PACG Season of the Runelords: Dark Waters Rising (Inactive)

Game Master jduteau

Online PACG Campaign of Season of the Runelords Adventure 1: Dark Waters Rising


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Sajan, Blade Sage wrote:
Ostog Pshaws at Armor wrote:
@City Gate, would like to go to Farmhouse but the dog keeps biting

I do like dogs, but the only food I have for him is my Turtle, so maybe later.

Meanwhile, I wonder if the Goblin Fortress has any goblins. Let's find out!

I believe that was an emphatic yes!


Looks like I did not reset in the confusion, yes you may have a BotG!

Alahazra(Troymk1) wrote:

Hand: Amulet of Life, Boatswain, Clockwork Butterfly, Blessing of the Gods, Blessing of the Gods, Soldier, Holy Light

(Displayed: )
Deck: 8 Discard: 2 Buried: 0
Note:

Then - 1 Blessing


I can add only enthusiasm.

You can do it!


I'm glad you are temp closing sites, because this may not be Sajan's best solo fight. At least I won't need the Potion of Glibness for this encounter.

A goblin effect is .. 1d6 ⇒ 5


Alahazra Stargazer wrote:

Looks like I did not reset in the confusion, yes you may have a BotG!

Alahazra(Troymk1) wrote:

Hand: Amulet of Life, Boatswain, Clockwork Butterfly, Blessing of the Gods, Blessing of the Gods, Soldier, Holy Light

(Displayed: )
Deck: 8 Discard: 2 Buried: 0
Note:
Then - 1 Blessing

You list 7 cards in your hand, but I think your deck size is only 6?


Sajan, Blade Sage wrote:

I'm glad you are temp closing sites, because this may not be Sajan's best solo fight. At least I won't need the Potion of Glibness for this encounter.

A goblin effect is .. [dice=]1d6

Wait, really? :) I suppose I still need to take some fire damage, yes? Like monks do.


Sajan, Blade Sage wrote:

I'm glad you are temp closing sites, because this may not be Sajan's best solo fight. At least I won't need the Potion of Glibness for this encounter.

A goblin effect is .. [dice=]1d6

Ha ha! That might actually be the best result here. Basically Gogmurt blows up and retreats to another location. From what I've read online, you don't even have to do the BYA damage since this replaces the encounter. So take 1d4 damage, he is defeated, so the Fortress is closed, and then we'll see which options he has for retreating.


Upon closing the Fortress, there are 4 weapons placed in it and Sajan finds a:

Light Crossbow - Weapon B
Bow/Ranged/Piercing/Basic

Powers
For your combat check, reveal this card to roll your Dexterity or Ranged skill + 1d8.
If you are proficient with weapons, you may discard this card to add 1d4 to a combat check at another location.


Ah, we roll our own effects damage? If so .. one body modification accident incoming ...

1d4 ⇒ 2

Mmm. Right on the cusp. I'll discard the Blood Periapt to reduce the damage, and try to recharge the Periapt.

recharge Fort6 1d6 + 2 ⇒ (3) + 2 = 5 (discarded)

What is the check to obtain the Light Crossbow?


Sajan, Blade Sage wrote:
What is the check to obtain the Light Crossbow?

No check required, you get it automatically from the Fortress rules.


Ah, yes! In that case, Sajan rests content in the foolishness and generosity of goblin folk.

Sajan(EddyH) wrote:

Hand: Kama, Potion of Glibness, Researcher, Turtle, Light Crossbow

(Displayed: )
Deck: 7 Discard: 5 Buried: 0
Note:


jduteau wrote:
Alahazra Stargazer wrote:

Looks like I did not reset in the confusion, yes you may have a BotG!

Alahazra(Troymk1) wrote:

Hand: Amulet of Life, Boatswain, Clockwork Butterfly, Blessing of the Gods, Blessing of the Gods, Soldier, Holy Light

(Displayed: )
Deck: 8 Discard: 2 Buried: 0
Note:
Then - 1 Blessing
You list 7 cards in your hand, but I think your deck size is only 6?
Alahazra(Troymk1) wrote:

Hand: Amulet of Life, Boatswain, Clockwork Butterfly, Blessing of the Gods, Soldier

(Displayed: )
Deck: 9 Discard: 3 Buried: 0
Note:

Dark Archive

We should really be closing locations before anything else, including the scenario rule.
Old Light:
Old Light, if Alaharza has another Blessing (WHATS IN YOUR HAND MAN!? Take 1st one if no blessing available) (6): 2d10 ⇒ (5, 6) = 11


Radillo, Enchanting Ensorceler wrote:

We should really be closing locations before anything else, including the scenario rule.

Old Light:
[dice=Old Light, if Alaharza has another Blessing (WHATS IN YOUR HAND MAN!? Take 1st one if no blessing available) (6)]2d10

True, but we couldn't wait. :)

We just have to assume that you will try your hardest even if Sajan failed at the check to defeat.

But we should use spoiler tags for things like that.

She ended up with two blessings in her hand, so you did take one and managed to close the Old Light.

So Gogmurt escapes to the Farmhouse, thereby shuffling that mangy Dog into the deck as well. :)


Turn 16
Blessing: Blessing of Gorum
16/14
Mother Myrtle

Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 7)
Monster is Shadow (requires Magic)
Ostog

Goblin Fortress
CLOSED
M:0 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 3)[/i]
Sajan

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 Henchman:1(Total: 6)
Item is Potion of Healing
Radillo

Woods
CLOSED

Treacherous Cave
CLOSED
Mother Myrtle, Alahazra

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 Henchman:1 Villain:1(Total: 11)

Warrens
CLOSED

Dark Archive

jduteau wrote:
managed to close the Old Light.

Well of course I did!


I will go to the Old Light and Cure Radillo.
Cure: 1d4 + 1 ⇒ (2) + 1 = 3
Recharge: 1d8 + 2 ⇒ (3) + 2 = 5

With half monsters here I don't really want to explore unless I can get a scout first, since I'd only have a d4+d6 for combat. If so and it's not a monster I'll explore.


Radillo, Enchanting Ensorceler wrote:

if Alaharza has another Blessing (WHATS IN YOUR HAND MAN!?

I am very much a woman. I am told.

Alahazra(Troymk1) wrote:

Hand: Amulet of Life, Boatswain, Clockwork Butterfly, Soldier

(Displayed: )
Deck: 9 Discard: 4 Buried: 0
Note:

That will be the end of the blessings unless we are in dire need. I need those to function.


All right, then. I'll end.

Hand: Noxious bomb, tussah coat, magic chain, bladeguard, acid flask, token of remembrance

may use bladeguard and acid flask


Mother Myrtle Madam Mycophagist wrote:

All right, then. I'll end.

Hand: Noxious bomb, tussah coat, magic chain, bladeguard, acid flask, token of remembrance

may use bladeguard and acid flask

The Boatswain can scout my location. All I have right now


I moved in order ti heal Radillo, who seems better suited to combat than I. I can fight next turn now.


Turn 17
Blessing: Blessing of Iomedae
17/13
Alahazra

no change to the locations

Radillo - just for tracking purposes, can you let me know what 3 cards get cured?

Dark Archive

Always counting from the top of the list:

Phantasmal Minion
Codex
Jinx Eater
Sage
Blessing of the Gods
Blessing of the Gods
Dog

Unexpected Healz: 1d7 ⇒ 41d6 ⇒ 21d5 ⇒ 4
Sage, Codex, BotG


That's a clever way to randomize it. Clearly you've played this game before!

Dark Archive

Sajan, Blade Sage wrote:
That's a clever way to randomize it. Clearly you've played this game before!

I basically do the same thing at home with the physical set. One less thing to shuffle!


In case any one missed it, it's Alahazra's turn. Need to know where she's going...


Is the dog still on top at farmhouse?


No, but I think Gogmurt is there. The Farmhouse was shuffled when he ran off.

I just saw the card for Gogmurt. Nicely done.


I'll head to farmhouse

Use Clockwork Butterfly


Do you need to use your Clockwork Butterfly to explore? You have your free explore. Or are you doing that so you can avoid a monster/villain/etc.?

Farmhouse - Alahazra:

Token of Remembrance - Item B
Object/Magic/Arcane/Divine

Check
Intelligence/Arcane/Wisdom/Divine 5

Powers
Bury this card to recharge a spell from your discard pile. You must have a skill matching the spell's Arcane or Divine trait to use this power.


Yes exactly. I have no attack.

Butterfly recharged.

Soldier to explore.

Divine: 1d12 + 2 ⇒ (11) + 2 = 13


Bury Token to Recharge cure, then Recharge Boatswain to examine top of deck.

End turn

Alahazra(Troymk1) wrote:

Hand: Eloquence, FireBlade, Frigid Blast, Amulet of Life, Lookout, Blessing of the Gods

(Displayed: )
Deck: 7 Discard: 4 Buried: 0
Note: Farmhouse


Good. We can evoke some elemental fury on these miscreants!


Top card of Farmhouse is Goblin Raider - Henchman.


Turn 18
Blessing: Blessing of the Gods
18/12
Radillo

Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 7)
Monster is Shadow (requires Magic)
Ostog

Goblin Fortress
CLOSED
M:0 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 3)[/i]
Sajan

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 Henchman:1(Total: 6)
Item is Potion of Healing
Radillo, Mother Myrtle

Woods
CLOSED

Treacherous Cave
CLOSED

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:2 Al:1 Bl:0 Henchman:1 Villain:1(Total: 10)
NOTE: Goblin Raider - Henchman is on top
Alahazra

Warrens
CLOSED

Dark Archive

Hmm. I'm tempted to be a hero at either the Farmhouse or City Gate, but that leaves an opening at Old Light. I'll stay there(Old Light) and explore.


If you can close the Farmhouse, by all means

Dark Archive

Alahazra Stargazer wrote:
If you can close the Farmhouse, by all means

That almost sounded like a dare to my Elven Ears.

To the FARMHOUSE!

Goblin Raider said:

Goblin Raider - Henchman/Monster 1
Goblin

Check
Combat 8

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

Before encountering the Raider:
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2. The difficulty of checks to defeat the bane is increased by 10.
3. After you act, move to a random other location.
4. A random character at your location encounters the bane instead. That character does not roll on this table.
5. The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6. Bury a random card from your discard pile.


Goblin Gamble: 1d6 ⇒ 4
Is that automatically Alahazra? or since it doesn't say "A random other character" mean either of us is valid?


a) the location won't be closed because the villain is there, but it will obviously make it easy to take him out again. And Mother Myrtle is at the Old Light so we still have all of the locations covered.

b) it is a random character, so one of the both of you.


Coin flip!

Dark Archive

Alahazra Stargazer wrote:
Coin flip!

[dice=Radillo is "1"]1d2[/dice]

Dark Archive

Force Missile v. Goblin Raider, a la Carte (8): 1d10 + 3 + 2d4 ⇒ (9) + 3 + (4, 2) = 18
Examine Bottom Card: Fox
Force Missile Recharge (6): 1d10 + 3 ⇒ (1) + 3 = 4

I'd like to attempt to close my Location.


Random Monster to defeat to close the location:

Scout - Monster B
Human/Ranger/Veteran

Check
Combat 9 (8 + 1 for adventure deck number)

Powers
BYA, the Scout deals 1d4-1 Ranged Combat damage to you.

Dark Archive

Scout BYA Dmg.: 1d4 - 1 ⇒ (3) - 1 = 2
Arcane Armor, auto-Recharged
Lightning Touch+Blast Stone v. Scout (9): 1d10 + 3 + 2d4 + 1d4 ⇒ (4) + 3 + (1, 4) + (4) = 16
Examine Bottom Card: Arcane Armor (Top-decked)
Lightning Touch Recharge (6): 1d10 + 3 ⇒ (1) + 3 = 4

Gah, bad turn for Recharges.
End and Draw-up:

Radillo(cosined) wrote:

Hand: Arcane Armor, Detect Magic, Force Missile, Lightning Touch, Codex, Sage

Deck: 3 Discard: 6 Buried: 0
Note: Farmhouse. Squishy.


Turn 19
Blessing: Blessing of Shelyn
19/11
Ostag

Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:1 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:1 Bl:0 Henchman:1(Total: 7)
Monster is Shadow (requires Magic)
Ostog

Goblin Fortress
CLOSED
M:0 Ba:0 W:3 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 3)[/i]
Sajan

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:2 Ba:0 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 Henchman:1(Total: 6)
Item is Potion of Healing
Mother Myrtle

Woods
CLOSED

Treacherous Cave
CLOSED

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:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 Villain:1(Total: 1)
Alahazra, Radillo

Warrens
CLOSED


So the monster here is a Shadow requiring Magic, which I don't have.

I'm thinking of just sitting here and optimizing my deck, looking for a Blessing to help Mother Myrtle to temp-close The Old Light.

I discard my Longspear and my Crowbar and get back a BotG, a Quarterstaff, and my Improvised Rock! I was hoping I could use this to brain someone!

Ostog(jduteau) wrote:

Hand: Heavy Pick, Improvised Rock, Quarterstaff, BotG

Deck: 7 Discard: 3 Buried: 1
Note:


Turn 20
Blessing: Blessing of Gorum (+2 dice to Strength-based combat check)
20/10
Sajan

no change in locations


I'm glad someone else noticed I was still at the Old Light, since I've been at work all day :)


Lag. I'm out for a couple of hours. I could try to take Gogmurt, but I'd have to make 2 combat checks with 1 weapon, no other card to assist.

That said, my weapon + skill is d10 +d6 +3 +2.

Back later.


a) Since Radillo and Alahazra are at your location, they can take one of the checks for you.
b) There is the scenario chart so who knows, he could "blow up real good" again. Of course, he could also be really mad and be +10 to checks.

Let me know...

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