Tomehound |
Well then. Blessed by the concept of Ascension, Yoon heads over to the Mongrel Village and (hopefully!) begins the FINAL BATTLE.
1st exploration...
Yup. Thar be the villein!
Gangrel Fiendsplicer
Hokay, so everybody needs to either recharge their hands and redraw, or take 1d4 - 1 mental damage. My hand is pretty rockin' and taking max 3 damage still leaves me with a pretty viable hand for two combats, so I'm going to roll the dice and pray to Lord Gom-Gom for protection.
Villain BYA: 1d4 - 1 ⇒ (2) - 1 = 1
Sweet! Only one damage. I'll take that right in the Compass, thank you - no need to lose combat capability now!
Alright, so here's the rub - I don't know what you guys hands will be after the BYA (Other than Robert), so I'm going to do my best to fight this thing as solo as I can - I do have some nova capability that won't kill me, so here goes!
First combat is a Combat 16. Yeesh. Crappy draw. Well, let's get this done!
I reveal and discard Possession to squeeze out an extra 1d6, and then the top card of my character deck (Haki Stick) for an additional 1d4, and finally I discard Sign of the Pack to really pour on the hurt!
Combat 16: 2d10 + 1d8 + 1d6 + 1d4 + 4 + 2 ⇒ (10, 7) + (3) + (3) + (1) + 4 + 2 = 30
One down!
Next combat check is... a Combat 14. Better. And just as nova-able - woo mythic paths!
I have just enough cards to do pretty much the same as before - I reveal and discard Fan of Flames for an extra 1d6, discard the top of my deck (Sign of the Pack) for 2d4 (additional 1d4 over last time because it's a blessing). I discard Sign of the Lantern Bearer for its blessing goodness, and last but not least I expend both of my mythic charges to drive this sucka home!
Combat 14: 2d20 + 1d8 + 1d6 + 2d4 + 4 + 2 ⇒ (15, 8) + (2) + (5) + (4, 1) + 4 + 2 = 41
Because I can (yay mythic path!) I re-roll the 1d4 that got a "1" for
reroll 1d4: 1d4 ⇒ 2
... one more damage! A total of 42! Which is of course the answer to life, the universe, and everything! Yaaaay!
So, provided everyone can close their locations:
Weeeeeeee Win!
Cool, well I'm going to draw back up and auto-heal a bit and hope it's not necessary.
Hand: Force Missile, Gom-Gom, Cook, Elemental Ascetic, Blessing of the Gods 2,
Displayed:
Deck: 5 Discard: 9 Buried: 3
End of Turn
Parody |
Reminder: Temp closing is before BYA recharge or damage. (You probably knew that, though. :)
I said I'd take the damage so I can assist, so:
BYA 1d4-1 Mental: 1d4 - 1 ⇒ (2) - 1 = 1
I discard my Scale Mail.
Good luck everyone! I'll be rooting for you!
Hand: Laboratory Coat, Blunderbuss, Pistol +1
Displayed: Alchemical Cartridges
Deck: 7 Discard: 6 Buried: 1
Notes:
Sideboard cards:
Dexterity d8 [X] +1 [X] +2 [ ] +3
- Ranged: Dexterity +3
Constitution d10 [ ] +1 [ ] +2 [ ] +3
- Fortitude: Constitution +3
Intelligence d6 [ ] +1 [ ] +2
- Craft: Intelligence +3
Wisdom d6 [ ] +1 [ ] +2
Charisma d4 [ ] +1 [ ] +2
Mythic Charges: 2 (Str/Dex)
Favored Card: Weapon or Armor (Weapon)
Hand Size: 4 [ ] 5
Proficient With: Light Armors, Heavy Armors, Weapons
POWERS:
When you play an armor to reduce damage dealt to you, reduce it by an additional 1 ([ ] 3).
At the end of your turn, you may recharge a buried weapon that has the Firearm trait ([ ] or a buried armor).
[X] Gain the skill CRAFT: INTELLIGENCE +3.
cartmanbeck RPG Superstar 2014 Top 16 |
Henchman for Rando:
Henchman Monster 1
Traits
Human
Cleric
Cultist
Veteran
Check
Combat
10
Powers
The difficult of checks to defeat the Cultist of Deskari is increased by twice the scenario's adventure deck number.
If undefeated, shuffle a number of cards from the blessings deck equal to the scenario's adventure deck number into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.
TheAmazingRando |
Oh, that poor misguided Cultist. Why would he foolishly attack Crowe? He will learn his folly. And, because this is theoretically his last combat of the scenario, he'll spend some mythic charges to make this really silly. Lightning Touch plus bloodrage!
Combat 14: 2d20 + 6 + 2d4 ⇒ (1, 13) + 6 + (1, 2) = 23
Arcane 6: 1d8 + 4 ⇒ (1) + 4 = 5
A 1 on a d20? How dare it. And I fail to recharge? What is the nonsense? Well, Gray Garrison is temp closed regardless.
Not that it matters, I'll recharge and draw back up for funsies.
Hand: Scimitar +1, Blackjacket, Spellcharger Jerkin,
Displayed: Blood of Eustoyriax,
Deck: 8 Discard: 7 Buried: 0
Notes: I have a blessing for people.
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 [x]+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.
[x] You gain the skill Arcane: Charisma +3.
No blessings, sadly.
Deni |
I recharged my hand for crazy bad guy. So I have to make a combat check to close. Which ends up being pretty nice.
I have a camel.
I have a mace that I will recharge as well.
I have good omen and will use one of my blessings.
Combat 13: 3d6 + 2d4 + 2 + 2 + 1 + 3 ⇒ (5, 2, 5) + (3, 3) + 2 + 2 + 1 + 3 = 26
I did it! LOL
cartmanbeck RPG Superstar 2014 Top 16 |
Excellent job, everyone!
Type Card Adv_Deck_Num
Weapon Cold Iron Mace +1 2
Weapon Force Shortbow +1 1
Spell Agility B
Armor Hide Armor B
Armor Imperial Army Greathelm 2
Armor Magic Half-Plate B
Armor Scale Mail B
Item Knight's Pennon 2
Ally Apprentice B
Ally Apprentice B
Ally Caravan Guard B
Ally Druid of the Flame 1
Ally Frilled Lizard C
Ally Riding Horse B
Ally Vulture C
Ally Warhorse 2
Blessing Blessing of Abadar C
Blessing Blessing of Ascension B
Reward: For the rest of the Adventure Path, when setting up each scenario, 1 character may temporarily replace an item
in her deck with the loot Banner of Valor. At the end of each scenario, return the loot to the game box.
You each also get a Skill feat.
cartmanbeck RPG Superstar 2014 Top 16 |
Parody |
First: Congratulations, everyone! We worked our way through six Scenarios and emerged victorious! It was a pleasure playing with all of you!
Second: Thanks, CMB, for running for us! I'm sure it was a lot of work. I hope you enjoyed the results!
Third: Loot! Here's what I could use, in order of preference:
Weapon 2
Item 2
Armor 2
Weapon 1
elcoderdude |
Item 2 would give me a second solid Combat option (Staff of Cackling Wrath). So, I'm putting in for Item 2.
Failing that, I'll yield the Ally 2 to Eliandra.
My Ally 1 would be dropping Crow for Riftwarden (+1 die to my close check), which is a definite upgrade, but I'd yield to someone who has a better Ally 1 for their deck.
Taking +1 Charisma. Still feeling I need the Combat oomph.
Parody |
Since nobody else even mentioned it, I'll take the Armor 2 and let you folks fight over the Weapons. :)
If that's OK with the group, my changes are:
- Dexterity +3
- Hide Armor -> Commander's Field Plate, which lets me take a monster encounter from someone at my location (among other things).
elcoderdude |
Summing up the higher-AD upgrades, we have:
Weapon 2 - Rando, Deni
Weapon 1 - Deni (alongside other options)
Armor 2 - Parody
Item 2 - Robert
Ally 2 - Eliandra, Deni
Ally 1 - Eliandra (alongside other options)
Also:
Spell B - Tomehound
I bolded the upgrades that have no dispute.
Eliandra, Deni expressed a preference for the Ally 2 -- are you cool with taking the Ally 1?
If so, we're all set.
(Or Deni, if you're happy with the Weapon 1, Eliandra could take the Ally 2.)
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |