Merisiel's 1007 Urgraz |
Urgraz head to the mill to sort out the shopkeeper daughter
Discards a torch to add to his wisdom check
wisdom dc 8: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (1) = 8
He sneaks past her and spots a bottle he tries to snag it (taking explore for defeating obstacle)
intelligence dc 4: 1d6 ⇒ 1
His clumsy attempt sends the potion of energy resistance smashing to the floor
Having no other means to explore he ends his turn
At least cleared the dodgy obstacle
Hand: Scale mail, Hammer, Chain mail, Cloak of Elvenkind, Unholy Aspergillum +3,
Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Will recharge chain mail if he needs to use his ass kicker again. No blessings in hand. Have buried Belthis to keep deck straight will replace her at the end of the scenario
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
cartmanbeck RPG Superstar 2014 Top 16 |
Oloch will head to the Shrine to Lamashtu and explore. He finds a Bunyip.
Wisdom 9: 1d8 + 2 ⇒ (7) + 2 = 9
He calls out to the gods, then hits the stupid Bunyip in the head with his Heavy Pick. Displaying BotG, then revealing Heavy Pick.
Combat 9: 1d10 + 3 + 1d6 + 2 ⇒ (3) + 3 + (4) + 2 = 12 The Bumyip's head is smashed in, and Oloch smiles.
He then sits and roasts some of the Bunyip for jerky.
Hand: Spiked Helm, Spiked Breastplate, Orc War Drum, Heavy Pick,
Displayed:
Deck: 10 Discard: 4 Buried: 0
Notes: Happy to fight a monster if you would fail to defeat it.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [X] +1 [X] +2 [ ] +3
DIvine: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([X] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[ ] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
The adventure deck number of the current scenario is 2.
During This Scenario: Treat the villain The Skinsaw Man as the villain Arch-Lich Kalzaroth.
After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Turn: 21 Harsk/Thunderspirit
Top of Blessing Discard Pile: Blessing of Pharasma
Blessing B
Traits
Divine
Pharasma
Check
Intelligence
Arcane
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to a check if a spell was played during that check.
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.
Blessings Remaining: 9
Blessings Deck
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
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 Constitution 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.
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
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.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
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.
Treacherous Cave
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Ranzak/JohnF,
Monster 2
Traits
Aberration
Check
Combat
12
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; instead, bury the top card of your deck.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
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.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Gobgraz/Merisial
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.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Ally 2
Traits
Human
Check
Charisma
Diplomacy
7
OR
Wisdom
Divine
8
Powers
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Shrine to Lamashtu
At This Location: If you encounter a blessing, you are dealt 2 points of Mental damage that may not be reduced.
When Closing: Succeed at a Divine 6 check or banish a blessing.
When Permanently Closed: On closing, you may banish a blessing to draw a random blessing from the box.
M:0 Ba:0 W:0 Sp:1 Ar:0 I:0 Al:0 Bl:2 ?:1
Located here: Gobloch/Tyler,
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.
Spell B
Traits
Magic
Arcane
Attack
Force
Basic
Check
Intelligence
Arcane
4
Powers
For your combat check, discard this card to use your Arcane skill + 2d4.
After playing this card, if you do not have the Arcane skill, banish it; otherwise, you may succeed at an Arcane 6 check to recharge this card instead of discarding it.
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.
Blessing B
Traits
Divine
Gorum
Check
Strength
4
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 check.
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.
Nettlemaze
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: Gharsk/Thunderspirit,
Thunderspirit's 1001 - Harsk |
Strategy-wise, I always thought it made more sense to do the Warrens last, so the random monster drops don't go anywhere. YMMV.
Goblin Harsk wanders over to the Shrine to Lamashtu, which makes him feel warm and fuzzy in that Lamashtu sort of way. He finds a longshanks Bandit henchman!
Recharge Buckler (location ability), then reveal Archer's Bracers and Light Crossbow.
DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (10) + 5 + 2 + (3) = 20 success
Banish Blessing of Erastil to close location, then reset hand.
Hand: Archer's Bracers, Light Crossbow, Warhammer, Magic Leather Armor, Blessing of the Gods 4,
Displayed:
Deck: 3 Discard: 10 Buried: 1
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
The adventure deck number of the current scenario is 2.
During This Scenario: Treat the villain The Skinsaw Man as the villain Arch-Lich Kalzaroth.
After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Turn: 22 Ranzak/JohnF
Top of Blessing Discard Pile: Blessing of Sarenrae
Blessing C
Traits
Divine
Sarenrae
Check
Constitution
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 Constitution 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: 8
Blessings Deck
Blessing B
Traits
Divine
Shelyn
Check
Wisdom
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Wisdom check.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessing C
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.
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
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.
Treacherous Cave
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Ranzak/JohnF,
Monster 2
Traits
Aberration
Check
Combat
12
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; instead, bury the top card of your deck.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
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.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:0 Ar:1 I:0 Al:1 Bl:1 ?:1
Located here: Gobgraz/Merisial
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.
Weapon 2
Traits
Knife
Melee
Slashing
Finesse
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d4+1; you may additionally discard this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
Armor B
Traits
Shield
Basic
Check
Constitution
Fortitude
3
Powers
Recharge this card to reduce Combat damage dealt to you by 1. If you are proficient with light armors, you may reveal this card instead, and you may play another armor on this check.
Monster 2
Traits
Animal
Swarm
Elite
Check
Combat
11
OR
Dexterity
Stealth
9
Powers
If undefeated, the Diseased Rats deal no damage; instead, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Ally 2
Traits
Human
Check
Charisma
Diplomacy
7
OR
Wisdom
Divine
8
Powers
Banish this card to examine your location deck until you find a bane; shuffle the deck and put that card on top.
Discard this card to explore your location.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Shrine to Lamashtu
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: Gobloch/Tyler, Gharsk/Thunderspirit,
Nettlemaze
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Thunderspirit's 1001 - Harsk |
@Thunderspirit: If you had a blessing in hand at the end of your turn (doesn't look like you did, but I thought I'd check) you could banish it to draw a random one from the box.
I did not. I had banished the only blessing in my hand to close the Shrine.
JohnF-1011 Ranzak |
Ranzak doesn't fancy the Faceless Stalker, so he decides to see what can be found at the Mill.
The first thing he finds is a Blessing of the Gods, which he picks up.
Explore Again (3): 1d6 ⇒ 2 Not unless you pay.
Ranzak sends his Vulture out to have a look around.
The Vulture points him to a rather strange looking folding knifey thing It's a War Razor (Weapon 2)
Ranzak flexes his muscle (and secretly calls on the Shiny Eye Thing)
Strength 9: 1d4 + 1d20 ⇒ (1) + (8) = 9 and adds the War Razor to his arsenal.
Odd result, so bury the Light Crossbow, summon & evade
Explore Again (3): 1d6 ⇒ 1 Still no freebies!
Discard Blessing of the Gods to explore again
Near the War Razor was a small shield (a Buckler)
Fortitude 3: 1d12 - 1d4 ⇒ (2) - (2) = 0 but Ranzak doesn't care for it.
That's enough for now! Ranzak ends his turn and draws Alchemist's Fire.
Hand: Animalbane Dagger +1, Stalking Armor, Alchemist's Fire, Blessing of Hadregash, Blessing of Lamashtu, Light Crossbow +1 (found), War Razor (found),
Displayed: Shiny Eye Thing,
Deck: 7 Discard: 5 Buried: 3
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([X]3,) 4, 5 or 6, explore your location.
Merisiel's 1007 Urgraz |
Continuing to try get the mill closed Urgraz explores and finds some filthy rats. Oddly the seem attracted to the filthy elven cloak
Recharges cloak to succeed at stealth check to beat rats
Ends turn as no further explores available
Hand: Scale mail, Hammer, Chain mail, Detect Good, Unholy Aspergillum +3,
Displayed:
Deck: 6 Discard: 6 Buried: 1
Notes: Will recharge chain mail if he needs to use his ass kicker again. No blessings in hand. Have buried Belthis to keep deck straight will replace her at the end of the scenario
Melee: Strength +3
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1
Charisma d4 [ ]+1
Hand Size 5 [ ] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
Thunderspirit's 1001 - Harsk |
Two locations remain and eight turns to clear them. Much as Goblin Harsk could use a heal, I'm not certain we can spare the time sink. I'll just play much more cautiously.
cartmanbeck RPG Superstar 2014 Top 16 |
@Ranzak: You've been forgetting to add your automatic 1d4 to acquire boons. It didn't matter on the War Razor, but you might have picked up that Buckler (though you might not want it, LOL). add: 1d4 ⇒ 2 Nope, not this time.
Gobloch is going to be poor at the close check at both locations, so he'll come to the Mill with his friends and try to get through a couple more cards.
Exploring to find Maester Grump. Yay, he can be grabbed with Divine, AND he's an Ally 2! Requesting a blessing from Ranzak.
Divine 8: 1d8 + 4 + 1d8 ⇒ (4) + 4 + (7) = 15 Very acquired. Funnily enough, my only acquired card of the scenario, as far as I can tell.
Gobloch finds a grumpy old man, and shows him the power of Gorum, which the Maester is either enamored or terrified. Either way, Gobloch then sends him deeper into the Mill to find useful things.
Discarding the Maester to explore again. A Ghost!
Unfortunately, the Maester finds an incorporeal horror, and comes running, screaming back toward Gobloch. Gobloch then swings his Heavy Pick at the ghost, but finds that it goes right through the creature, and he loses his grip on it, tossing it across the room. He bangs on his war drum in frustration and tries to headbutt the ghost, which causes his helm to fall off his head at his feet.
So, I don't see any way at the table to add the Magic trait to this combat right now, which sucks. Nothing to be done, though.
I'm going to discard the Heavy Pick and recharge my War Drum and Spiked Helm on the check just so I can hopefully draw some useful things.
Combat 12, undefeated anyway: 1d10 + 3 + 1d6 + 1d6 + 1d4 + 1 ⇒ (9) + 3 + (3) + (5) + (4) + 1 = 25
Despite his Strength and proficiency at combat, the ghost goes right through Gobloch and through the wall behind him. It will have to be caught up with at another time. Location shuffled.
Gobloch growls with rage, then sits down in a huff and sulks.
Hand: Cold Iron Greatsword, Spiked Breastplate, Recruit, Longsword,
Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Happy to fight a monster if you would fail to defeat it.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [X] +1 [X] +2 [ ] +3
DIvine: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([X] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[ ] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
The adventure deck number of the current scenario is 2.
During This Scenario: Treat the villain The Skinsaw Man as the villain Arch-Lich Kalzaroth.
After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Turn: 25 Harsk/Thunderspirit
Top of Blessing Discard Pile: Blessing of the Gods
Blessing C
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.
Blessings Remaining: 5
Blessings Deck
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.
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
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.
Treacherous Cave
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1
Monster 2
Traits
Aberration
Check
Combat
12
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; instead, bury the top card of your deck.
Ally B
Traits
Human
Basic
Check
Constitution
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d6 to your noncombat Strength or Constitution check.
Discard this card to explore your location.
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.
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Gobgraz/Merisial, Gobloch/Tyler, Ranzak/JohnF,
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Shrine to Lamashtu
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: Gharsk/Thunderspirit,
Nettlemaze
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Thunderspirit's 1001 - Harsk |
With no magic weapon in hand, Goblin Harsk is of no help versus the Ghost at present. Going to the Warrens will put at least one random monster on top of the Mill deck, which would be a Good Thing [tm] if Gobloch needs to explore there again but gives us more cards to go through there. Sigh.
Also, miscounted when I said eight turns, obviously. >.<
Goblin Harsk moves to the Warrens and finds a Faceless Stalker, which calls forth a friend to the Mill. GM, please put a random monster from the box on top of the Mill location.
Cannot make DC 7 WIS check by itself, so DC of Faceless Stalker will increase by 2. Reveal Archer's Bracers and Light Crossbow. 81% chacne but it's a risk I should take to keep the blessing in hand so we can keep exploring.
DC 12+2 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (5) + 5 + 2 + (2) = 14 Success! Whew, that was a lot closer than I'd have liked it to be. O_o
Goblin Harsk shows that stalker what it's like to lose a face for reals, and then keeps digging in the Warrens.
Discard Blessing of the Gods to explore again.
Goblin Harsk finds a longshanks human waving a flag around. GIMME!
DC 7 CON: 1d10 + 1 ⇒ (7) + 1 = 8 w00t, made it!
Goblin Harsk snatches the flag and whaps the longshanks over the head, sending the human running into the Warrens further.
Discard Standard Bearer to explore again.
Ooh! Goblin Harsk finds another longshanks human Bandit. The location henchman! GM, please put another random monster from the box on top of the Mill location.
Recharge Warhammer, per the Bandit card text, then reveal Archer's Bracers and Light Crossbow.
DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (3) + 5 + 2 + (3) = 13 success
And attempt to close the location with a DC 6 DEX check...
DC 6 DEX: 1d10 + 3 ⇒ (1) + 3 = 4 Ooh, my luck ran out. Sad trombone. :-(
Reset hand, look at the top card of the Warrens — it's a Cure spell — and be done.
Hand: Archer's Bracers, Light Crossbow, Longbow, Magic Leather Armor, Dagger,
Displayed:
Deck: 2 Discard: 12 Buried: 1
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location
cartmanbeck RPG Superstar 2014 Top 16 |
During This Adventure: When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
The adventure deck number of the current scenario is 2.
During This Scenario: Treat the villain The Skinsaw Man as the villain Arch-Lich Kalzaroth.
After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Turn: 26 Ranzak/JohnF
Top of Blessing Discard Pile: 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.
Blessings Remaining: 4
Blessings Deck
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
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.
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
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.
Treacherous Cave
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:1 Bl:0 ?:0
Located here: Gharsk/Thunderspirit,
Spell B
Traits
Magic
Divine
Healing
Basic
Check
Wisdom
Divine
6
Powers
Reveal this card and choose a character at your location. Shuffle 1d4+1 random cards from his discard pile into his deck, then discard this card.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d6. If proficient with weapons, you may additionally recharge another weapon that has the Ranged trait to add another 1d8.
Item B
Traits
Liquid
Alchemical
Basic
Check
Intelligence
Craft
4
Powers
At the start of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.
Ally B
Traits
Human
Basic
Check
Wisdom
Perception
7
OR
Charisma
Diplomacy
6
Powers
Recharge this card to add 1d10 to your Perception check.
Discard this card to explore your location.
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Gobgraz/Merisial, Gobloch/Tyler, Ranzak/JohnF,
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Nettlemaze
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
JohnF-1011 Ranzak |
Off Turn: Discard Blessing of Hagredash as requested by Gobloch
"This area is getting overrun by with monsters!"
Ranzak sneaks back to the Warrens in the hope of a quieter time.
He spots a scroll that Harsk has partially uncovered.
Wisdom 6: 2d4 ⇒ (3, 3) = 6 Somewhat to his surprise, Ranzak retrieves the scroll without damaging it.
Explore Again 3: 1d6 ⇒ 4 - Yes
"More treasure! More treasure!" Ranzak excitedly continues to search.
There's yet another crossbow hanging on a bush - Ranzak snags it.
Ranzak can't fail a Dexterity 5 check - he's got 1d10+3 + 1d4
Explore Again 3: 1d6 ⇒ 4 - Yes
"What else is here? Oh, look! There's a bottle under the bush!"
Potion of Striding Intelligence 4: 2d4 ⇒ (2, 2) = 4 Ranzak takes that as well.
Explore Again 3: 1d6 ⇒ 6
Ranzak's cries have attracted the attention of a longshanks, who is watching him with interest. Ranzak attempts to enlist the longshanks to his cause.
Night Watch Charisma 6: 1d6 + 1d4 ⇒ (1) + (2) = 3
The watchman is unimpressed, and wanders away.
Oh well. Discard Alchemist's Fire and War Razor - end turn.
Hand: Animalbane Dagger +1, Stalking Armor, Blessing of Lamashtu, Light Crossbow +1 (found), Cure (found), Light Crossbow #2 (found), Potion of Striding (found),
Displayed: Shiny Eye Thing,
Deck: 7 Discard: 8 Buried: 3
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([X]3,) 4, 5 or 6, explore your location.
cartmanbeck RPG Superstar 2014 Top 16 |
Now THAT was Ranzak turn. Well done!
During This Adventure: When you would encounter a bane that has the Goblin trait,
instead banish it and summon and encounter a bane of the same
type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the
Goblin trait that you would discard as damage to a random other
character instead.
The adventure deck number of the current scenario is 2.
During This Scenario: Treat the villain The Skinsaw Man as the villain Arch-Lich Kalzaroth.
After adding the villain and henchmen, build the location Treacherous
Cave and shuffle in the henchman Longshanks Adventurers.
When placing token cards, all characters start at the location
Treacherous Cave and cannot move until it is closed.
When you defeat the henchman Longshanks Adventurers, display
the support card Shiny Eye Thing next to your deck, then summon
and encounter the henchman Fight Over the Eye.
Turn: 27 Urgraz/Merisiel
Top of Blessing Discard Pile: Blessing of the Gobs
Blessing B
Traits
Divine
Basic
Check
None
Powers
You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.
You may treat this card as if it had the same powers as the top card of the blessings discard pile.
If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.
Blessings Remaining: 3
Blessings Deck
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.
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.
Blessing B
Traits
Divine
Torag
Check
Strength
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any non-combat Strength check.
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.
Treacherous Cave
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Woods
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Gharsk/Thunderspirit, Ranzak/JohnF,
Monster B
Traits
Undead
Zombie
Basic
Check
Combat
9
Powers
The Zombie is immune to the Mental and Poison traits.
Halve the damage dealt by the Zombie (round up).
If undefeated, each other character at your location summons and encounters a Zombie.
Mill
At This Location: Add 2 to your checks with the Slashing trait.
When Closing: Succeed at a Dexterity or Acrobatics 8 check.
When Permanently Closed: No effect.
M:3 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Gobgraz/Merisial, Gobloch/Tyler,
Monster 1
Traits
Goblin
Bard
Elite
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.
Monster C
Traits
Fey
Basic
Check
Dexterity
Acrobatics
9
Powers
All damage dealt by the Satyr is Mental damage that may not be reduced.
Villain Monster 2
Traits
Undead
Lich
Wizard
Check
Dexterity
Stealth
16
OR
Combat
30
Powers
The Arch-Lich Kalzaroth is immune to the Mental and Poison traits.
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
Before you act, each character at your location may be dealt 1d4 Fire damage to add that number to your check to defeat.
If defeated by a Combat check, display the loot Shiny Eye Thing next to your deck; otherwise return it to the box.
Monster B
Traits
Undead
Incorporeal
Ghost
Elite
Check
Combat
12
OR
Wisdom
Divine
8
Powers
The Ghost is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Ghost is undefeated.
Shrine to Lamashtu
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Nettlemaze
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Merisiel's 1007 Urgraz |
Urgraz hands Gobloch his unholy aspergillum he will explore and find a goblin warchanter Urggh
Wait its a goblin need to encounter draw a new monster will take next monster instead of waiting for GM
A Satyr even worse
I think its bury ranzaks blessing of Lamashtu time and discard a card from the top of Goblochs deck (top one of mine is a blessing)
Assuming thats the plan
He then ends his turn drawing blessing of the archedvils and cure
At the start of Goblochs turn will play cure putting cards: 1d4 + 1 ⇒ (4) + 1 = 5 back into Goblochs deck
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
Gobloch will then explore and try to finally find that pesky villain.
And I found him! Alrighty, so first of all, he steals Ranzak's Shiny Eye Thing.
Powers
Display this card next to your deck.
While displayed, you gain the skill Arcane: Charisma +4.
While displayed, on your Constitution check, subtract 1d4+1 from the result.
While displayed, you may add 1d20 to your check. If you succeed and the result is odd, bury a card, then summon and encounter the henchman Fight Over the Eye.
Now, we need to temp-close the Warrens. Either Harsk or Ranzak must make a Dexterity or Acrobatics 6 check. I'll spoiler the rest of the villain combat. I recommend we use the only blessing currently on the table, Urgraz's Blessing of the Archdevils, on one of the two possible temp-close checks. If there are any other blessings on the table that I haven't seen, please let me know!
BYA, each character at the location can be dealt 1d4 Fire damage to add that amount to the check to defeat. I'll do so, with the assumption that I might be burying my Spiked Breastplate.
Fire damage: 1d4 ⇒ 1 Okay so I'll just discard one of the weapons in my hand instead.
I'll be discarding my Cold Iron Greatsword on the combat check, and revealing my Spiked Breastplate. I'll also recharge the Recruit to add another +1. I'll also assume Harsk is willing to recharge a card to add 1d4+1 and discard his Longbow to add 1d4, and that Ranzak is willing to discard one of his two crossbows to add 1d4.
Combat 30: 1d10 + 3 + 2d6 + 1d10 + 1 + 1 + 1 + 1d4 + 1 + 1d4 + 1d4 ⇒ (5) + 3 + (1, 4) + (4) + 1 + 1 + 1 + (1) + 1 + (4) + (4) = 30
HAHA! TAKE THAT KALZAROTH! As long as someone temp-closes the Warrens, we WIN! And I get the bonus from the Shiny Eye Thing ;)
Thunderspirit's 1001 - Harsk |
Assuming Blessing of the Archdevils works like most blessings where it provides an extra die, my check would then be 2d10+3 to close the Warrens, which appears to be equal to Ranzak's (both a minimum of 5).
Merisiel's 1007 Urgraz |
Yep that's exactly how the archdevils blessing works it funky abilities come when I have another corrupted blessing in hand
The only issue is that gobloch can't play my unholy asskicker but I'm sure his great sword will do the trick the magic weapon was for the magic to defeat ghost
JohnF-1011 Ranzak |
Gobloch will then explore and try to finally find that pesky villain.
And I found him! Alrighty, so first of all, he steals Ranzak's Shiny Eye Thing.
Oh no he doesn't!
When you encounter Arch-Lich Kalzaroth, if the support card Shiny Eye Thing is displayed next to the deck of a character at your location, display it next to this card.
"Find your own shiny! This one's mine!"
And assuming I've still got that, I get to use it to add to my closing check, too.
That gives me 1d10+2 + 1d20 without a blessing.
(Ranzak only has 1d10+2 for Dexterity - he doesn't have Acrobatics)
I'd have thought that with two of us trying to temp close the Warrens we've got a very good chance to do that without the blessing, if it would help defeat the villain.
Ranzak can also discard his crossbow to add 1d4+1 to a combat check, and Harsk should be able to recharge a card to add 1d4+1
cartmanbeck RPG Superstar 2014 Top 16 |
Thunderspirit's 1001 - Harsk |
And Goblin Harsk can discard his crossbow as well.
If Ranzak still has the Eye, I think that gives him a 90% chance of success without a blessing (95% with, but it might be best to keep the blessing for Gobloch's check.
cartmanbeck RPG Superstar 2014 Top 16 |
Alrighty then, we win!
Here's what we acquired:
Type Card Adv_Deck_Num
Weapon Hand Crossbow B
Weapon Light Crossbow C
Weapon Light Crossbow +1 2
Weapon Short Sword +1 1
Weapon Torch B
Weapon War Razor +1 2
Spell Cure B
Item Cloak of Elvenkind 2
Item Potion of Striding B
Item Thieve's Tools B
Ally Maester Grump 2
Ally Standard Bearer B
Blessing Blessing of the Gods B
Blessing Blessing of Torag B
Reward:
If you have the Shiny Eye Thing displayed next to your deck, choose a type of card other than loot and draw a card of that type with an adventure deck number of 2 from the box.
Adventure Card Guild characters may choose a bonus deck upgrade.
So, Ranzak gets to choose a 2 upgrade to get, and we get to have 2 upgrades each.
You all also get a power feat.
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
cartmanbeck RPG Superstar 2014 Top 16 |
2B-2C: MunchMeat Farm
An archway made of broken branches and bleached bones allows passage to the farm. A sign hangs from the arch, its words scrawled onto the wood with what looks like blood. Three severed, maggot-covered goblin heads sit on poles driven into the ground to the left of the gate. A second sign leans against these poles under the heads.
Both signs are written in Common. The one hanging from the arch says, “Trespsrs wil b eatn!” The one near the three goblin heads (which once belonged to the three Birdcruncher chieftains who came before you) reads, “Yous gobluns taste YUM! Send moar gobluns!”
Thankfully, you’re goblins: you don’t read, and goblin heads are pretty common lawn adornments. On to the farm and its goblin-eating ogres and fire-breathing boars!
During This Adventure: When you would encounter a bane that has the Goblin trait, instead banish it and summon and encounter a bane of the same type that does not have the Goblin trait.
When you are dealt damage, you may give 1 card that has the Goblin trait that you would discard as damage to a random other character instead.
During This Scenario: Treat the henchman Tangletooth as the henchman Big Ol’ Owly
Thing. Treat the henchman Poison Trap as the henchman Piggy.
When you defeat and would banish a monster that has the Animal
trait, shuffle it into a random unoccupied location.
To win the scenario, close all locations.
Monster B
Traits
Elemental
Outsider
Electricity
Basic
Check
Combat
9
Powers
The Shock Elemental is immune to the Mental, Poison and Electricity traits. All damage dealt by the Shock Elemental is Electricity damage.
If you play a weapon that does not have the Bludgeoning trait against the Shock Elemental, increase its difficulty by 2.
Monster B
Traits
Animal
Trigger
Basic
Check
Combat
9
Powers
When you examine this card, you are dealt 2 Combat damage. Then encounter this card.
Monster B
Traits
Human
Veteran
Check
Stealth
7
OR
Combat
9
Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Caravan Raider deals no damage; instead, banish a boon.
Monster 1
Traits
Construct
Elite
Check
Stealth
8
OR
Combat
11
Powers
The Guardian Scroll is immune to Bludgeoning, Mental, and Poison.
If your check to defeat the Guardian Scroll has the Fire trait, add 1 die.
Monster 1
Traits
Vermin
Acid
Trigger
Elite
Check
Combat
9
Powers
When you examine this card, either banish a card that has the Animal or Mount trait or you are dealt 1d4 Acid damage. Then encounter this card.
If the check to defeat has the Acid or Poison trait, add 3. All damage dealt by the Acid Mantis is Acid damage.
Barrier B
Traits
Trap
Magic
Electricity
Trigger
Basic
Check
Dexterity
Stealth
Disable
Intelligence
5
Powers
When you examine this card, succeed at a Perception 4 check; otherwise, you are dealt 1 Electricity damage and encounter this card.
If undefeated, each character at this location is dealt 1d4 Electricity damage and must recharge 1 card in his hand.
Barrier B
Traits
Obstacle
Trap
Bludgeoning
Basic
Check
Dexterity
Acrobatics
Perception
Survival
6
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage. Then leave this barrier faceup on its location deck; characters at this location encounter this barrier as their first exploration each turn until the barrier is defeated. At the end of your turn, succeed at a Strength 10 check to banish this barrier.
Barrier B
Traits
Obstacle
Trap
Slashing
Basic
Check
Dexterity
Acrobatics
4
OR
Disable
6
Powers
If undefeated, you are dealt 1d4 Combat damage; then recharge your hand. Put this card on top of its location deck.
Barrier 1
Traits
Obstacle
Trap
Piercing
Elite
Check
Disable
Perception
6
OR
Dexterity
Acrobatics
8
Powers
If defeated, you may explore again.
If undefeated, you are dealt 1d4 Combat damage. Then examine the top card of your location deck. If it is a bane, encounter it. If it is a boon, banish it and examine the top card of your location deck.
Barrier B
Traits
Trap
Basic
Check
Wisdom
Perception
6
OR
Dexterity
Acrobatics
7
Powers
If defeated, you may explore again.
If undefeated, each character at this location is dealt 1d4 Combat damage; then end your turn.
Weapon C
Traits
Sword
Melee
Slashing
Basic
Check
Strength
Melee
7
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may additionally discard this card to add 1 for each die rolled for your check and the Bludgeoning trait.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon B
Traits
Knife
Melee
Slashing
Finesse
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d4. If proficient with weapons, you may additionally recharge this card to add another 2d4.
When playing another weapon, you may discard this card to add 1d4 to your combat check.
Weapon C
Traits
Chain
Ranged
Bludgeoning
Basic
Check
Dexterity
Ranged
5
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d4-1; you may additionally discard this card to add another 1d4-1. If you fail this check against a non-villain monster and are proficient with weapons, you may put the monster on top of its location deck.
Discard this card to evade a monster whose highest difficulty to defeat is 12 or lower.
Weapon B
Traits
Blowgun
Dart
Ranged
Piercing
Poison
Basic
Check
Dexterity
Ranged
Knowledge
5
Powers
For your combat check, reveal this card to use your Dexterity, Ranged, or Stealth skill + 1d4; you may additionally recharge this card to add another 1d6.
When playing another weapon that has the Ranged trait, you may discard this card to add 1d4 and the Poison trait to your combat check.
Spell B
Traits
Magic
Divine
Check
Wisdom
Divine
6
Powers
Discard this card to add 2 dice to any check to defeat a barrier.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 8 check to recharge this card instead of discarding it.
Spell B
Traits
Magic
Arcane
Divine
Check
Intelligence
Arcane
Wisdom
Divine
6
Powers
Discard this card to choose a type of card and examine the top 3 cards of your location deck. If there are any cards of the chosen type, set them aside. Return the remaining cards to the deck, shuffle it, then put the cards you set aside together in any order at either the top or bottom of the 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 or Divine 8 check to recharge this card instead of discarding it.
Spell P
Traits
Magic
Divine
Check
Wisdom
Divine
10
Powers
Display this card next to a character's deck. While displayed, add 1 die to her check that invoke the Mummy trait, and reduce Poison damage dealt to her to 0; she may bury a card to add 1d6 and the Cold trait to to her combat and Wisdom checks.
At the end of the scenario, if you do not have the Divine skill, banish this card.
Spell C
Traits
Magic
Arcane
Divine
Attack
Fire
Basic
Check
Intelligence
Arcane
Wisdom
Divine
5
Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.
After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 7 check to recharge this card instead of discarding it.
Spell 1
Traits
Magic
Divine
Undead
Check
Wisdom
Divine
4
Powers
When a character at your location defeats a monster, display this card next to your location. While displayed, add 1 die to your Intelligence and Wisdom checks while at this location.
When the location is closed, if you do not have the Divine skill, banish this card; otherwise, attempt a Divine 6 check. If you succeed, recharge this card; if you fail, discard it.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor 1
Traits
Clothing
Light Armor
Offhand
Magic
Check
Intelligence
Knowledge
8
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce all damage dealt to you by 3. If proficient with light armors, you may also play another armor on this check.
Armor C
Traits
Light Armor
Basic
Check
Constitution
Fortitude
4
Powers
Recharge this card to reduce Acid, Combat, or Electricity damage dealt to you by 2.
Banish this card to reduce Acid, Combat, or Electricity damage dealt to you to 0. If proficient with light armors, bury it instead.
Armor B
Traits
Clothing
Light Armor
Offhand
Magic
Check
Constitution
Fortitude
3
OR
Craft
Knowledge
5
Powers
If you played a weapon that has the 2-Handed trait on this check, you may not play this card.
Recharge this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you by 2. You may play another armor on this check.
If proficient with light armors, you may recharge this card when you reset your hand.
Item B
Traits
Object
Basic
Check
Wisdom
Survival
4
Powers
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter.
Discard this card to explore your location.
Item C
Traits
Staff
Attack
Fire
Magic
Basic
Check
Arcane
Divine
4
Powers
For your combat check, recharge this card and discard a spell to use your Arcane or Divine skill + 1d8; this counts as playing a spell.
Item B
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item C
Traits
Liquid
Acid
Alchemical
Basic
Check
Intelligence
Craft
6
Powers
Banish this card to allow a character at your location to draw a weapon or an armor from her discard pile.
Banish this card to reduce Acid damage dealt to a character at your location to 0.
Banish this card to add 1d12 to a check by a character at your location against a bane that has the Acid trait.
Item B
Traits
Liquid
Cold
Alchemical
Basic
Check
Intelligence
Craft
5
Powers
Banish this card to add 1d12 and the Cold trait to a check by a character at your location that invokes the Construct or Fire traits.
Discard this card to allow a character at your location to add his Strength or Melee skill to his Disable check.
Ally B
Traits
Human
Hireling
Basic
Check
Charisma
Diplomacy
Craft
5
Powers
Recharge this card to add 1d4 to your Intelligence check.
Bury this card to evade a monster that has the Undead trait.
Discard this card to explore your location.
Ally B
Traits
Animal
Mount
Basic
Check
Wisdom
Survival
7
Powers
Bury this card to evade a monster you encounter.
At the end of your turn, discard this card to move.
Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.
Ally B
Traits
Animal
Elemental
Fire
Check
Wisdom
Survival
4
Powers
Reveal this card to add 1d4 and the Fire trait to your Combat check. If you do not defeat the bane, discard this card before taking damage.
Discard this card to explore your location. Add 1d4 and the Fire trait to your combat checks during this exploration.
Ally C
Traits
Animal
Basic
Check
Wisdom
Survival
7
Powers
Recharge this card to add 1d8 to your checks against a bane that has the Animal trait.
Discard this card to explore your location.
Ally 1
Traits
Human
Smuggler
Check
Charisma
Diplomacy
6
Powers
Recharge this card to add 1 die to your check against a card that has the Animal trait.
Discard this card to explore your location.
Blessing B
Traits
Divine
Basic
Check
Divine
3
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top card of your location, then you may 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.
Blessing B
Traits
Basic
Check
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
6
Powers
Discard this card to add 1 die to any check.
Recharge this card to add 1 die to any check that invokes the Acid, Cold, Electricity, Fire, or Poison trait.
Discard this card to explore your location.
Blessing C
Traits
Divine
Ra
Fire
Check
Divine
6
OR
Strength
Melee
8
Powers
Discard this card to add 1 die and the Fire trait to any check.
Discard this card to add 2 dice to any Strength non-combat check or check that invokes the Fire trait.
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.
Blessing B
Traits
Divine
Nethys
Check
Wisdom
Perception
8
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to examine the top 2 cards of your location deck, put them back in any order, then explore the location.
After you play this card, if it matches the top card of the blessings discard pile, recharge this card instead of discarding it.
Blessing B
Traits
Divine
Horus
Electricity
Check
Divine
6
OR
Dexterity
Ranged
7
Powers
Discard this card to add 1 die and the Electricity trait to any check.
Discard this card to add 2 dice to any Dexterity non-combat check or check that invokes the Electricity trait.
Discard this card to move, then you may explore your location. You may not use this power during an encounter.
After you play this card, if it matches the top card of the blessings discard pile, you may move.
Alchemical Workshed
At This Location: After you attempt a check that invokes the Fire trait, you are dealt 1d4-1 Acid damage.
When Closing: Succeed at an Intelligence or Craft 7 check.
When Permanently Closed: On closing, draw a random item that has the Alchemical trait from the box.
M:0 Ba:3 W:1 Sp:2 Ar:0 I:3 Al:0 Bl:0 ?:
Dying Garden
At This Location: Add 1d6 to your checks against banes that have the Plant trait.
When Closing: Either succeed at a Survival 8 check or discard a card that has the Fire trait.
When Permanently Closed: Before closing, search the location deck for a boon and draw it.
M:3 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:1 ?:
Overturned Boat
At This Location: The difficulty of your checks to defeat banes that have the Animal trait is increased by 2.
When Closing: Succeed at a Strength or Perception 8 check.
When Permanently Closed: On closing, draw the cohort Squealy Nord form the box.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:1 Al:1 Bl:1 ?:
Boneyard
At This Location: Allies and non-villain monsters gain the Undead trait and are immune to the Mental and Poison traits.
When Closing: Either succeed at a Divine 8 check or bury a blessing.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:1 Bl:0 ?:
Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:
Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location.
When Closing: Succeed at a Dexeterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:
cartmanbeck RPG Superstar 2014 Top 16 |
Merisiel's 1007 Urgraz |
So we have 2 weapon 2s an ally 2 and item 2 (one apiece) Ranzak gets a shiny 2 all of his own. So we take 1 apiece of the twos after that slim pickings (have you included my cloak of rlvenkind from Belthis Didnt Harsk get a cloak too)
Urgraz would like weapon 2 but he did get one last time I slightly prefer ally 2 over item 2 I will forgo weapon 1 acidic whip although magical not really a significant upgrade imho
2nd upgrade is a pass for me I think will take an extra card in hand as power feat
Will start in the farmhouse as i only have one ally in my deck
if not ally 2 my new ally will be jinx eater to replace the banished Belthis
JohnF |
I'll try and get to this shortly, but quite apart from Outpost I've also had more demands on my time for the last week than I've had for several years. Gameplay is one thing, but finding the time to go through Ranzak's upgrade options needs a bit more (and it doesn't really work if you're only grabbing a minute or two at a time).
cartmanbeck RPG Superstar 2014 Top 16 |
Thunderspirit's 1001 - Harsk |
My choice would be a Weapon 2 or an Item 2. If I can have both I'll take the second upgrade, otherwise I will skip it.
Power feat will likely be increase in hand size.
cartmanbeck RPG Superstar 2014 Top 16 |
I also got my Ultimate Combat deck in the mail!
Here are our upgrade requests so far:
Oloch - Weapon 2
Urgraz - Ally 2
Harsk - Weapon 2
Ranzak - Item 2? (and he gets to pick any other boon 2 as well)
I'm still going to take the Weapon 2 from the Warpriest deck, in the form of the Acidic Greatsword +1. My second upgrade will be Blessing B to get a second Blessing of Gorum from my new Ultimate Combat deck. :-D
JohnF |
I'll try and sort my request out tomorrow, but I can't promise that. Obviously Outpost takes priority, and tomorrow we also run our regular PACG tables at our FLGS (two tables, eight players!). Fortunately the other demands on my time seem to have settled back down into a background hum again.
Actually the UC deck I've got is technically Wendy-Ann's; the subscription for PACG OP is in her name, because Paizo can't handle two subscriptions (one personal, one OP) on the same account. My one should arrive soon, though (and we'll probably be buying one or two more from our FLGS).
JohnF |
Ranzak would indeed like an Item 2 from the general pool.
(I wonder how you knew that, Tyler? Can you guess what he wants?)
For his second upgrade he's going to use the Shiny Eye Thing to get a Blessing 2.
(But which one? There are actually two good options!)
- Item 2 - Gem of Physical Prowess (UC)
- Blessing 2 - Blessing of Lady Lastbreath
- Runner-Up - Blessing of Angradd (UC)
Thunderspirit's 1001 - Harsk |
Goblin Harsk would love to have an Item 2 as well. (Staff of Minor Healing? Yes please.)
cartmanbeck RPG Superstar 2014 Top 16 |
Merisiel's 1007 Urgraz |
Urgraz starts in the farmhouse
Hand: Blessing of Shax, Blessing of Abraxas, Warhammer +1, Jheraal, Scale mail, Hammer,
Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Melee: Strength +3 d8+4
Dexterity d6 [ ]+1 [ ]+2
Constitution d10 [ ]+1 [ ]+2 [ ] +3
Fortitude +2 d10+2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2 [ ]+3
Divine +1 d8+2
Charisma d4 [ ]+1
Hand Size 5 [X2] 6
Light Armors Heavy Armors Weapons
Powers:
You may discard the top card of a character at your location's deck into her discard pile to add 1d6 ([ ]+1) to your check
When a character at your location is dealt damage when you fail a skill check, you may increase the damage by 1 to draw a card ([ ] or by 2 to draw 2 cards) after the check
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
Thunderspirit's 1001 - Harsk |
Goblin Harks (and Ranzak) will start at the Overturned Boat.
Hand: Blessing of the Gods 3, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Magic Leather Armor, Archer's Bracers, Blessing of Erastil 1,
Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1
Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location
JohnF-1011 Ranzak |
Hand: Hand Crossbow, Force Shortbow +1, Stalking Armor, Gem of Physical Prowess [UC], Emerald of Dexterity, Blessing of Lamashtu, Fire Sneeze,
Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes:
Sideboard cards:
Dexterity d10 [X]+1 [X]+2 [ ]+3
Disable: Dexterity +1
Stealth: Dexterity +1
Constitution d12 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Fortitude: Constitution +1
Intelligence d4
Wisdom d4 [ ]+1 [ ]+2 [ ]+3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2
POWERS
Hand Size 7 [ ] 8 [ ] 9
Light Armors Weapons
If there is another character at your location you may evade a bane; a random other character at your location encounters it instead.
Add 1d4 ([ ]+1) to your check to acquire a boon.
When you acquire a boon on your turn, roll 1d6; on a ([X]3,) 4, 5 or 6, explore your location.
cartmanbeck RPG Superstar 2014 Top 16 |
Gobloch will start at the Boneyard.
Hand: Acidic Greatsword +1, Blessing of the Gods 2, Find Traps, Greatsword,
Displayed:
Deck: 14 Discard: 0 Buried: 0
Notes: Happy to fight a monster if you would fail to defeat it.
Sideboard cards:
Melee: Strength +2
Dexterity d6 [ ] +1 [ ] +2
Constitution d6 [ ] +1 [ ] +2
Intelligence d8 [ ] +1 [ ] +2 [ ] +3
Wisdom d8 [X] +1 [X] +2 [ ] +3
DIvine: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Favored Card: Weapon
Hand Size 4
Proficient with: Light Armors, Heavy Armors, Weapons
Powers:
When another character at your location would fail to defeat a monster, that character may discard a card to evade the monster, then you encounter it.
When you attempt a check, you may display any number of blessings and spells; for each card displayed, add 1 ([X] 2) to your check. Before you reset your hand, recharge the displayed cards. ([X] You may reset your hand at the start of your turn.)
[X] You may recharge a blessing or a spell to add 1d4 ([ ] +1) and the Magic trait to a check by a character at your location to defeat a monster.