| JohnF-1011 Ranzak |
Here's how I'd suggest we play this out.
Harsk does absolutely nothing this round.
Tup moves to the Shrine and prepares to close it when asked
I don't believe he has any blessings left in his deck, so there's nothing else for him to do.
Ranzak will explore, encountering a weapon. He may or may not acquire it, but in any case the location deck will be empty, so he will get a chance to close the location. That's a Dex 6 check for Ranzak. He's got a d10+1, which is a better than 50% chance. But I'd like to throw a blessing at it to improve the odds - my blessing if possible, but failing that by my count we've still got five or six blessings out and not spoken for. That leaves open the option of delaying the final encounter until turn 29 if the dice don't go our way.
Mogmurch attempts to leave the cave and head for the woods. If he succeeds he encounters the monster he finds there. He can almost certainly dispose of it at the cost of one card - burying the Leather Armor he has in his hand will reduce all damage to zero, and the monster will still go away.
He should then discard three more cards and draw up to his hand size; I believe all three of his blessings are among the seven cards in his deck; leaving three cards in his deck lets him contribute all the blessings he draws without risking death.
If he doesn't manage to move away he does much the same thing; no exploration, just discard four cards and hope for blessings to contribute to other's checks
Urgraz then moves in for the kill. He first deals with the remaining monster, if Mogmurch was unable to help. Then, assuming he still has sufficient resources, he fights Lotslegs. We use blessings to help with the combat or closing checks (we won't know how many we have available until we see what the top card of the blessings discard pile is). If Urgraz isn't confident (and if Ranzak managed to close the warrens) we can delay the final encounter until turn 29, when Ranzak would be able to give Urgraz another chance to slay the vile Goblin-eater!
Edit: If Mogmurch does manage to move to the woods we don't want to delay the final fight; Ranzak can't guarantee which of Urgraz or Mogmurch would then end up fighting Lotslegs!
| Thunderspirit's 1001 - Harsk |
I presume Harsk is needed at the Treacherous Cave to attempt to close if needed. Otherwise he could move to the Garrison without risk.
If that's indeed the plan, Harsk will stay put, look at the top card of the Treacherous Cave (it's a Shadow! Goblin Harsk is not exploring there ever again! LOL), and pass the virtual dice. :-)
| Wendy-Ann - 1007 Tup |
Tup leaves the woods and hopes that Urgraz deals with the next monster and that nasty Lotslegs so that we can get on and find those fireworks for the Chief. He heads for the Shrine of Lamashtu in hopes of placating the gods and preventing LotsLegs excaping Urgraz's clutches.
Tup has no more blessings in his deck so he will leave his hand as is.
Hand: Fireblade, Potion of Vision, Blessing of the Gobs 1, Burning Snot, Potion of Fortitude, Reformarium Servant,
Displayed:
Deck: 3 Discard: 6 Buried: 1
Notes: The blessing is reserved for closing the Shrine!
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Acrobatics: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Intelligence d6 [ ]+1 [ ]+2 [ ]+3
Wisdom d4
Charisma d12 [X ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Charisma +1
Diplmacy: Charisma +2
Hand Size 6 [ ]7
Powers:
For your combat check, you may banish a card to use your Arcane skill +18([ ]+1) and add the Attack, Fire, and Magic traits. This counts as playing a spell.
[ ] When you banish a spell from your hand not for its power, draw a spell from the box
When another character at your location attempts a check, you may recharge a card to add 4 and the Fire trait. Each character at your location other than you is dealt 1d4([ ]+1) Fire damage
| JohnF-1011 Ranzak |
It's getting pretty quiet in the woods! Ranzak takes a last look around, and finds a dart left sticking in the bole of a tree. He pulls it out Dexterity 4: 1d10 + 1 + 1d4 ⇒ (8) + 1 + (2) = 11 and gives it to the parrot to hold.
Closing check for the warrens, using a blessing
Survival 7: 2d4 + 3 ⇒ (4, 4) + 3 = 11 The warrens are closed.
Hand: Hand Crossbow, Spyglass (found), Immolate (found), Force Shortbow +1, Stalking Armor, Blowgun, Dart (found),
Displayed:
Deck: 3 Discard: 7 Buried: 1
Notes:
Dexterity d10 [X]+1 [ ]+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 ([ ]3,) 4, 5, or 6, explore your location
Over to you, Mogmurch!
| Merisiel's 1007 Urgraz |
GM what ally has Urgraz drawn
Raznak its actually a dexterity check dc6 to close the warrens do you want to try the free hit and try and save the blessing (ie if you fail you get a second attempt on Urgraz's turn)
Hand: Warhammer +1, Scale mail, Blood Periapt, Blessing of the gods, Unknown Ally,
Displayed:
Deck: 6 Discard: 4 Buried: 1
Notes:
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 ( [ ] 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
|
During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.
Turn: 24 Mogmurch/khazkhaz
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: 6
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 C
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.
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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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
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.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Monster B
Traits
Human
Ranger
Veteran
Check
Combat
8
Powers
The difficulty to defeat the Scout is increased by the adventure deck number of the current scenario, if any.
Before the encounter, the Scout deals 1d4-1 Ranged Combat damage to you.
Villain Monster 1
Traits
Vermin
Check
Combat
14
OR
Stealth
11
Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.
After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Weapon B
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Monster B
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
The Old Light
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ranzak/JohnF,
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Mogmurch/khazkhaz,Harsk/thunderspirit
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
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.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Guard Tower
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: Urzraz/Merisiel,
Mountain Peak
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Zarlova/Magabeus, [/ b]
Monster B
Giant
Combat
15
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster B
Goblin
Ranger
Elite
Combat
9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier 1
Skirmish
Goblin
Basic
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Monster B
Bunyip
Aquatic
Elite
Combat
9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Barrier B
Obstacle
Veteran
Elite
Dexterity
Acrobatics
Constitution
Fortitude
8
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.
Henchman Barrier B
Trap
Poison
Dexterity
Disable
5
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.
Barrier B
Cache
Lock
Elite
Dexterity
Disable
10
OR
Strength
Melee
8
If defeated, add 1d4 random items from the box to your hand.
Item B
Object
Magic
Wisdom
Survival
5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Armor 1
Light Armor
Magic
Elite
Constitution
Fortitude
6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Chain
Melee
Slashing
Gambling
Veteran
Strength
Melee
7
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Tup/Wendy-Ann
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Blessing 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, 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.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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.
khazkhaz
|
Mogmurch attempts to move out of the cave..
Constituion 6: 1d8 ⇒ 8
Mogmurch is so excited to see the sun again!
Mogmurch then heads to the woods.
He runs into a Scout in the woods.
The Scout shoots a volley of arrows at Mogmurch.
Ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Mogmurch buries his tattered Leather Armour after the Scout's volley of arrows. He comes away unscathed.
Mogmurch casts a Rain of Frogs and uses his Dogslicer dousing it in a Potion of Gracefulness.
Combat 10: 1d4 + 3d6 ⇒ (2) + (3, 1, 4) = 10
Mogmurch triumphantly shouts at the Scout, who got squished in a deluge of frogs.
Hand: Potion of Fortitude, blessing of the gobs 1, blessing of the gobs 2, torch, blessing of the gobs 3, dogslicer,
Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check.
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3
Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill
cartmanbeck
RPG Superstar 2014 Top 16
|
During This Adventure:
Every now and then, you have a strange memory that
maybe you aren’t a goblin. Maybe it’s because your
character card says “Human” or has a distinctly un-Goblin
name like Alahazra. It’s almost like everything has been
a horrible nightmare ever since you tangled with some
cultists of Lamashtu and some awful mutating liquid.
Then you realize you’re just a goblin, writing is scary,
Lamashtu is great, and it’s time to set things on fire.
You gain the Goblin trait.
You may evade a bane that has the Goblin trait.
When you defeat a bane that has the Goblin trait, you may
recharge a weapon, an item, or an ally from your discard pile.
During This Scenario: After you encounter the henchman Poison Trap, summon and
encounter the henchman Bandit.
The difficulty to defeat a bane that has the Human, Animal, or
Vermin trait is increased by 2; when you defeat one during your
exploration, you may discard a card to explore again.
Turn: 25 Urgraz/Merisal the Risen
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: 5
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 C
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.
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.
Blessing B
Traits
Divine
Erastil
Check
Dexterity
4
OR
Divine
5
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 to any combat Dexterity 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
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.
Woods
At This Location: Undefeated monsters other than villains or henchman are banished.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:1 Al:0 Bl:0 ?:1
Located here: Mogmurch/khazkhaz,
Villain Monster 1
Traits
Vermin
Check
Combat
14
OR
Stealth
11
Powers
Before you act, succeed at a Dexterity or Acrobatics 8 check or discard the top card of your deck.
After you act, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.
Monster 1
Traits
Animal
Check
Combat
8
Powers
Before the encounter, succeed at a Wisdom or Survival 7 check or the difficulty to defeat the Tickwood Boar is increased by 2.
Monster B
Traits
Siren
Elite
Check
Wisdom
8
Powers
All damage dealt by the Siren is Mental damage that may not be reduced.
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck.
Barrier B
Traits
Cache
Basic
Check
Intelligence
Knowledge
Wisdom
Survival
6
Powers
If defeated, examine the top card of the location deck. If it is a boon, you may add it to your hand.
If undefeated, you may banish this barrier.
Weapon B
Traits
Sword
Melee
Slashing
Magic
Check
Strength
Melee
9
Powers
For your combat check, reveal this card to roll your Strength or Melee die + 1d8+1; you may additionally discard this card to add another 1d6. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
Item B
Traits
Object
Basic
Check
Dexterity
4
Powers
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Monster B
Traits
Undead
Zombie
Check
Combat
13
Powers
The Zombie Giant is immune to the Mental and Poison traits.
If undefeated, after the encounter, discard the top card of your deck.
The Old Light
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: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed
Located here: Ranzak/JohnF,
Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to either move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Located here: Harsk/thunderspirit
Monster C
Traits
Undead
Incorporeal
Check
Combat
13
Powers
The Shadow is immune to the Mental and Poison traits.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.
Weapon 1
Traits
Knife
Ranged
Piercing
Finesse
Magic
Check
Dexterity
Ranged
6
Powers
For your combat check, reveal this card to roll your Dexterity or Ranged die + 1d4+1; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4+1 to the combat check.
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.
Garrison
At This Location: NO BOX
M:0 Ba:0 W:3 Sp:0 Ar:1 I:0 Al:0 Bl:0 ?:0
Closed
Weapon B
Traits
Mace
Melee
Bludgeoning
Basic
Check
Strength
Melee
4
Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d8; you may additionally discard this card to add another 1d4.
Armor B
Traits
Light Armor
Magic
Elite
Check
Constitution
Fortitude
6
Powers
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Traits
Bow
Ranged
Piercing
Basic
Check
Dexterity
Ranged
4
Powers
For your combat check, reveal this card to use your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to any combat check at another location.
Weapon C
Traits
Bow
Ranged
Piercing
2-Handed
Basic
Check
Dexterity
Ranged
3
Powers
For your combat check, reveal this to use your Dexterity or Ranged skill + 1d6.
If proficient with weapons, discard this card to add 1d4 to a combat check by a character at another location.
Guard Tower
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: Urzraz/Merisiel,
Mountain Peak
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
Traits
Check
Powers
At This Location: At the start of your turn, succeed at a Wisdom or Survival 7 check or bury a card.
When Closing: Succeed at a Wisdom or Survival 6 check.
When Permanently Closed: At the end of your turn, you may examine the top card of an open location deck.
M:3 Ba:3 W:1 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Zarlova/Magabeus, [/ b]
Monster B
Giant
Combat
15
Damage dealt by the Hill Giant is dealt to each character at this location.
Monster B
Goblin
Ranger
Elite
Combat
9
Before the encounter, the Goblin deals 1 Ranged Combat damage to you.
Barrier 1
Skirmish
Goblin
Basic
None
Each character at an open location summons and encounters a Goblin Raider henchman; banish this card.
Monster B
Bunyip
Aquatic
Elite
Combat
9
Before you act, succeed at a Wisdom 9 check or the difficulty of your checks is increased by 1 for the rest of the turn.
Damage dealt by the Bunyip may not be reduced.
Barrier B
Obstacle
Veteran
Elite
Dexterity
Acrobatics
Constitution
Fortitude
8
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.
Henchman Barrier B
Trap
Poison
Dexterity
Disable
5
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.
Barrier B
Cache
Lock
Elite
Dexterity
Disable
10
OR
Strength
Melee
8
If defeated, add 1d4 random items from the box to your hand.
Item B
Object
Magic
Wisdom
Survival
5
Discard this card to add 1 to your check.
If you would fail a check by 1, you may bury this card to succeed.
Succeed at a Wisdom or Survival 9 check to recharge this card instead of discarding it.
Armor 1
Light Armor
Magic
Elite
Constitution
Fortitude
6
Reveal this card to reduce Combat damage deal tto you by 1.
Banish this card to reduce all damage dealt to you to 0; if proficient with light armors, bury it instead.
If proficient with light armors, you may recharge this card when you reset your hand.
Weapon B
Chain
Melee
Slashing
Gambling
Veteran
Strength
Melee
7
For your combat check, discard this card to use your Strength or Melee skill + 1d4. If the result of any die is a 1, the bane is undefeated; otherwise, add the scenario's adventure deck number to your result. If proficient with weapons, you may also add 10 to your result.
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:2 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:3 ?:1
Located here: Tup/Wendy-Ann
Barrier B
Traits
Skirmish
Undead
Elite
Check
None
Powers
Each character at an open location summons and encounters an Ancient Skeleton henchman; banish this card.
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.
Barrier 1
Traits
Trap
Elite
Check
Dexterity
Disable
9
Powers
If undefeated, every character at this location is dealt 1d4 Combat damage.
Blessing 1
Traits
Divine
Venkelvore
Check
Wisdom
Divine
5
OR
Constitution
Fortitude
6
Powers
Discard this card to add 1 die to any check.
Discard this card to add 2 dice to any check that invokes the Undead trait.
Discard this card and recharge the top card of your deck to explore your location.
After you play this card, if the top card of the blessigns discard pile has the Venklevore trait, 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.
Monster B
Traits
Giant
Ogre
Check
Combat
14
Powers
If undefeated, the Ogre deals 1 Combat damage dealt to each other character at this location.
Monster B
Traits
Undead
Skelton
Basic
Check
Combat
8
Powers
The Skelton is immune to the Mental and Poison traits. If the check to defeat the Skeleton has the Slashing or Piercing trait, the difficult is increased by 3.
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.
| Merisiel's 1007 Urgraz |
Urgraz travels to join Mogmurch in the woods and finds LOTSOLEGS
Urgraz discards his Blessing of the gods to help Harsk with his survival check
So we have 3 other locations to close
Mountain Peak Zargobla needs wisdom dc6 base roll 1d10+1
Shrine to Lamashtu Tup needs to banish blessing
Treacherous cave Harsk needs Survival dc7 base roll 1d6+1, 2d6+1 with my blessing
After that Urgraz discards +1 warhammer and discards a card form his deck (2d8+4+2d6)
Mogmurch can add (2d6) by discarding his alchemical potion of fortitude?
Harsk can add 1d4 by recharging a card
And that's not counting the fire sneezes
I believe Zargobla and Harsk have at least two blessings each if they play one each on the closing checks I think every location has a very strong chance of closing
khazkhaz
|
Urgraz travels to join Mogmurch in the woods and finds LOTSOLEGS
Urgraz discards his Blessing of the gods to help Harsk with his survival check
So we have 3 other locations to close
Mountain Peak Zargobla needs wisdom dc6 base roll 1d10+1
Shrine to Lamashtu Tup needs to banish blessing
Treacherous cave Harsk needs Survival dc7 base roll 1d6+1, 2d6+1 with my blessingAfter that Urgraz discards +1 warhammer and discards a card form his deck (2d8+4+2d6)
Mogmurch can add (2d6) by discarding his alchemical potion of fortitude?
Harsk can add 1d4 by recharging a card
And that's not counting the fire sneezes
I believe Zargobla and Harsk have at least two blessings each if they play one each on the closing checks I think every location has a very strong chance of closing
2D6 yes. Go ahead!
| Magabeus - 1001 Zarlova |
Zargobla discards her blessing of the gods
Temporary close Wisdom 6: 2d10 + 1 ⇒ (5, 1) + 1 = 7
I willl add my fire sneeze plus blessing of Pharasma to the combat check. The blessing adds 2 dice because a spell is played on the check.
| Thunderspirit's 1001 - Harsk |
Goblin Harsk attempts to seal off the Treacherous Cave from spiders using Merisiel/Urgraz's blessing!
Temp close — DC 7 Survival: 2d6 + 1 ⇒ (5, 3) + 1 = 9 Success!
Goblin Harsk can offer a Blessing of the Gods for any other closing check, or on the combat check if needed. My deck can afford the discard for sure.
He will also recharge Dagger for the 1d4 on the combat check.
JohnF
|
GM what ally has Urgraz drawn
Raznak its actually a dexterity check dc6 to close the warrens do you want to try the free hit and try and save the blessing (ie if you fail you get a second attempt on Urgraz's turn)
Of course it is - what was I thinking? All that discussion of Wisdom/Survival checks got me confused ...
Dexterity 6: 2d10 + 1 ⇒ (8, 7) + 1 = 16 - the Warrens were definitely closed.
If I miss that check we don't have the failsafe option of letting Urgraz fight on turn 29. While we're unlikely to need it, I think we had more than enough blessings to add at least two dice to each of the two wisdom closing checks, and all sorts of adds to Urgraz's combat check(s), so I thought we were pretty safe. I also didn't know whether Urgraz was going to have to fight a monster first; if he had run into something that actually managed to do damage to him we might have wanted to delay until turn 29 to allow Urgraz to replenish his hand before starting the villain fight.
Ranzak can also add 1d4 (and the Force trait) to Urgraz's combat check
I think Zarlova and Harsk's blessings would have best been used to aid closing checks, as Urgraz suggested; there's no point in taking unnecessary risks on something as important as closing a location.
As it turns out we were lucky, but both Zarlova and Harsk should each have been rolling an extra die on their checks. We can still beat Lotslegs without those extra two blessings, but that wouldn't matter if either of them had failed to close their locations - we would still have lost the game.
| JohnF-1011 Ranzak |
Note that the top card of the blessings discard pile is a "Blessing of the Gobs", so despite Mogmurch's valiant efforts to acquire blessings he won't actually be able to use them. That would have been true of Ranzak's blessing, too, which was another possibility I took into consideration when deciding to use a blessing to close the Warrens on my turn.
@GM: Urgraz still needs to know what ally he drew
| Merisiel's 1007 Urgraz |
If the roll had been insufficient I would have posted
Thats what Urgraz rolls add what is everyone else adding
rather than
Lotsolegs burns to a crisp
If the locations had not all been closed I would have stuck to the top line
I kind of agree with you John in that i would prefer the roll to be done altogether rather than little bits but i was trying to take direction from the gm
cartmanbeck
RPG Superstar 2014 Top 16
|
Sorry, I didn't mean to imply that you couldn't or shouldn't include others' bonuses. I just meant that you could have done something of this nature:
My dice: 2d8 + 2d6 + 4 ⇒ (4, 1) + (4, 5) + 4 = 18
blessings I've been offered: 3d8 ⇒ (2, 2, 3) = 7
Anyway, well done!
Type Card Adv_Deck_Num
Weapon Bastard Sword +1 1
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C
Item Potion of Gracefulness 1
Item Spyglass C
Ally Night Watch B
Please let me know if I missed any acquired cards.
Reward: Each character adds a blessing from the game box to the cards acquired during this scenario.
Adventure Card Guild characters may choose a bonus deck upgrade.
For the rest of Season of the Goblins, each character may temporarily replace 1 of her cards with a promo card
of the same type from the following list: the weapon Goblin Pegleg; the spell Vomit Twin; the blessings
Blessing of Zarongel or Blessing of Zogmugot. At the end of each scenario, return the promo card.
So, here are your extra blessings:
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
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.
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.
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 1
Traits
Divine
Hadregash
Check
Wisdom
Divine
5
OR
Bury an ally
Powers
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, add 5 blessing B's and a blessing 1 to your acquired cards.
You'll also each get a Power Feat.
JohnF
|
We need to come up with a better way of doing this.
At a physical table everything stops when you get to that all-important final turn, and everybody puts their heads together and plans what we're going to do. We look at our resources and decide where to spend them.
In this case I would expect that we would have allocated the five available blessings (from Urgraz, Zarlova and Harsk) mostly or entirely to closing checks. Mogmurch's blessings aren't usable because they are Blessings of the Gobs. So is Tup's, but fortunately that doesn't matter - it's still a blessing, so will satisfy the closing condition at the shrine.
Looking at Urgraz's combat options, we know he's got 2d8+2d6+4 from himself just to start with. Ranzak has 1d4 he can add; Mogmurch can add 2d6; and Harsk can add another 1d4. Then there's 1d4 each from any Fire Sneezes available, too. That's very close to certainty, so it's likely that the fifth blessing would go to whichever of the two closing checks needed it more.
But it's a lot of fun assembling all those dice for the final check (at least until you get to some of the enemies that turn up in later seasons, where beating them by too much can have consequences ...)
It's at this point, once plans have been made and agreed, that it may have been possible for the eventual combatants to post a spoilered version of the final roll(s). If doing that, though, the consequence of the roll also needs to be inside the spoiler. But, in any case, it needs to include all the dice that are going to be rolled - everybody needs their chance to contribute to the win.
| JohnF-1011 Ranzak |
Ranzak's power feat will be to his last power, increasing the probability he gets an additional exploration
While he could use the Weapon 1, he feels Mogmurch (with no dex-based weapon) needs it more - that would let him get the Animalbane Dagger +1
Ranzak will probably try for an Item and a Blessing as upgrades
Merisal The Risen
|
My apologies if I denied people their opportunity to contribute to defeating lotsolegs. Also may I apologise if I am straying into playing other people’s hands. I will slow down and ask people’s ideas certainly before fighting a boss.
I am going to think some more over what else I can do as a player to help this game run smoother. I will say I am enjoying the game.
khazkhaz
|
I would really appreciate that. Thank you.
Ranzak's power feat will be to his last power, increasing the probability he gets an additional exploration
While he could use the Weapon 1, he feels Mogmurch (with no dex-based weapon) needs it more - that would let him get the Animalbane Dagger +1
Ranzak will probably try for an Item and a Blessing as upgrades
JohnF
|
I'm sure I'm far more likely to be accused of playing other people's hands than is Merisal/Urgraz. But that's not really what I'm trying to do - my goal is to get an open discussion going around the virtual table so we can all contribute suggestions. I know we've got significantly different levels of experience (three players with their very first Adventure Card Guild characters, I believe), but please don't let that prevent anybody from speaking up! It was hard enough for us to learn what we know now when we were playing at a table where feedback and suggestions could happen immediately - I can only imagine how hard it must be when you're also trying to get used to the very different feel of a play-by-post game.
Perhaps it would help everybody if we posted more information about what we are planning/hoping to do (both on our next turn and in the game as a whole), and to discuss goals in general. I'm not sure whether this would best be done in the discussion thread or in the gameplay thread - there are advantages and disadvantages to each approach. And, of course, I'm sure the players with more experience would be only too happy to answer any questions that were troubling the newer players, or to offer advice if somebody was wondering which of two choices would be better.
| Thunderspirit's 1001 - Harsk |
Perhaps it would help everybody if we posted more information about what we are planning/hoping to do (both on our next turn and in the game as a whole), and to discuss goals in general. I'm not sure whether this would best be done in the discussion thread or in the gameplay thread - there are advantages and disadvantages to each approach. And, of course, I'm sure the players with more experience would be only too happy to answer any questions that were troubling the newer players, or to offer advice if somebody was wondering which of two choices would be better.
I'm the first to admit that I'm still learning the meta-strategies of the game, so as long as they're suggestions (and explanations why) and not "here's how you should play", I'm always willing to listen to what more experienced players have to say. (Please note that I have not yet felt that way in these games.)
Regarding the use of other players' cards, I think what we've been doing works fairly well — at the end of the turn, before posting the hand reset: "I've got this blessing that I'll offer up for someone's check, and that special ability that will use the other card I'll use for another check," and so on.
For the henchman/villain combats, though, while we did okay with the closings it was less so with the aid during the combat. How much input we can realistically wait for before making that roll is perhaps problematic.
| JohnF-1011 Ranzak |
Type Card Adv_Deck_Num
Weapon Bastard Sword +1 1
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C
Item Potion of Gracefulness 1
Item Spyglass C
Ally Night Watch BPlease let me know if I missed any acquired cards.
Ranzak picked up a Dart (Weapon B) on his last turn.
| Thunderspirit's 1001 - Harsk |
Ah. Have not bought an add-on deck yet.
Goblin Harsk would be interested in the Item 1.
| Magabeus - 1001 Zarlova |
I prefer to discuss strategy in the discussion thread. It is hard enough to keep track of the play without extra posts in between.
Zargobla would like an item B
| Merisiel's 1007 Urgraz |
Urgraz will take a blessing either 1 or b
Blessing of Belial
Discard this card to add 1 die to any check
Discard this card to add 2 dice to acquire a boon; if this trait has the corrupted trait and you acquire the boon, discard the boon
Discard this card to explore your location
After you play this card, if the top card of the blessings discard pile has the corrupted trait, recharge this card instead of discharging it
Blessing of shax
Discard this card to add 1 die to any check
Discard this card to add 2 dice to any strength or dexterity combat check
Discard this card to explore your location
After you play this card, if the top card of the blessings discard pile has the corrupted trait, recharge this card instead of discharging it
to be honest if I had read blessing of belial properly I would have taken that as blessing 1 last time
cartmanbeck
RPG Superstar 2014 Top 16
|
Weapon Bastard Sword +1 1 (Suggested for Mogmurch)
Weapon Dart B
Spell Detect Evil B
Spell Immolate B
Armor Buckler Gun B
Armor Half-Plate B
Item Amulet of Mighty Fists C (Requested by Ranzak)
Item Potion of Gracefulness 1 (Requested by Harsk)
Item Spyglass C (Requested by Zarlova)
Ally Night Watch B
Blessing XXX B (Requested by Ranzak)
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX 1 (Requested by Urgraz)
Don't forget that, since part of the reward is a bonus deck upgrade, you'll each get TWO upgrades total.
So far, Tup has not listed any requests yet, and Ranzak is the only one that listed two requests so far. @Ranzak: did you want to roll off against Harsk for the Item 1?
| Magabeus - 1001 Zarlova |
I also would like a spell B in that case.
Zargobla gets a power feat: When you acquire a card that has the Magic trait, examine the top([ ] or bottom) card of your spell; if it is a spell ([X] or a blessing) , you may add it to your hand.
| Merisiel's 1007 Urgraz |
In that case I would like Armour B
and select
You may discard ( [X] or recharge ) a card to ignore the corrupted trait on a card you play until the end of the turn
as my power feat
Corroded Helm
Heavy Armour
Corrupted
Elite
If this card has the corrupted trait bury a random card from your discard pile or you may not play this card
Recharge this card to reduce Combat damage dealt to you by 2; you may play another armour on this check. If proficient with heavy armours, you may reveal this card instead of recharging it.
| Thunderspirit's 1001 - Harsk |
Since we have two, Goblin Harsk will also ask for an Armor B.
Also will take "You may recharge card to add 1d4 ([x]+1) to a combat check by a character at another location."
| JohnF-1011 Ranzak |
Ranzak has an offer for Divine Spellcasters!
As you may have noticed, Ranzak is pretty good at picking up boons (and should be even better now). But he also has a large hand size, and tends to burn through his deck pretty fast. This means that he'd really like somebody to have a Cure spell available towards the end of the scenario. Ranzak doesn't have a Cure spell in his deck, otherwise he'd take care of that himself. But he noticed that at least one of the Cures we had in the first scenario got swapped out for a Fire Sneeze. Ranzak will offer to Swap a Fire Sneeze spell into his own deck, and if some other divine caster will keep a Cure spell around to help Ranzak out then Ranzak will loan the Fire Sneeze to that caster.
Is anyone interested?
One of the things I don't like about Organized Play is how difficult it is to get deck upgrades. In regular (disorganized?) play you can upgrade as many cards in your deck as you like, subject to what was acquired during the scenario. But in Organized Play you are limited to upgrading at most one card per scenario (unless you get bonus upgrades, which aren't as common in most Organized Play scenarios as they have been in this adventure :-)
That's why you want Ranzak picking up as many boons as possible - with limited upgrade options available, we really want the chance to make every one count, and to have as wide a selection as we can get to choose from at the end of each scenario.
cartmanbeck
RPG Superstar 2014 Top 16
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Weapon Bastard Sword +1 1 (Mogmurch)
Weapon Dart B
Spell Detect Evil B (Zarlova)
Spell Immolate B (Mogmurch)
Armor Buckler Gun B (Urgraz)
Armor Half-Plate B (Harsk)
Item Amulet of Mighty Fists C (Ranzak)
Item Potion of Gracefulness 1 (Harsk)
Item Spyglass C (Zarlova)
Ally Night Watch B
Blessing XXX B (Ranzak)
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX B
Blessing XXX 1 (Urgraz)
All the upgrades have been stolen except for Tup's two upgrades. I have a feeling Tup might want one of those two Spell B's though, so that might require a roll-off.
I'll wait until I return home to set up the next scenario, so it'll give you another day or so to figure these out.