount +d4)
Korundo d8+d6+d4+2 = 12 (power +d4,reveal Animal)
Alase d10+3 = 8 (Tonbarse)

Observations:
As a group, we are handsize-challenged.
Our two best fighters are explore-challenged.
Half the group doesn't easily boost above a 12 average Combat check.
And - we need that little girl (Yoon) taking names & kicking you-know-what. (3rd best fighter, tied for 2nd Hand Size, tied for 1st #/explores)

Eliandra is considering:
Rivani - Psychic, Occult deck - a combat caster
Hand size 6
Allies+Blessings 6
Combat d10+2d4+2(+d4) 12(15) (Fiery Glare - discard spell for +d4)
This would be a slight step up for combat, but a flexibility gain (6 hand size vs 4). E, it's up to what you think you will enjoy, IMO.

Strategy implications:
First, when we can explore 2-3 times on a turn, we need to seize that chance.
BUT, Second, I plan to change my playstyle to focus on support & not on exploring. To reliably win combats, I siphon off blessings, and we can't afford that.
My idea is to team up at a location with someone - ideally Crowe or Angban -- and feed them cards to power their explores. They can give cards to me if need be for my health.

*Calculating dice average as: (max die 1)*0.5 + (max die 2)*0.5 + 1 +....


Male

Also, asking because I'm a little dense: will we play all of AD1, and stop there? Or will we play until April 30, when Outpost ends? Or what, exactly?


M Human Computer Geek 12

So, rewards: I choose Weapon. (No surprise. :)

Spoiler:
Angban's Box of Weapons (AD 1):
1. Bayonet
2. Blunderbuss
3. Dragon Pistol
4. Hand Cannon
5. Musket
6. Pistol +1
7. Double-Barreled Musket
8. Pepperbox
9. Shock Musket +1

Weapon List: 1d9 ⇒ 6 - Pistol +1, cool! (Honestly, anything but the Bayonet would have been fine.)

Skill feat will be +1 to Dexterity, also no surprise.

Upgrades: I'd love the Weapon 1, of course; my Armor 1 and Blessing B choices are both good. I don't need an Ally or Spell and will take an Armor B instead if the singles are taken. (I don't know what everyone else needs; with a decent Weapon upgrade already I'd rather defer to folks who didn't get a good card from their box draw.)

Eliandra Giltessan wrote:
I wanted to give Korundo a try.... I could be convinced to trade out for a Rivani, who has Arcane and Knowledge, two things we're a little more short on.

You should play whoever you feel like playing. :)

elcoderdude wrote:
Also, asking because I'm a little dense: will we play all of AD1, and stop there? Or will we play until April 30, when Outpost ends? Or what, exactly?

The description said we might get into Adventure 2. I just assumed we'd play until the group wanted to stop.


Male

Totally missed that CMB had ninja'd me by 9 minutes, of course....

Does anyone want the Item B? I'd use it to grab either a Potion of Healing or a Cape of Escape -- both seem useful for me & for others. If so, I'd draw Spell.
But if someone is keen on the Item B, you can either persuade me or roll me for it. If I don't get it, I'll draw Item.

Silver Crusade

I’d like to stick w Korundo, if that’s okay w everybody. And I’d like a spell B to pick up Bloodscent.

I’d like a random ally. 1d6 ⇒ 1

Sigh. Sorry, Dog. Even the pregen doesn’t want you.

Wisdom for my skill feat.


Male

Always happy to have a Hunter around. Even if he is a half-orc ;)

Charisma for skill because I need all the Combat help I can get.

Just noticed the existence of the Discussion tab (Alase' Perception is a d8+2, but my own's a d4*...) If anyone has thoughts about my analysis, or your own, post it there. Thanks.

*I sat in on a fascinating discussion at TotalCon with RPG GMs, facilitated by Alexander Jakl of Dark Phoenix Events. An interesting point: if a character has a strong Disable skill, you don't expect the player himself/herself to tell the GM exactly how they pick a lock, but a dissonance can occur if the *character* is very charming but the *player* is socially inept... An example being a charming old gentleman character in Call of Cthulu approaching a sobbing, grieving old woman unknown to him by the player saying, "Hey! What's up, buttercup?!" It was suggested the GM should be guided by the character's skills and charisma determining the effects of what the player says, rather than strictly evaluating the player's words.


I’d like the blessing B - already content with my allies, no better weapons for Yoon than the Haki Stick, and my good spells really start at level 1, which I didn’t get on my random draw.

Definitely Constitution for my skill feat - better combat is good.


Male

To move things along, I'll take the Item B. I'm giving up Amulet of Life for Cape of Escape. (I figure with the Cape in hand, I can post Tonbarse away from me with less fear of Blights and Hordes.)

Random draw is spell:
Spell: 1d9 ⇒ 4
Good Omen, B.

I'll keep that. Although I pulled some cool (luckier than I deserved) shenanigans with Summon Steed, I'll swap that out.

Taken:
Item B - Alase/Robert
Weapon 1 - Parody (willing to take Armor 1 instead)
Blessing B - Tomehound
Spell C - Eliandra

Still to choose:
Crowe/Rando
Uliah/Deni

101 to 150 of 672 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACG] [OutPost I] Cartmanbeck's Season of the Righteous Adventure 1: Herald's Chosen All Messageboards

Want to post a reply? Sign in.