[ACG] Season of the Runelords (Inactive)

Game Master MorkXII

Turn Order:
Lirianne/yamasaki
Seoni/Merisal The Risen
Reta/Redelia
Kyra/redeux
Raz/Chris
Acquired Loot:

Sihedron Medallion
Spoiler:
Sihedron Medallion
Loot Item 1

Traits
Accessory
Magic
Sihedron

Check

Powers
Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle (One time use remaining: Liranne, Seoni, Reta, Kyra, Raz)
Spoiler:
Holy Candle
Item B

Traits
Object
Magic
Divine

Check
Wisdom
Divine
10

Powers
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Medusa Mask
Spoiler:
Medusa Mask
Loot Item 2

Traits
Accessory
Magic

Check

Powers
When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Impaler of Thorns
Spoiler:
Impaler of Thorns
Loot Weapon 2

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.


Snakeskin Tunic
Spoiler:
Snakeskin Tunic
Loot Armor 2

Traits
Light Armor
Magic

Check

Powers
Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Wand of Enervation
Spoiler:
Wand of Enervation
Loot Item 3

Traits
Wand
Magic
Arcane

Check

Powers
Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Mokmurian's Club
Loot Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:

Loot Item 4

Traits
Clothing
Magic

Check

Powers
Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Fanged Falchion
Loot Weapon 5

Traits
Sword
Melee
Slashing
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Emerald Codex
Loot Item 4

Traits
Book
Magic

Check

Powers
Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Staff of Hungry Shadows
Loot Item 5

Traits
Staff
Magic

Check

Powers
When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile.
Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Morgiv
Ally 6

Traits
Enshrouded

Check
Charisma
Diplomacy
13

Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Summoned Henchmen:

Bandit
Spoiler:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.


Goblin Raider
Spoiler:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Poison Trap
Spoiler:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Ancient Skeleton
Spoiler:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Wrathful Sinspawn
Henchman Monster 1

Traits
Aberration

Check
Combat
9

Powers
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Skinsaw Cultist
Spoiler:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Scarecrow Golem
Spoiler:
Scarecrow Golem
Henchman Monster 2

Traits
Construct
Golem

Check
Combat
12

Powers
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Charmed Faceless Stalker
Henchman Monster 2

Traits
Aberration

Check
Combat
11

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


The Sandpoint Devil
Spoiler:
The Sandpoint Devil
Villain Monster 1

Traits
Outsider

Check
Combat
20
THEN
Combat
20

Powers
After the encounter, banish The Sandpoint Devil.



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Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Actually Kyra I think you may get a BotG instead we have three left and six turns to get through 4 banes at the waterfront (including the bandit to close) If one of them proves really tricky I would like the option of double blessing in our corner. Hopefully one of the barriers is of the shuffle or banish if undefeated variety. Even with a minus 2 or 3 on the check the bandit shouldn't be too difficult to defeat. We just need to make sure we can get to him.

My next turn will be at the waterfront

I think Lirianne should probably take a crack at closing the glassworks. Especially if her firearm powers are for characters at other locations. plus closing that now leaves us free to concentrate on the Waterfront

Any other thoughts?


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Yeah, I think I should close the Glassworks. I have the Spyglass to add to my Perception.


I'd be OK with that. I have my blessings to assist if needed. Should you fail the check to close then I could go there and use a blessing to get it closed. 2d10+1=94%. Otherwise if you succeed then I'll head to waterfront and work on that on my last turn.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Kyra, thanks for the heal. Would you like to take my Scale Mail (heavy armor -- recharge for 2 combat damage, or 3 vs BYA / AYA damage) to help you in the Waterfront?


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne flips Blessing of Torag. She gives her Scale Mail to Kyra and continues her exploration of the Glassworks.

She finds a Longbow +1 (weapon 1).

It's a Ranged 9 check. Do any of you guys want it? Otherwise I won't risk the check.


Thanks, and I know Reta wanted a weapon 1. If you were planning on taking a weapon 1 then it might be good to try it because we only have acquried one weapon1 upgrade so far I think. I won't need a weapon 1 upgrade this round.

If you need a blessing I could offer one, but then we'd need to decide if it's worth putting my last blessing in your close check or having me close with my last blessing at a 94% success rate. Either way you could use both if needed unless you thought it'd be better to wait for me to close.


We have one Weapon 1 so far, and every character gets to pick 2 deck upgrades (instead of the normal 1).


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Kyra, I'm taking your BotG for the Weapon 1 check to acquire.

Ranged 9: 2d10 + 3 ⇒ (6, 10) + 3 = 19 and Longbow +1 acquired. I can discard this to assist in combat checks in another location to add 1d4+1.

Attempt to close Glassworks, reveal Spyglass to add 1d6 Perception 6: 1d8 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16. Glassworks is closed.

Discards Arquebus, Spyglass, Shock Musket +1. Draws Master Gunner, Quartermaster, and Magic Leather Armor.

Ends turn.

Lirianne wrote:

Hand: Magic Leather Armor (non CD), Master Gunner, Quartermaster, Matchlock Hackbut, Longbow +1 (non CD),

Displayed:
Deck: 5 Discard: 8 Buried: 4
Notes: I can add 1d6 to a combat check in another location via my Matchlock, and add 1d4+1 via Longbow +1.

Skills and Powers:
SKILLS

STRENGTH d4 []+1
DEXTERITY d10 [x]+1 []+2 []+3 []+4
Ranged: Dexterity +2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Craft: Intelligence +1
WISDOM d8 []+1 []+2 []+3
Perception: Wisdom +2
CHARISMA d6 []+1 []+2

Hand Size 5 [] 6
Light Armors Weapons
Powers:
When you play a card that has the Firearm trait, if you would bury ([x] or discard) ([] or recharge) it or shuffle it into your deck, you may keep it and perform the required action with another card instead.
When you encounter a monster, you may examine the top card of your deck. If it has the Firearm trait, you may draw it; otherwise, recharge it. ([] You may then recharge a card that has the Firearm trait from your discard pile.)


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Remember, I can discard Matchlock to add 1d6 to a combat check, and Longbow +1 to add 1d4+1 to another combat check.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni flips the blessing of Gorum

she hands a BotG to Kyra and heads to the waterfront

Where the ceiling collapses on her

Collapsed Ceiling:

Collapsed Ceiling

Barrier B
Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Seoni is d6 wisdom and dexterity

2 blessings is 83pc
or marginally worse than Kyra with one blessing, two blessings on kyra is 98%

We have the turns to spare I'm inclined to risk the damage of a straight roll and keep blessings in hand and have Kyra clear next time

thoughts


Probably safer to straight roll. The difficulty is 9 (veteran) so I think your success percentages are lower than you think. 2 blessings for you would be 74% which isn't terrible but I don't know if we could recover from burning two blessings for nothing. I believe I have no more blessings in my deck unless I healed myself next turn and then used my blessing to explore.


You guys could save up your blessings to pour them on Lirianne and Reta. We each have a d10 for dex, which should help with both barriers. Reta has no blessings, but has an ally to discard for an explore.


Kyra has her Pearl of Wisdom, which gives her a d10 on any one non-combat check as well. Basically, Seoni is the worst character to be dealing with this barrier. :)

I probably agree with the plan to have Seoni fail the check and pass to Kyra, although with only a few turns left, it gets a little risky.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

con dc4: 1d6 ⇒ 6

Seoni is caught in the collapsed ceiling but doesn’t take any damage

Ends turn

Seoni wrote:

Hand: Sihedron medallion, Surgeon, Bastard Sword +1, Frost Ray, Blessing of the gods 3, Blessing of the gods 2,

Displayed: Blessing of the gods 4 ( Kyra ),
Deck: 7 Discard: 5 Buried: 1
Notes: Use blessings on villain, henchmen, closing locations and lingeing barriers only recharge blessing of pharasma if you can

Skills and Powers:
SKILLS

STRENGTH d4 []+1 []+2
DEXTERITY d6 []+1 []+2
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d8 []+1 []+2 []+3
Knowledge: Intelligence +2
WISDOM d6 []+1 []+2
CHARISMA d12 [X]+1 []+2 []+3 []+4
Arcane: Charisma +2
Diplomacy: Charisma +1

Hand Size 6 [] 7

Powers:
For your combat check, you may discard a card to use your Arcane skill + 1d6 ([]+1) ([]+2) and add the Attack, Force, and Magic traits. This counts as playing a spell.
Add 2 ([X] 4) to your check to acquire a boon that has the Magic trait.

Hmm might be the only time the surgeon gets used to explore

Blessings available


During This Adventure:

During This Scenario: The difficulty of checks to acquire allies is increased by 5. When you encounter an ally, you may bury any number of cards; for each card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.

Turn: 27 Kyra/redeux

Top of Blessing Discard Pile: Blessing of Calistria

Top Blessing:
Blessing of Calistria
Blessing B

Traits
Divine
Calistria

Check
Dexterity
4
OR
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a noncombat Dexterity check.
Discard this card to explore your location.
If the top card of the blessing discard pile matches this card, recharge this card instead of discarding it.


Blessings Remaining: 3
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 271 Reta)
Spoiler:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 2 (Turn 272 Lirianne)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 3 (Turn 273 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

General Store Card 1:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

The Rusty Dragon
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Kyra

Town Square
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M:1 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reta, Seoni

Waterfront Card 1 - Collapsed Ceiling:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If you fail the check to defeat by 4 or more, you are dealt 1 Combat damage that may not be reduced.
If undefeated, leave this barrier faceup on the location deck. Characters at this location encounter this barrier as their first exploration each turn, and may not move or be moved while this barrier is faceup on the location deck.

Waterfront Card 2:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Waterfront Card 3:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

One more turn each!!

Just a reminder that Seoni handed a Blessing of the Gods to Kyra at the beginning of her turn.

Available blessings:
Liranne - None
Kyra - Gods (x2), Gorum (x1)
Reta - None
Seoni - Gods(x2)


Thanks for armor and blessing Lirianne and Seoni!

Kyra wrote:

Hand: Scale Mail (from Lirianne), Pearl of Wisdom, Longsword, Fireblade, BoGorum, BoGods 5 (from Seoni),

Displayed:
Deck: 4 Discard: 12 Buried: 0
Notes:

Skills and Powers:
SKILLS

STRENGTH d10 []+1 []+2 []+3 []+4
Melee: Strength +2
DEXTERITY d4 []+1
CONSTITUTION d6 []+1 []+2
INTELLIGENCE d6 []+1 []+2
WISDOM d10 [X]+1 []+2 []+3 []+4
Divine: Wisdom +2
Survival: Wisdom +1
CHARISMA d6 []+1 []+2

Hand Size 5
Light Armors Heavy Armors [X]Weapons
Powers:
Instead of your first exploration on a turn, you may reveal a card that has the Divine trait to choose a character at your location. Shuffle 1d4+1 ([]+2) random cards from his discard pile into his deck, then discard the card you revealed.
If your combat check has the Sword trait, add 2 ([] 4) and you may add the Magic trait ([] and/or Fire trait)

Kyra moves to Waterfront and takes a small break to heal herself.

heal: 1d4 + 1 ⇒ (3) + 1 = 4

Kyra heals 4 cards (in past I was rolling for these heals but I just realized there's a function for that in the spreadsheet

BoGods 2, BoGods 4, BoCaydenCailean 3, BoPharasma healed.

(pretty lucky, though 9 of 12 cards in discard were blessings lol).

Kyra Discards Fireblade for the heal

Kyra is now ready to help her teammates now that she has sat by hearing them scream for help for a bit.

discard BoGorum to explore

She encounters the collapsed ceiling barrier.

Kyra prays to the Gods and Calistra grants her strength...err...dexterity.

recharge Pearl of wisdom and discard BoGods 5 which acts as BoCalistra this turn due to discard pile--+2 die!!

Collapsed Ceiling Dc 9 dexterity: 3d10 ⇒ (2, 9, 10) = 21

Never in her life has she felt more agile

Collapsed Ceiling banished

Kyra has spent all her energy and must rest. She's so tired she drops her scale mail and longsword

reset hand and end turn

Kyra wrote:

Hand: Chain Mail, BoPharasma, BoGods 4, BoCaydenCailean 3, BoGods 2,

Displayed:
Deck: 5 Discard: 13 Buried: 0
Notes: Use blessings at your own discretion, i'm out of turns and trust everyone's judgement :)


During This Adventure:

During This Scenario: The difficulty of checks to acquire allies is increased by 5. When you encounter an ally, you may bury any number of cards; for each card buried, add 5 to your check to acquire that ally.
To win the scenario, close all of the locations.

Turn: 28 Reta/Redelia

Top of Blessing Discard Pile: Blessing of Lamashtu

Top Blessing:
Blessing of Lamashtu
Blessing 1

Traits
Divine
Lamashtu

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Bury this card to add 2 dice to a check to defeat a monster.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.


Blessings Remaining: 2
Blessings Deck
Blessings Deck Cards/Turn Order:
Blessings Deck Card 1 (Turn 281 Lirianne)
Spoiler:
Blessing of Desna
Blessing B

Traits
Divine
Desna

Check
Intelligence
Arcane
Divine
5

Powers
Discard this card to add 1 die to a check.
Discard this card to add 2 dice to a check to recharge a card.
Discard this card to explore your location.
If the top card of the blessings discard pile matches this card, recharge it instead of discarding it.

Blessings Deck Card 2 (Turn 282 Seoni)
Spoiler:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.

General Store
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:0
Closed

General Store Card 1:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

Powers
Reveal this card to add 1 die to your Fortitude check.
Recharge this card to succeed at your Fortitude check.

The Rusty Dragon
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Town Square
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Glassworks
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Lirianne

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled.
After your exploration, you may discard 2 card to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Reta, Seoni, Kyra

Waterfront Card 1:
Pit Trap
Barrier B

Traits
Trap

Check
Wisdom
Perception
7
OR
Dexterity
Acrobatics
8

Powers
If defeated, you may immediately explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage.

Waterfront Card 2:
Attic Whisperer
Monster 1

Traits
Undead
Elite

Check
Combat
10

Powers
The Attic Whisperer is immune to the Mental and Poison traits.
Before the encounter, each character at your location must succeed at a Wisdom 4 check or be dealt 1 Mental damage which may not be reduced; players must choose a blessing to discard as their damage, if they have any.

Temple
At This Location: When you move or are moved here, discard a card.
Any character at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Available blessings:
Liranne - None
Kyra - Gods (x2), Cayden Cailean (x1), Pharasma (x1)
Reta - None
Seoni - Gods(x2)


Reta explores the Waterfront, and finds another barrier. This one is a pit trap. Does she notice it before falling in?

(using one blessing from Kyra to almost guarantee success)

perception: 2d6 + 3 ⇒ (4, 5) + 3 = 12

Yep, she sees the trap and steps around it.

Then she gets to explore again (on the text of the trap), and finds an Attic Whisperer.

wisdom: 1d6 ⇒ 6

Seoni and Kyra need to make this check, and it could cause Kyra to discard a blessing, so I will make sure to not use up her last blessing

Reta uses her shock longbow +1, and asks Kyra to bury a BotG so she can get two extra dice.

3d10 + 1d8 + 3 - 4 ⇒ (4, 5, 1) + (3) + 3 - 4 = 12 The -4 was for location subtract 1 from each die

Reta defeats the attic whisperer.

I will try to close in another post to avoid too long a post.


Now Reta has to face a Bandit Henchman.

Reta recharges Spotol.

Then she uses her shock longbow again. She asks Seoni and Kyra to each discard a blessing.

3d10 + 1d8 + 3 - 4 ⇒ (2, 7, 5) + (6) + 3 - 4 = 19

The Bandit runs home crying to Mommy, and Reta begins her happy dance.

(discards dogslicer, though it doesn't actually matter)


That will do it, even if the Attic Whisper forced both Kyra and Seoni to discard a blessing. I'll get the Reward and Development posts up in a minute.


Development:
Our mayor, no matter how good her heart, can be … shortsighted,” says councilman Thelsikar, head of the mercantile guild. “She sees only the threats in front of her eyes. I can see a bit further.”

For the first time since you arrived in Sandpoint, you have a true ally. “These goblins you describe are worrisome,” the councilman says. “These mutations sound like the work of the cult of Lamashtu, a source of much trouble here in Sandpoint. I do not believe we can let this matter lie while we wait for a dragon to return.”

You agree, but remind the councilman that you do not know where the goblins live.

“Ah, but I might,” he says. “My sources say there has been prowling around Junk Beach at night. My friends, let us lay a trap.”


REWARD
Each character chooses a type of boon other than loot and adds a card of that type from the game box to the cards acquired during this scenario. Adventure Card Guild characters may choose a bonus deck upgrade.

Everyone please pick one more card type to add to this massive list of acquired cards:
Weapon Bastard Sword +1 1
Weapon Longbow +1 1
Weapon Dart B
Weapon Scimitar B
Weapon Shock Longbow +1 B
Spell Enfeeble 1
Spell Frost Ray 1
Spell Aid B
Spell Detect Evil B
Spell Sleep B
Armor Magic Leather Armor B
Item Staff of Minor Healing 1
Item Wand of Force Missile 1
Item Boots of Elvenkind B
Item Potion of Healing B
Ally Aldern Foxglove 1
Ally Toad 1
Ally Sage B
Ally Soldier B
Blessing Blessing of Erastil B
Blessing Blessing of Gorum B
Blessing Blessing of Pharasma B
Blessing Blessing of the Gods B

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

wisdom dc 4: 1d6 ⇒ 6

Yeah in your face Attic whisper and bandit

Good Job all! Looking to take spell 1 for Frost Ray Debating whether to make all my spells blasty or stick with some utility probably swapping out arcane armour at this stage


Just to make sure it's clear, everyone will get to pick TWO upgrades this time. But first everyone needs to pick a type of boon, and I will add a random card of that type to the acquired cards. So hopefully we'll get an extra Deck 1 card or two from that.


armor, please.


Summoned Armor:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Blessing for me

Was holding off my second pick until everyone else had made their 1st


I think at this stage we are still picking what we would like added to the list, not yet what we want to take from the list.


Summoned Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

Powers
If you encounter this card, you automatically acquire it.
Discard this card to add 1 die to a check.
Discard this card to explore your current location.
You may instead treat this card as if it had the same powers as the top card of the blessings discard pile.


I'd like to have a crack at a random weapon.

And great job everyone! Also thanks for yet another smooth game GM!


How much will it mess everyone up if Reta takes a blessing that only applies to her checks?

I am considering one of my upgrades being a blessing B, in which case I could replace a B and basic Blessing of the Gobs with B but not basic Blessing of Hadregash. It only applies to my checks, but if I also discard an ally, I can add 2 dice to any check. It will also often get recharged instead of discarded.


Summoned Weapon:
Quarterstaff
Weapon B

Traits
Staff
Melee
Bludgeoning
2-Handed
Basic

Check
Strength
Melee
3

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard a card to add another 1d6.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Lirianne picks Armor -- hoping to get Armor 1.


Kyra would like the following upgrades -

Spell B would be my first choice (unless Seoni doesn't want the second Spell 1, in which i can take it. My Spell B (Find Traps) I want more than Spell 1 (Augury) but I'd take the Spell 1 now while it's available if it won't be claimed otherwise)

Weapon B would be my second choice (unless Lirianne and Reta don't take the last Weapon 1, in which case I'll take a Weapon 1)

To be clear here: I'm completely OK with the Spell B and Weapon B if you guys/gals want to take the Spell 1's and Weapon 1's, I'll only take the leftovers :)

And Reta, sometimes the best thing for the party is to be a little selfish. I don't know the exact card text of your blessing but I say go for it if you think that's your best choice. I have tons of blessings as is and in general I'm pretty willing to give them to someone else even if it means I might be left without any for my turn.


Summoned Armor:
Magic Chain Mail
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
3

Powers
Recharge this card to reduce Combat damage dealt to you by 2.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Kyra, can I convince you to get Armor from the game box instead? I apparently don't have a good Weapon 1 upgrade, so you can have the other Weapon 1 from the pile. But there's a good Armor 1 upgrade for me. Please?


Blessing of Hadredgash
Discard this card to add 1 die to any check by a character that has the Goblin trait.
Discard this card and an ally to add 2 dice to any check.
Discard this card to explore your location.
After you play this card, if the top card of the blessings discard pile has the Basic trait, recharge this card instead of discarding it.

So, it has a pretty good chance of letting you recharge it to explore. Sounds pretty great to me.


Unfortunately I summoned a weapon already, sorry :(


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Blessing B and Weapon B for me. Or an Ally 1 and Wepon B if no one is taking Ally 1.


Some of the goblin cards do 1 automatic damage to other players. I'm trying to avoid that kind of stuff.

If it doesn't conflict with others' choices, Reta would like Weapon 1 and Blessing B. She also will then have a full deck and not need to worry about the banished dagger.


I think this summarizes everyone's first picks:

Liranne - Ally 1, Weapon B
Krya - Weapon 1, Spell B
Reta - Weapon 1, Blessing B
Seoni - Spell 1, [upgrade 2]

That still leaves a Spell 1, Item 1 (x2), and an Ally 1 (and a whole mess of B cards). If Seoni doesn't want the second Spell 1, then Kyra could use it.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Seoni's spell 1 options are (in my order of preference)

Frost Ray (as per the previous scenario)
Good Omen (bit like black spot but for acquire and close location checks i/o monsters)
Illuminate (add d8 to any ranged combat check)

So question is does Good Omen beat Augury in the party's selection of spells

Good omen

Magic
Arcane
Divine
Mental

Discard this card to add 1 plus the adventure deck number of the current scenario to any check to acquire or any check to close a location

After playing if you do not have the arcane or divine skill, banish it; otherwise succeed at an arcane or divine 8 check to recharge instead of discarding it

If I'm not taking two spells I would like ally 1 (there are 2 ally 1s) Taking Incanter for Guide


Actually, Reta will take an ally 1 instead of Blessing B. That will be easier to get later.

Reta is getting force shortbow +1 and is replacing frog with Xoff.


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

Item 1 and Ally 1 for me, then.

Grand Lodge

Seoni Sorceror and acquirer of magic stuff Seoni deck

Ok two spell 1 s for me


Personally, I prefer Augury over Good Omen, but I always tend to prefer cards that let me scout ahead.


Seoni, Take the second Spell 1 since it seems both Ally 1's are taken. Good Omen and Augury both provide good utility of different sorts to the party, but since you'll be taking the second spell 1 I'll get Find Traps which also provides good utility to the party.

Kyra will take

Weapon 1 - Morningstar +1 - Gives Melee+1d8+1 and discard for 1d4. Also can be played to use bludgeoning trait instead of piercing trait. It lacks the sword trait that Kyra has a power feat for, but wanting to make sure I have options for immunities and also because it is a better weapon than the Scimitars. Next round when I get my card feat I'll be getting another Longsword.

Spell B - Find Traps - two dice to any check to defeat against a barrier. recharge 8. This will be a keeper card for quite a while.

here's my new decklist:

Spoiler:

Morningstar+1 Weapon 1
Longsword Weapon B
Cure Spell B
Find Traps Spell B
Fireblade Spell B
Chain Mail Armor B
Wooden Armor Armor B
Pearl of Wisdom Item B
Standard Bearer Ally B
BoGods 1 Blessing B
BoGods 2 Blessing B
BoGods 3 Blessing B
BoCaydenCailean 1 Blessing B
BoCaydenCailean 2 Blessing B
BoCaydenCailean 3 Blessing B


MorkXII wrote:
Personally, I prefer Augury over Good Omen, but I always tend to prefer cards that let me scout ahead.

same, but i'm in no rush to get it since find traps is going to be a keeper card for my deck for the foreseeable future


Liranne - Ally 1, Item 1
Krya - Weapon 1, Spell B
Reta - Weapon 1, Ally 1
Seoni - Spell 1, Spell 1

That takes care of all the Deck 1 cards, except for one Ally (and Find Traps is way better than probably any Ally 1 card)


Alkenstar Marshal Upgrade preference: Ally 6 > Blessing 6 > Weapon 5

We can't have duplicates, I think, based on my reading of the organized play rules. So Seoni can't take 2 spells.

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