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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Radillo, Enchanting Ensorceler wrote:
But either way, getting a card via Phantasmal Minion has "at your location" in the power.

Ah, I thought that was slightly too powerful. :)

Don't think you needed a spoiler on the close. We're all closed, so it's all up to Alahazra to defeat the evil Dragon!

Dark Archive

Ostog Pshaws at Armor wrote:
Don't think you needed a spoiler on the close.

In case someone thought to offer an assist; I couldn't tell if there were free blessings in a couple of hands.


Potion: 1d8 + 2 ⇒ (3) + 2 = 5
discarded


Acid Damage: 1d4 + 0 - 1 ⇒ (3) + 0 - 1 = 2

Amulet of Life discarded (recharge check later if needed)

Frigid Blast + Blessing: 2d12 + 2d4 + 2 - 0 ⇒ (10, 5) + (1, 4) + 2 - 0 = 22

Silly beast.


Development:
The problem with dragons, you have now learned from experience, is that they always leave themselves an exit. Even though Black Fang was barely more than a hatchling, he was smart enough to dwell in a cave with a skylight. Defeated by your might, he took to the sky.
“Foolish bipeds!” Black Fang bellowed as he belched acidic spittle. “You invade my home and steal my treasures! I shall consume you and all who live in Sandpoint!”
And at last count, you had not learned to fly. So off it went, wounded but still fearless.
This may not be the best news you can deliver to the residents of Sandpoint. But at least the dragon knows that should it attack the village again, it will be met by more than pitchforks and shovels.

Scenario Reward:
The party draws one of each type of boon other than loot from the game box.

This ended up being Bs for everything. That gives us the following cards for a deck upgrade:

Weapon B
Spell B x2
Armor B
Item B x 2
Ally B x 2
Blessing B

Tier Feat:
Every one gets a Power feat.


Mother Myrtle - we received a skill feat after defeating Scenario 1-A. I don't see where you said what you'd like. Let me know.


I'd like one of the Items to take the Horn of Battle Clarity.

I'll take the power feat where I can recharge a card to reduce any damage by 2.


I could take item or spell but don't especially need it.

Skill: wisdom
Power: divine

Dark Archive

Spell B for me please!

Power: "When you play a spell that has the Arcane trait during an encounter, you may examine the bottom of your deck;
if it is a spell (■ or an ally), you maye put it on top of your deck (□ or add it to your hand)."

Final Disposition, barring a roll-off.

Radillo(cosined) wrote:
Deck: Arcane Armor, Detect Magic, Force Missile, Force Missile, Lightning Touch, Lightning Touch, Augury, Bracers of Protection, Token of Remembrance, Fox, Jinx Eater, Sage, Blessing of the Gods, Blessing of the Gods, Blessing of the Gods


I backtracked The scenario reward was the Sidhedron Medallion. Where did we get a skill feat? And who took the medallion?

Dark Archive

Medallion is a per scenario temp replacement. No one used it this scenario.
Skill feat came from winning the first scenario in this tier (2-1A) and the Power fear came from the second (2-1B)


Oh! we are using tier rewards? Missed that

OK someone needs to keep me abreast of those as I dont have the document

Also I will use the sihedron if no one else does, but I have Amulet of Life so Im happy to see it elsewhere


When do we get a card feat?


First Scenario - Skill
Second Scenario - Power
Fourth Scenario - Card


Need to know what Card Reward Alahazra wants and then Mother Myrtle will take either Item or Spell. And what power Alahazra is taking. Then I'll publish the next scenario - no villains or henchmen but have to close all locations to win.


I'll take Item - Healing Potion.


Mother Myrtle

Strength d4
Dexterity d4
Constitution d8
Fortitude +1
Intelligence d8
Knowledge +2
Wisdom d12 + 1
Craft: +2
Survival +2
Charisma d6

Hand size: 6
Proficiencies: Light Armors

You may use your Wisdom skill for your Arcane or Divine check.

When you would banish a boon that has the Alchemical, Arcane, Divine, or Liquid trait for its power, you may instead attempt a Knowledge check with a difficulty of 7 plus the card's adventure deck number. If you succeed, recharge it; if you fail, discard it.

Deck:
Cure
Lightning Touch
Viper Strike
Tussah Silk Coat
Acid flask
alchemist's fire
Potion of Healing
flash freeze
noxious bomb
Giant Slug
clockwork butterfly
researcher
clockwork spy
blessing of the elements
blessing of the elements


I will change out Eloquence for Find Traps (Spell B) mainly for party use!

I will increase hand Size to 7

Alahazra

Strength d4
Dexterity d4
Constitution d6
Intelligence d6
Knowledge +2
Wisdom d8
Charisma d12 +1
Divine +2

Hand Size 7
Proficiencies None

You may recharge a card that has the divine trait to examine the top card of any location deck.

At the end of your turn, you may discard a card that has the divine trait to add a card that has the divine trait from your discard pile to your hand.

If your combat check has the attack trait add +2

Alahazra(Troymk1) wrote:

Hand:

(Displayed: Holy Light Cure Eloquence FireBlade Frigid Blast Amulet of Life Seer's Headdress  Boatswain Clockwork Butterfly Lookout Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of the Gods Blessing of the Gods )
Deck: 0 Discard: 0 Buried: 0
Note:


If Myrtle really needs the spell I could go Blessing?


Okay, we're all set, so I'll get the next scenario set up and later tonight.


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I want both spell and item, but can only get one at a time, so item is fine.


I think Find Traps is a really useful spell for the Party so I'm not being greedy :)


I agree; Find Traps would be a good choice.


is there a new thread?


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Nope. I'm just getting SoShackles going and then I'll get the new adventure in this one up and running.


2-1C: SMALL TOWN POLITICS
"I thought you said you were heroes.”
The words of Mayor Deverin sting in your ears. After you were set upon by mutated goblins, you volunteered to help the town of Sandpoint with its cattle mutilation problem. The trail led to the young dragon Black Fang, whom you beat to within an inch of its life. Unfortunately, you really should have gone that extra inch.
“We went from having a dragon attack our cows to having a dragon swear to destroy our entire town. I don’t think there’s a farmer here who wouldn’t trade Old Bossie for the survival of Sandpoint. How do you explain this failure?”
You have very little explanation. You could not follow the wounded dragon out the skylight of its cave, and now it is free to hunt again.
“You will find no allies here,” the mayor says. “We are revoking your privileges at the Rusty Dragon, and expect you to be gone by dawn.”
So dismissed, you hope this is not the final judgment you will receive in Sandpoint. There are a dozen members on the town council, and perhaps you can find some solace at the doors of one or two of them. Either way, with nowhere to stay, you will have to try to find friends in high places.

Villians:NONE
Henchmen:NONE

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

Scenario Rewards: Each character chooses a type of boon other than loot and draws a card of that type from the game box. Adventure Card Guild characters may choose a bonus deck upgrade.

Locations:

General Store
At This Location: If you encounter anything other than an armor, an item, or a weapon, after the exploration you may explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0(Total: 9)

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:0(Total: 9)

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location must immediately choose a card and recharge it; each character may then draw a card.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 (Total: 9)

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Temple
At This Location: When you move or are moved here, discard a card. Any player at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:2 Sp:2 Ar:0 I:1 Al:0 Bl:4(Total: 9)

Dark Archive

Radillo(cosined) wrote:

Hand: Detect Magic, Lightning Touch, Augury, Token of Remembrance, Fox, Sage

Deck: 9 Discard: 0 Buried: 0
Note: @ The Rusty Dragon


Wow, we have to run out every deck before we can close its location?

Cure, lightning touch, flash freeze, clockwork spy, BoE, noxious bomb

Deck: 9 Discard: 0 Buried: 0
Note: @ General Store


I'll take the Waterfront, even though there is a penalty to using weapons. I'd rather the Glassworks but I don't have the Wisdom to close that when it is time.

Ostog(jduteau) wrote:

Hand: Heavy Pick, Longspear, Greatsword, Horn of Battle Clarity

Deck: 11 Discard: 0 Buried: 0
Note: @ Waterfront


I suggest I go first to Scry

Alahazra(Troymk1) wrote:

Hand: Cure, Find Traps, FireBlade, Amulet of Life, Seer's Headdress , Clockwork Butterfly, Blessing of the Gods

(Displayed: )
Deck: 8 Discard: 0 Buried: 0
Note: The Rusty Dragon 


I would suggest that Alahazra start at the Temple. If you move there after, you have to discard a card. And there are the four blessings there. And I'm fine with her going first.

Ostog: 1d100 ⇒ 34
Mother Myrtle: 1d100 ⇒ 54
Radillo: 1d100 ⇒ 33

Alahazra, Radillo, Ostog, Mother Myrtle

Turn 01
Blessing: Blessing of the Gods
01/29
Alahazra


Good idea.

Use Cure to Scry Gen store, Use Blessing to Scry Rusty Dragon and I'll use the headdress there too. Then I will explore Temple

Dark Archive

Heads Ups


Top card of General Store: Enchanter - Monster B
Top card of Rusty Dragon Inn - Guide - Ally B
Bottom card of Rusty Dragon Inn - Goblin Warchanter

Temple - Alahazra

Crown of Charisma - Item C
Accessory/Magic/Elite

Check
Charisma/Diplomacy 5


Charisma: 1d12 + 1 - 0 ⇒ (11) + 1 - 0 = 12


Awesome item. Pity we won't be keeping it

Recharge the Butterfly to see the next card


Top card of Temple is Fiery Weapon - Spell 1.


Alahazra(Troymk1) wrote:

Hand: Holy Light, Find Traps, Frigid Blast, Amulet of Life, Blessing of the Gods, Blessing of the Gods, Crown of Charisma

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


Alahazra Stargazer wrote:
Alahazra(Troymk1) wrote:

Hand: Holy Light, Find Traps, Frigid Blast, Amulet of Life, Blessing of the Gods, Blessing of the Gods, Crown of Charisma

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

You have Holy Light and Frigid Blast listed above, but not Fireblade which was in your original hand and I don't see you using it above.


Turn 02
Blessing: Blessing of Calistria
02/28
Radillo

Locations:

General Store
At This Location: If you encounter anything other than an armor, an item, or a weapon, after the exploration you may explore again.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, add 1d6 random items to this location without looking at them, then automatically acquire the top card.
Top card is Enchanter - Monster B
M:2 Ba:0 W:2 Sp:0 Ar:1 I:3 Al:1 Bl:0(Total: 9)
Mother Myrtle

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
Top card is Guide - Ally B; Bottom card is Goblin Warchanter - Monster B
M:2 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:3 Bl:0(Total: 9)
Radillo

Town Square
At This Location: You may discard a card from your hand to explore during your turn. This card may not be recharged.
When Closing: Banish a card from your hand.
When Permanently Closed: On closing, each character at this location must immediately choose a card and recharge it; each character may then draw a card.
M:2 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:2 Bl:0 (Total: 9)

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
M:4 Ba:2 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0(Total: 9)
Ostog

Temple
At This Location: When you move or are moved here, discard a card. Any player at another location may evade an encounter and move here, discarding 2 cards instead of the normal 1, then reset her hand and end her turn.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
Top card is Fiery Weapon - Spell 1
M:0 Ba:0 W:2 Sp:2 Ar:0 I:0 Al:0 Bl:4(Total: 8)
Alahazra


jduteau wrote:
Alahazra Stargazer wrote:
Alahazra(Troymk1) wrote:

Hand: Holy Light, Find Traps, Frigid Blast, Amulet of Life, Blessing of the Gods, Blessing of the Gods, Crown of Charisma

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

You have Holy Light and Frigid Blast listed above, but not Fireblade which was in your original hand and I don't see you using it above.

yeah my excel didn't save when the Pc decided to close everything for an urgent upgrade

(it wasn't urgent)

Alahazra(Troymk1) wrote:

Hand: Find Traps, FireBlade, Frigid Blast, Amulet of Life, Blessing of the Gods, Blessing of the Gods, Crown of Charisma

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


would you like me to keep track of what cards are revealed?


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Alahazra Stargazer wrote:
would you like me to keep track of what cards are revealed?

I have noted it in the location listing. Just above the card counts is what we know is on top or on the bottom.

Dark Archive

I'll explore the Rusty Dragon

I've tried to find a picture of the Guide on Google, but failed, so I'll need the checks/text...


Rusty Dragon - Radillo

Guide - Ally B
Human/Basic

Check
Wisdom/Survival 7
Charisma/Diplomacy 6

Dark Archive

Arcane 6: 1d10 + 1 + 3 ⇒ (4) + 1 + 3 = 8
I'll discard the Guide to Explore again.


Rusty Dragon - Radillo

Guard - Ally B
Human/Basic

Check
Constitution/Fortitude 4
Charisma/Diplomacy 6

Dark Archive

jduteau wrote:

Rusty Dragon - Radillo

Guard - Ally B
Human/Basic

Check
Constitution/Fortitude 4
Charisma/Diplomacy 6

Auto Acquired: Arcane 4: 1d10 + 1 + 3 ⇒ (1) + 1 + 3 = 5

Discard Sage to Explore again.


Actually, we need to rewind a bit...

Scenario Rules: The difficulty of checks to acquire allies is increased by 5. When you encounter an ally, you may bury any number of cards; for each card buried, add 5 to your check to acquire that ally.

We can either:

1) you fail against the Guide, use the Sage to explore, and fail against the Guard.

or

2) you bury a card to succeed against the Guide and then bury another card to succeed against the Guard.

Dark Archive

I would have been hesitant to bury cards for Base allys, so option 1 is likely the way it would have played out.

I did not acquire Guide (Let's bottom-deck it).
I discard Sage to explore.
I did not acquire Guard.
Up to date.

I discard Fox to explore.

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