Pathfinder ACG #8-00: Cosmic Captive (Table 1) [TIER 1-3] (Inactive)

Game Master cartmanbeck

Hawk's Table

Turn Order:
Kyra/JohnF
Agna/Pirate Rob
Feiya/Skizzerz
Sajan/zeroth_hour2

Summoned Spell 1:
Invisibility
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
Discard this card to evade a monster.
Discard this card to succeed at your Stealth check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Summoned Spell 2:
Cure
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.

Summoned Spell 3:
Arcane Armor
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
4

Powers
Discard this card to reduce Combat damage dealt to you by 2. You may play this card even if you have played another spell on this check.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 4 check to recharge this card instead of discarding it.

Summoned Spell 4:
Holy Light
Spell B

Traits
Magic
Divine
Attack
Elite

Check
Wisdom
Divine
8

Powers
For your combat check, discard this card to use your Divine skill + 2d6. If the check is to defeat a bane that has the Undead trait, use your Divine skill + 2d12.
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.

Summoned Spell 5:
Lightning Bolt
Spell 2

Traits
Magic
Arcane
Attack
Electricity

Check
Intelligence
Arcane
8

Powers
For your combat check, discard this card to roll your Arcane skill + 3d6.
After playing this card, if you do not have either the Arcane skill, banish it; otherwise, succeed at an Arcane 10 check to recharge this card instead of discarding it.

Summoned Spell 6:
Mending
Spell C

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
2

Powers
Discard this card to allow a character at your location to discard a weapon, an armor or an item and take a card of that type from his discard pile into his hand.
If you do not have either the Arcane or Divine skill, banish this card.
Succeed at an Arcane or Divine 4 check to recharge this card instead of discarding it.


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Tier 3.3/2 Die Bumps

I currently have a Researcher, so I'm likely to make it with Feiya's help. But on the other hand, I don't need to be at Feiya's location.

Explore the Brig. Encounter a Ghost.

Sajan continues exploring the Brig. A ghost, perhaps from one of those weird armors they saw at the entrance, begins wailing.

Use Venomous Fighting Fan +1.

Combat DC 12: 1d10 + 1d4 + 9 ⇒ (4) + (2) + 9 = 15

The fan seems to be effective, silencing the Ghost and sending it to the afterlife.

Discard Teamster to explore. It's a Toad.

Wisdom DC 8: 1d8 + 1 ⇒ (4) + 1 = 5

Sajan tried to guess where the Toad would jump, but guessed wrong and the Toad scampers off.

Discard Researcher to explore. Large Chest.

Dexterity DC 11: 1d10 + 1 ⇒ (8) + 1 = 9

Sajan tries to fiddle with a Large Chest that just appeared, but accidentally breaks the lock.

Banish the barrier. End turn.

I'm at the point where healing is useful, so I'm likely to exit the brig (if possible)
and head to Kyra's location.

Sajan (CD) wrote:

Hand: Blessing of the Gods (A), Venomous Fighting Fan +1, Blessing of Abadar, Emerald of Dexterity, Kusarigama

Displayed:
Deck: 7 Discard: 5 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


Tier 3.3 // 2 die bumps

There aren't many locations Kyra can close, so she's going to head for the Cargo Hold for the moment

Explore: Kyra spots a Spyglass on a shelf near the door. As she takes a close look she is briefly distracted by an Amulet of Fortitude sitting nearby, but decides the Spyglass is more interesting.

If we're just putting an acquisition on the loot pile the Spyglass is the obvious choice - the Check to Acquire is Wisdom 4, which Kyra can't fail. But I'm also tempted to keep the Spyglass, and immediately use it to take a look at the next two cards in the location deck.

Any comments/advice?

GM: We could also need a couple more items for the "banish 1, encounter 1" mechanics of the Cargo hold

I'll pause for a while to give the other players a chance to comment.

Silver Crusade RPG Superstar 2014 Top 16

Sorry, I must have looked at the wrong location for the number of boons.

Summoned Weapon:
Mace
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.

Summoned Spell:
Cure
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.

Summoned Armor:
Wooden Shield
Armor C

Traits
Shield
Offhand
Basic

Check
Constitution
Fortitude
4

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 Combat damage dealt to you by 2. If you are proficient with light armors, you may play another armor on this check.

Summoned Armor:
Elven Chain Shirt
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.

Summoned Item:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Summoned Item:
Wand of Shield
Item 1

Traits
Wand
Magic
Arcane

Check
Intelligence
Arcane
7

Powers
Bury this card to reduce Combat damage dealt to you by 2.
Succeed at an Arcane 8 check to recharge this card instead of burying it.

Summoned Item:
Caltrops
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.

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: When you would acquire a boon from a location deck, either place
it in a pile next to the scenario card or you are dealt 1 Electricity
or 1 Fire damage.
You win the scenario when the number of boons in the pile is
greater than the number of cards remaining in open location decks.

Turn: 7 Kyra/JohnF

Top of Blessing Discard Pile: Blessing of Pharasma

Top Blessing:
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: 23

Scenario Deck Card 1 - Crow:
Crow
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Scenario Deck Card 2 - Chain Mail:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Scenario Deck Card 3 - Potion of Healing:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Bridge
At This Location: At the end of your turn, you may examine the top card of an open location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cargo Hold
At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.
When Closing: Summon and acquire a random armor and a random item.
When Permanently Closed: On closing, add 1d6 items from the box to this lcation without looking at them.
M:1 Ba:1 W:1 Sp:1 Ar:2 I:3 Al:0 Bl:0 ?:1
Located here: Kyra/JohnF

Cargo Hold Card 1:
Spyglass
Item B

Traits
Object

Check
Wisdom
Perception
4

Powers
Reveal this card to add 1d6 to your Perception check.
Discard this card to examine the top 2 cards of your location deck and put them back in any order.

Cargo Hold Card 2:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Cargo Hold Card 3:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.

Cargo Hold Card 4:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Cargo Hold Card 5:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Cargo Hold Card 6:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Cargo Hold Card 7:
Zombie Giant
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.

Cargo Hold Card 8:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Cargo Hold Card 9:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Cargo Hold Card 10:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Engine Room
At This Location: When you fail a check that invokes the Fire or Electricity trait, you are dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity, Intelligence or Craft check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
M:2 Ba:3 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

Engine Room Card 1:
Scout
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.

Engine Room Card 2:
Crown of Charisma
Item C

Traits
Accessory
Magic
Elite

Check
Charisma
Diplomacy
5

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

Engine Room Card 3:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Engine Room Card 4:
Skeleton Horde
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.

Engine Room Card 5:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Engine Room Card 6:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Engine Room Card 7:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Engine Room Card 8:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
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.

Engine Room Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M:1 Ba:3 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1

Sick Bay Card 1 - Elven Breastplate:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

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

Sick Bay Card 2:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Sick Bay Card 3:
Goblin Dog
Monster 1

Traits
Animal
Basic

Check
Combat
9

Powers
If undefeated, succeed at a Constitution or Fortitude 8 check or discard the top card of your deck.

Sick Bay Card 4:
Augury
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.

Sick Bay Card 5:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Sick Bay Card 6:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Sick Bay Card 7:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Sick Bay Card 8:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Sick Bay Card 9:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 10:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Brig
At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Sajan/zeroth_hour2

Brig Card 1:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Brig Card 2:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brig Card 3:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Brig Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Brig Card 5:
Token of Remembrance
Item B

Traits
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.

Observation Deck
At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1
Located here: Agna/Pirate Rob

Observation Deck Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


Tier 3.3/2 Die Bumps

Not likely a villain scenario, so scouting is less crucial unless you don't think you can fight/get rid of barriers at the location. Since you are at the Cargo Hold with only 1 monster and 1 barrier, that's much less of a concern. I also have an Abadar if you need it to defeat the henchman.

Silver Crusade RPG Superstar 2014 Top 16

Hint: There is no villain in this scenario. :)


Deck Handler // Tier 6.12 // 11 hero points

Scouting is great, but so is more cards in the boon pile. We have 4 right now vs 35 cards in location decks. We have 23 turns left, so if we explore on average 1.5 times a turn from here on out, we'd win even if we don't put anything else in the boon pile and all the henchmen are at the bottom of their location decks (so no early closes). This seems unlikely, so even with just the free explore per turn I think we're fine at only 4 cards in the boon pile. As such, if you want to pick up the spyglass for yourself, go for it. Ideally we'd have around 8 cards in the pile though.


Tier 3.3 // 2 die bumps

Something came up, so I'm a bit later getting back to this

Kyra picks up the spyglass (she can't fail a Wisdom 4 check), but get's hit with an unexpected jolt of electricity (discards her Holy Light spell). Using the spyglass to peer around the Cargo Hold she spies
some cryptic runes in one corner of the hold, and a battered chest sitting on a shelf.

The only way for Kyra to explore is to use her Blessing of Pharasma, and that wouldn't leave her enough to defeat the Henchman and be able to close the location. While it would be tempting to try and deal with the Battered Chest that's only a 50% chance, with a payoff of 1d4 items, at the cost of shuffling the location deck if she fails.

Kyra will take the safe course of leaving the Cryptic Runes on top of the deck, then reset her hand (drawing another Blessing of Pharasma) and end her turn.

Hand: Blessing of Pharasma 2, Blessing of Pharasma 1, Pearl of Wisdom, Cure 2, Flaming Scimitar +1
Displayed:
Deck: 11 Discard: 2 Buried: 0
Notes: Location: Cargo Deck

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

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

Edit: Blessings and Cures are, as usual, available as needed.


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

Agna starts by taking a peek from the observation deck.

perception DC 7: 1d8 + 4 ⇒ (1) + 4 = 5

But can't make anything out.

Agna shouts "I'm going in!" and then heads to sick bay.

Finding the known Elven Breastplate...

fort DC 7: 1d8 ⇒ 8

And adding it to the Scenario pile.

Before possibly getting into trouble Agna will then use her staff of minor healing to randomly recharge... Arcane Armor... :(

Pushing forward with the Snow-Leopard...

Finds Cryptic Runes

Ugh, I should have explored with the blessing instead of the animal, didn't expect to find the henchman this turn

I might as well use my blessing of Abadar.

Even though I can't close these barriers are annoying enough that I think it's worth dealing with. I'll also use Sajan's Abadar blessing.

int 10: 5d4 ⇒ (1, 1, 3, 1, 4) = 10

Success!

Well... with that out of the way, and wanting to not spend a lot of time here, I'll now discard the blessing of Milani to explore again.

It's a goblin dog. With my normal desire to cycle cards I'll break the bastard sword over its head.

combat DC 9: 1d10 + 4 + 1d10 + 1d10 ⇒ (1) + 4 + (8) + (3) = 16

With only a Cure and Repelling Pike left in my hand I'm ready to be done.

Agna - Dwarf Ranger wrote:

Hand: Giant Badger, Belt of Giant Strength, Cure, Repelling Pike +1, Fox, Main-Gauche +1, Wooden Shield

Displayed:
Deck: 5 Discard: 6 Buried: 0
Notes: Discard (4x Blessing, 2xWeapon)

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Arcane: Intelligence +2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

I currently know the order of my deck, being all recharged cards: Tiger, Dog, Staff, Arcane Armor, Snow Leopard

I can always cure myself if other options aren't convenient and then pick it back up out of my box for the next scenario

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: When you would acquire a boon from a location deck, either place
it in a pile next to the scenario card or you are dealt 1 Electricity
or 1 Fire damage.
You win the scenario when the number of boons in the pile is
greater than the number of cards remaining in open location decks.

Turn: 9 Feiya/skizzers

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
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 Charisma 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: 21

Scenario Deck Card 1 - Elven Breastplate:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

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

Scenario Deck Card 2 - Crow:
Crow
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Scenario Deck Card 3 - Chain Mail:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Scenario Deck Card 4 - Potion of Healing:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Bridge
At This Location: At the end of your turn, you may examine the top card of an open location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cargo Hold
At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.
When Closing: Summon and acquire a random armor and a random item.
When Permanently Closed: On closing, add 1d6 items from the box to this lcation without looking at them.
M:1 Ba:1 W:1 Sp:1 Ar:2 I:2 Al:0 Bl:0 ?:1
Located here: Kyra/JohnF

Cargo Hold Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Cargo Hold Card 2 - Battered Chest:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.

Cargo Hold Card 3:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Cargo Hold Card 4:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Cargo Hold Card 5:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Cargo Hold Card 6:
Zombie Giant
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.

Cargo Hold Card 7:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Cargo Hold Card 8:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Cargo Hold Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Engine Room
At This Location: When you fail a check that invokes the Fire or Electricity trait, you are dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity, Intelligence or Craft check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
M:2 Ba:3 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

Engine Room Card 1:
Scout
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.

Engine Room Card 2:
Crown of Charisma
Item C

Traits
Accessory
Magic
Elite

Check
Charisma
Diplomacy
5

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

Engine Room Card 3:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Engine Room Card 4:
Skeleton Horde
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.

Engine Room Card 5:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Engine Room Card 6:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Engine Room Card 7:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Engine Room Card 8:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
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.

Engine Room Card 9:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M:0 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Agna/Pirate Rob

Sick Bay Card 1 - Augury:
Augury
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.

Sick Bay Card 2:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Sick Bay Card 3:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Sick Bay Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Sick Bay Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Sick Bay Card 6:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 7:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Brig
At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1
Located here: Sajan/zeroth_hour2

Brig Card 1:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Brig Card 2:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brig Card 3:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Brig Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Brig Card 5:
Token of Remembrance
Item B

Traits
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.

Observation Deck
At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Observation Deck Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

Peeking at the end of my turn reveals an Augury.
Missed this last line when copy/pasting my post in


Tier 3.3 // 2 die bumps

Kyra won't be heading to the Sick Bay anytime soon - she can't make the fortitude check without using resources, so she'd be burying a card every turn.
Edit: although with an Augury there she might be prepared to make a quick visit ...

Cargo Hold cards 1 and 2 are known to be Cryptic Runes and Battered Chest

Silver Crusade RPG Superstar 2014 Top 16

JohnF-1003 CD Kyra wrote:


Cargo Hold cards 1 and 2 are known to be Cryptic Runes and Battered Chest

Fixed above.


Tier 3.3/2 Die Bumps

Since skizzerz will most likely not close the Cargo Hold, I will go to the Cargo Hold on my turn and heal (if you may, Kyra). Unless there are objections I'll attempt to close (1d6 Intelligence though - I have an Emerald of Dexterity with an Abadar).
Are you interested in the things in the Cargo Hold? I can't use Armors and I have the Items I need, and 1 weapon isn't enough for me to burn through the rest of the deck.

Also, the summon and acquires for the Cargo Hold are encounters too, so we summon 2 things of each type (Armor and Item). If I close, I'll use the ones provided above, but in something wrong happens we'll need more to replenish.

I have a thing in an hour and will be back in about 3 hours.


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

I used your Abadar Sajan. You didn't mention on this most recent post it being usable, but you mentioned it before. I used it to beat my cryptic runes.


Deck Handler // Tier 6.12 // 11 hero points

While I could close the Cargo Hold, the iffy thing is that I then need to acquire both an armor and an item. I can do one of the two easily enough with Good Omen (probably the armor), but the item would be iffy as I only have one blessing. As such, I'm going to stay in the Engine Room.

Feiya continues to explore the Engine Room, finding a Scout.

BYA Ranged Combat damage: 1d4 - 1 ⇒ (1) - 1 = 0 I keep rolling 1's... at least this time it was a good 1, but I hope my Combat check isn't all 1's

Feiya avoids the swing the Scout surprised her with, and readies her staff in retaliation. Playing Staff of Crackling Wrath, displaying Black Spot, healing Blessing of the Elements, then discarding Black Spot.

Combat DC 10 (8+2): 1d12 + 2d4 + 4 ⇒ (8) + (4, 4) + 4 = 20 The Scout is handily dispatched.

Feiya continues to explore the Engine Room, finding a Crown of Charisma. Blessing of Pharasma to go again.

Diplomacy DC 5: 1d8 + 3 ⇒ (2) + 3 = 5

Crown of Charisma goes into the scenario pile. I then reset my hand and end my turn, as I'm out of means to explore again.

Feiya wrote:

Hand: Cure, Frog, Sapphire of Intelligence, Staff of Cackling Wrath, Amulet of Life, Good Omen

Displayed: Daji (Cohort)
Deck: 7 Discard: 4 Buried: 0
Notes: Good Omen is up for grabs ONLY for closing checks (including acquiring the random armor/item to close Cargo Bay) or to acquire a Spell 2. If someone joins me in the Engine Room, I can recharge the Sapphire to reduce the difficulty to defeat a bane by 3.

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☐7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.


Tier 3.3/2 Die Bumps

on the phone, fluff minimal. Saw Pirate Agna's post about Abadar. Will substitute with a BotG from my hand and BoPharasma from Kyra's then

Attempt to move to Cargo Hold

DC 7 Acrobatics: 1d10 + 4 ⇒ (4) + 4 = 8

accept the Cure from Kyra with thanks

Cure: 1d4 + 1 ⇒ (4) + 1 = 5

encounter Cryptic Runes, recharging Emerald of Dexterity and discarding BotG, and taking Kyra's Blessing of Pharasma.

DC 10 Intelligence check with Dexterity die: 3d10 ⇒ (3, 4, 9) = 16

yay, no whammy

Attempt to close, random armor then item. Taking summons from cartmanbeck's post, from top down, it's a Wooden Shield and Elven Chain Shirt. Elven Chain Shirt is Armor 1, but Agna already picked up a Armor 1 and 2 party members don't know what armor is, so I'm picking Wooden Shield and raw rolling (1/6 chance to fail)

DC 4 Fortitude: 1d6 + 2 ⇒ (4) + 2 = 6

Send it to the pile, then the Item. Kyra picked up the summoned Spyglass already, so we have a Wand of Shield and a Caltrops. Nobody seemed interested in even Item 2s so I'm picking the one I can actually go for, [s]and borrowing skizzerz' Good Omen to close the location guaranteed (+3, +1 from Dexterity).

Hand update pending

Sajan (CD) wrote:

Hand: Teamster, Venomous Fighting Fan +1, Kama, Emerald of Dexterity, Kusarigama

Displayed:
Deck: 10 Discard: 2 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).

Silver Crusade RPG Superstar 2014 Top 16

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: When you would acquire a boon from a location deck, either place
it in a pile next to the scenario card or you are dealt 1 Electricity
or 1 Fire damage.
You win the scenario when the number of boons in the pile is
greater than the number of cards remaining in open location decks.

Turn: 10 Sajan/zeroth_hour2

Top of Blessing Discard Pile: Blessing of Iomedae

Top Blessing:
Blessing of Iomedae
Blessing B

Traits
Divine
Iomedae

Check
Charisma
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 Charisma 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: 20

Scenario Deck Card 4 - Ring of Protection:
Ring of Protection
Item 2

Traits
Accessory
Magic

Check
Constitution
Fortitude
5

Powers
Reveal this card to reduce damage dealt to you by 1. You may play another item on this check.

Scenario Deck Card 5 - Crow:
Crow
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Scenario Deck Card 6 - Chain Mail:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Scenario Deck Card 7 - Potion of Healing:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Bridge
At This Location: At the end of your turn, you may examine the top card of an open location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cargo Hold
At This Location: When you would encounter a boon, draw a boon of the same type from the box instead, encounter 1 and banish 1.
When Closing: Summon and acquire a random armor and a random item.
When Permanently Closed: On closing, add 1d6 items from the box to this lcation without looking at them.
M:1 Ba:1 W:1 Sp:1 Ar:2 I:2 Al:0 Bl:0 ?:0
Located here: Kyra/JohnF, Sajan/zeroth_hour2

Cargo Hold Card 1 - Battered Chest:
Battered Chest
Barrier C

Traits
Cache
Lock
Elite

Check
Dexterity
Disable
10
OR
Strength
Melee
8

Powers
If defeated, add 1d4 random items from the box to your hand.

Cargo Hold Card 2:
Potion of Ruggedness
Item 1

Traits
Liquid
Alchemical
Elite

Check
Intelligence
Craft
6

Powers
Banish this card and choose a character at your location to succeed at a Survival check.

Cargo Hold Card 3:
Toxic Cloud
Spell 2

Traits
Magic
Arcane
Attack
Poison

Check
Intelligence
Arcane
8

Powers
Display this card when a character encounters a bane. Any character who encounters a monster this turn adds 1d6 with the Poison trait to her combat check. Discard this card at the end of this turn.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 10 check to recharge this card instead of discarding it.

Cargo Hold Card 4:
Blast Stone
Item B

Traits
Object
Alchemical
Basic

Check
Intelligence
Craft
4

Powers
Banish this card to add 1d4 to any combat check attempted by a character at your location.

Cargo Hold Card 5:
Zombie Giant
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.

Cargo Hold Card 6:
Spiked Chain
Weapon B

Traits
Chain
Melee
Piercing
Finesse

Check
Strength
Melee
8

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4; 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.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.

Cargo Hold Card 7:
Magic Half-Plate
Armor B

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.
If you are proficient with heavy armors, you may recharge this card when you reset your hand.

Cargo Hold Card 8:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Engine Room
At This Location: When you fail a check that invokes the Fire or Electricity trait, you are dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity, Intelligence or Craft check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
M:1 Ba:3 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

Engine Room Card 1:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Engine Room Card 2:
Skeleton Horde
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.

Engine Room Card 3:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Engine Room Card 4:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Engine Room Card 5:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Engine Room Card 6:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
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.

Engine Room Card 7:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M:0 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:2 Bl:0 ?:0
Located here: Agna/Pirate Rob

Sick Bay Card 1 - Augury:
Augury
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.

Sick Bay Card 2:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Sick Bay Card 3:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Sick Bay Card 4:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Sick Bay Card 5:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Sick Bay Card 6:
Levitate
Spell B

Traits
Magic
Arcane
Basic

Check
Intelligence
Arcane
6

Powers
At the end of a turn, discard this card to move a willing character. Any movement restrictions still apply.
If you do not have the Arcane skill, banish this card.
Succeed at an Arcane 8 check to recharge this card instead of discarding it.

Sick Bay Card 7:
Collapsed Ceiling
Barrier B

Traits
Obstacle
Veteran
Elite

Check
Dexterity
Acrobatics
Constitution
Fortitude
8

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

Brig
At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Brig Card 1:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Brig Card 2:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brig Card 3:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Brig Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Brig Card 5:
Token of Remembrance
Item B

Traits
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.

Observation Deck
At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Observation Deck Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


Tier 3.3 // 2 die bumps

First things first:

Divine 8: 1d10 + 5 ⇒ (1) + 5 = 6 fails to recharge her cure, and she also has a blessing to discard.
That's another 1 on a d10 - I want to inspect those dice!

OK - time for a (very) quick visit to the Sick Bay.

Explore: Kyra finds an Augury (somehow I was expecting that ...), and can't fail a Divine 6 check to acquire it (although she has to discard her Blessing of Pharasma to hold on to it). She immediately uses it to see if there are any barriers in the top three cards of the location deck. She finds two (a Zombie Horde and a Skinsaw Ritual - both fairly unpleasant Barrier 2s) and relegates them to the bottom of the location deck.

Divine 8: 1d10 + 5 ⇒ (5) + 5 = 10 does at least recharge the Augury, though.

With that she resets her hand (Chain Mail, Blessing of Cayden Cailean, Greatclub +1) and ends her turn.

Hand: Chain Mail, Blessing of Cayden Cailean, Pearl of Wisdom, Greatclub +1, Flaming Scimitar +1
Displayed:
Deck: 9 Discard: 6 Buried: 0
Notes: Location: Sick Room (briefly)

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

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


Tier 3.3 // 2 die bumps

Why has the top of the Scenario Deck somehow morphed from an Elven Breastplate to a Ring of Protection?

(And, for that matter, why are the cards suddenly numbered 4 to 7, when before they were numbered 1 to 4?)


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

"Thanks Kyra!"

Fort DC 7: 1d6 ⇒ 6

Unsurprisingly Agna loses the tiger from the top of her deck.

Agna then hands her cure to Kyra.

With 2 of the 3 barriers on the bottom, this becomse a much more pleasant location to explore. I'll stay here and work on it, since I don't really mind getting a couple cards burried if need be.

With the horde and ritual on the bottom, Agna explores and finds.

available cards, top down: 1d4 ⇒ 4
That'll be the previously bottom card (7).

Collapsed Ceiling, great the remaining barrier.

Dexterity/Acrobatics/Constitution/Fortitude 10

Unfortunately my cards are once again not very helpful.
I'm a d8 at dex but can get 2 dice from Kyra's Cailean blessing using Con, assuming she's interesting in sharing so that we don't get burried.

blessed Con check: 3d6 ⇒ (6, 1, 6) = 13

"Thank's Kyra!"

Alright, with the henchman gone, the other 2 barriers on the bottom, it's 2 allies and a spell left.

Recharging Fox to explore.

from the top: 1d3 ⇒ 1

A sage! much better.
wisdom DC 7: 1d8 + 1 ⇒ (8) + 1 = 9

Adding Sage to the scenario pile.

It's tempting to use the Giant Badger to run off, but I think I'll use it to explore again instead.

from the top: 1d2 ⇒ 2

Levitate, Spell B, can't acquire.
int DC 6: 1d4 ⇒ 4

With Arcane Armor in my top 3 I'd prefer the cure before I draw, assuming you're going to cure me. Also apologies for stealing your Cailean blessing, presume you'd rather not be buried though.

Peeking at the last unknown card here reveals it to be a dog.

Agna - Dwarf Ranger wrote:

Hand: Wooden Shield, Belt of Giant Strength, Main-Gauche +1, Repelling Pike +1

Displayed:
Deck: 6 Discard: 6 Buried: 2
Notes: Have not reset hand yet

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck


Deck Handler // Tier 6.12 // 11 hero points

Also, there should be 2 additional cards in the scenario deck (the Wooden Shield and the Caltrops from Sajan's close attempt). Also, the Cargo Bay is now closed, so it should have 1d6 random Items in it now (I'll let Sajan roll that).

Recharge Good Omen vs Arcane DC 8: 1d12 + 4 ⇒ (8) + 4 = 12 Good Omen is recharged.

(Waiting on Agna and Kyra to figure out the Cure situation and the hand reset before I begin my turn.)


Tier 3.3/2 Die Bumps

done my thing, going home


Tier 3.3 // 2 die bumps

The Cure and Blessings are there to be used - I can always heal myself if necessary if I've got a Divine card at the start of my turn.

GM: Could we have a status update, please?
By my reckoning:
We've now got seven boons in the scenario deck.
The Bridge is closed.
The Cargo Hold is closed (though with 1d6 random items in it).
The Engine Room shows seven cards, but the numbers add up to eight.
The Sick Bay has three cards (two banes, one boon), all known (no henchman)
The Brig has five cards (two banes, three boons)
The Observation Deck has one card (Cryptic Runes).

That's a total of 16 (or 17) cards in open locations, with 17? cards in the Blessings Deck. I think we're in pretty good shape!


Tier 3.3/2 Die Bumps

Rolling for 1d6 random items in closed Cargo Hold

number of items in Cargo Hold: 1d6 ⇒ 5


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

I just felt a little guilty dragging you to this awful place and then using your blessing.

Cure: 1d4 + 1 ⇒ (3) + 1 = 4

Agna - Dwarf Ranger wrote:

Hand: Wooden Shield, Belt of Giant Strength, Main-Gauche +1, Repelling Pike +1, Blessing of Milani, Arcane Armor (TEMP), Giant Badger

Displayed:
Deck: 7 Discard: 2 Buried: 2
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

Silver Crusade RPG Superstar 2014 Top 16

I'm at a work meeting this morning and won't be able to post into around lunch time. Sorry to slow us down.

Silver Crusade RPG Superstar 2014 Top 16

Also I'll try to get the scenario deck fixed for the next update. Looks like it's only showing the bottom four cards


During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: When you would acquire a boon from a location deck, either place
it in a pile next to the scenario card or you are dealt 1 Electricity
or 1 Fire damage.
You win the scenario when the number of boons in the pile is
greater than the number of cards remaining in open location decks.

Turn: 12 Agna/Pirate Rob

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
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: 18

Scenario Deck Card 1 - Sage:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Scenario Deck Card 2 - Crown of Charisma:
Crown of Charisma
Item C

Traits
Accessory
Magic
Elite

Check
Charisma
Diplomacy
5

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

Scenario Deck Card 3 - Elven Breastplate:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

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

Scenario Deck Card 4 - Crow:
Crow
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Scenario Deck Card 5 - Chain Mail:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Scenario Deck Card 6 - Potion of Healing:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Bridge
At This Location: At the end of your turn, you may examine the top card of an open location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cargo Hold
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed
Located here: Sajan/zeroth_hour2

Cargo Hold Card 1:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Cargo Hold Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Cargo Hold Card 3:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

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

Cargo Hold Card 4:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Cargo Hold Card 5:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Engine Room
At This Location: When you fail a check that invokes the Fire or Electricity trait, you are dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity, Intelligence or Craft check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
M:1 Ba:3 W:0 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

Engine Room Card 1:
Explosive Runes
Barrier B

Traits
Trip
Magic
Arcane
Veteran

Check
Intelligence
Arcane
8
OR
Dexterity
Acrobatics
10

Powers
The difficult to defeat is increased by the scenario's adventure deck number.
If undefeated, discard the top card of your deck; each character at this location is dealth 2d4 Fire damage. Then banish this card.

Engine Room Card 2:
Skeleton Horde
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.

Engine Room Card 3:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Engine Room Card 4:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Engine Room Card 5:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Engine Room Card 6:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
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.

Engine Room Card 7:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Agna/Pirate Rob, Kyra/JohnF

Sick Bay Card 1 - Dog:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Sick Bay Card 2 - Zombie Horde:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Sick Bay Card 3 - Skinsaw Ritual:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Brig
At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Brig Card 1:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Brig Card 2:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brig Card 3:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Brig Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Brig Card 5:
Token of Remembrance
Item B

Traits
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.

Observation Deck
At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Observation Deck Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


CMB asked me to give you guys an update. It is above. Let me know if I missed anything. Also, here are the next few blessings:

Blessing 1:
Blessing of Desna
Blessing C

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.


Blessing 2:
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.


Blessing 3:
Blessing of Erastil
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 4:
Blessing of Gorum
Blessing C

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.


I'm deleting the Ring of Protection from the scenario deck, since that seems like it was just a glitch.

I think I also shouldn't add the Wooden Shield and Caltrops. The scenario says when you acquire a card from a location deck, and those were summoned. So, they'd still be in Sajan's possession. CMB can overrule me if I'm wrong about that.

Silver Crusade RPG Superstar 2014 Top 16

Hawk is correct, those two cards don't get added to the deck, unfortunately. However, if someone wanted to farm the now-closed cargo hold, those could definitely be added to the scenario deck.


Deck Handler // Tier 6.12 // 11 hero points

Ah, it does say "from a location deck" -- missed that earlier. Then yes, the Wooden Shield and Caltrops would not be part of the pile. Looks like Agna is done so I'll proceed with my turn. Grabbing all the items in the closed cargo hold seems like a good idea for helping win easier, as we know there aren't any banes in that deck anymore. We have 18 cards in open location decks vs 6 cards in scenario pile and 17 blessings remaining, so we should be able to win this pretty easily. IMO just abandon the Sick Bay, picking up the dog seems less than worthwhile given the start of turn effect.

Feiya continues her romp around the Engine Room, finding some Explosive Runes. Note: the post has Explosive Runes having the "Trip" trait rather than "Trap"

Recharging Sapphire of Intelligence per character power to reduce difficulty by 3. Arcane DC 7 (8+2-3): 1d12 + 4 ⇒ (8) + 4 = 12 Feiya manages to dispel the runes.

Feiya's frog hops on her shoulder, giving her comfort in continuing to examine the location. Discarding Frog to explore again.

Feiya finds a Skeleton Horde. Feiya, Agna, and Kyra each summon and encounter an Ancient Skeleton henchman. Looking up the card online, looks to be a Combat 8, with +3 difficulty if the check to defeat has Slashing or Piercing. It is immune to Mental and Poison.

Feiya levels her staff at the Ancient Skeleton. Revealing Staff of Ancient Wrath, displaying Cure, healing Frog, then discarding Cure.

Combat DC 8: 1d12 + 2d4 + 4 ⇒ (4) + (2, 2) + 4 = 12

The skeleton in front of Feiya is destroyed. Feiya then proceeds to rest with Daji a bit. Recharging Amulet of Life per Daji (Cohort)'s power to shuffle 1d4 ⇒ 2 random spells from my discard into my deck. As the only 2 spells in my discard are Black Spot and Cure, both are shuffled in. Then, Daji (Cohort) is placed on top of my deck.

Agna and Kyra still need to make their checks against Ancient Skeleton. I have nothing to assist them with, so I'm just resetting my hand now.

Feiya wrote:

Hand: Augury, Sapphire of Intelligence, Staff of Cackling Wrath, Blessing of Sivanah, Blessing of the Elements

Displayed: Daji (Cohort)
Deck: 9 Discard: 3 Buried: 0
Notes: Blessings are up for grabs. Note that both blessings were drawn when I reset my hand, so they are not available for Agna and Kyra's fight against the Ancient Skeleton for the Skeleton Horde barrier.

Skills and Powers:
SKILLS

Strength d4 ☐+1
Dexterity d8 ☐+1 ☐+2
Constitution d4 ☐+1 ☐+2
Intelligence d12 ☑+1 ☑+2 ☐+3 ☐+4
Knowledge: Intelligence +2
Arcane: Intelligence +2 (while Daji is displayed)
Craft: Intelligence +2 (while Daji is displayed)
Wisdom d6 ☐+1 ☐+2
Charisma d8 ☑+1 ☐+2 ☐+3 ☐+4
Diplomacy: Charisma +2

Hand Size 6 ☐7
Powers:
When a character at your location attempts a check to acquire an ally or defeat a barrier (☑ or a monster), you may recharge a card to reduce the difficulty of that check by 1 (☑ 2) plus the card's adventure deck number.
When you fail to defeat a non-villain, non-henchman monster, you may recharge a spell to shuffle the monster into a random (☐ or any) other open location deck.

I will be displaying Daji immediately after the next blessing is flipped and before Sajan explores (reflected above).

Silver Crusade RPG Superstar 2014 Top 16

Update, but don't forget that Agna and Kyra need to kill skeletons.

During This Adventure:
Reminder: Adventure Deck Number is 2!
At the start of this adventure, choose whether you wish to count
the adventure for purposes of tier advancement. If you choose not
to count this adventure as tier advancement, you do not gain feats
as provided in the Guide, but you do gain scenario rewards and
deck upgrades as normal.
Do not read any scenario’s villains or henchmen before playing it.
If you die and are not returned from death before the end of a
scenario, you may play another character for the next scenario.
If you fail a scenario, immediately replay it.

During This Scenario: When you would acquire a boon from a location deck, either place
it in a pile next to the scenario card or you are dealt 1 Electricity
or 1 Fire damage.
You win the scenario when the number of boons in the pile is
greater than the number of cards remaining in open location decks.

Turn: 14 Sajan/zeroth_hour2

Top of Blessing Discard Pile: Blessing of the Gods

Top Blessing:
Blessing of the Gods
Blessing B

Traits
Divine
Basic

Check
None
0

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


Blessings Remaining: 16

Scenario Deck Card 1 - Sage:
Sage
Ally B

Traits
Human
Sage
Basic

Check
Wisdom
7
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d6 to your noncombat Intelligence or Wisdom check.
Discard this card to explore your location.

Scenario Deck Card 2 - Crown of Charisma:
Crown of Charisma
Item C

Traits
Accessory
Magic
Elite

Check
Charisma
Diplomacy
5

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

Scenario Deck Card 3 - Elven Breastplate:
Elven Breastplate
Armor 1

Traits
Heavy Armor
Magic
Elite

Check
Constitution
Fortitude
7

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

Scenario Deck Card 4 - Crow:
Crow
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d6 to your check to acquire a weapon, an armor or an item.
Discard this card to explore your location.

Scenario Deck Card 5 - Chain Mail:
Chain Mail
Armor B

Traits
Heavy Armor
Basic

Check
Constitution
Fortitude
3

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

Scenario Deck Card 6 - Potion of Healing:
Potion of Healing
Item C

Traits
Liquid
Alchemical
Healing

Check
Intelligence
Craft
5

Powers
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.

Bridge
At This Location: At the end of your turn, you may examine the top card of an open location deck.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:0
Closed

Cargo Hold
At This Location: NO BOX
M:0 Ba:0 W:0 Sp:0 Ar:0 I:5 Al:0 Bl:0 ?:0
Closed
Located here: Sajan/zeroth_hour2

Cargo Hold Card 1:
Crowbar
Item B

Traits
Tool
Basic

Check
Strength
3

Powers
Reveal this card to add 1 die to your Strength non-combat check or your check to defeat a barrier that has the Lock or Obstacle trait; you may additionally discard this card to add another die.
After playing this card, you may succeed at a Strength 3 check to recharge this card instead of discarding it.

Cargo Hold Card 2:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Cargo Hold Card 3:
Amulet of Fortitude
Item B

Traits
Accessory
Magic
Elite

Check
Constitution
Fortitude
5

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

Cargo Hold Card 4:
Potion of Ghostly Form
Item B

Traits
Liquid
Alchemical

Check
Intelligence
Craft
4

Powers
Banish this card and choose a character at your location. That character may evade a barrier, and then may immediately explore again.

Cargo Hold Card 5:
Chime of Unlocking
Item 2

Traits
Object
Magic

Check
Dexterity
Disable
8

Powers
Reveal this card to defeat a barrier with the Lock trait.

Engine Room
At This Location: When you fail a check that invokes the Fire or Electricity trait, you are dealt 1d4 Combat damage.
When Closing: Succeed at a Dexterity, Intelligence or Craft check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: When you attempt a check that invokes the Fire or Electricity trait, add 1 die.
M:1 Ba:2 W:0 Sp:1 Ar:1 I:0 Al:0 Bl:0 ?:1
Located here: Feiya/skizzerz

Engine Room Card 1:
Skeleton Horde
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.

Engine Room Card 2:
Aid
Spell C

Traits
Magic
Divine
Elite

Check
Wisdom
Divine
6

Powers
Discard this card to add 1d6 to any check.
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.

Engine Room Card 3:
Monster in the Closet
Barrier 1

Traits
Skirmish
Goblin
Basic

Check
Wisdom
Perception
9

Powers
If you succeed at the check to defeat the Monster in the Closet, summon and encounter a Goblin Raider henchman. If you do not defeat the Goblin Raider, the Monster in the Closet is undefeated.

Engine Room Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Engine Room Card 5:
Bunyip
Monster B

Traits
Bunyip
Aquatic
Elite

Check
Combat
9

Powers
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.

Engine Room Card 6:
Half-Plate
Armor B

Traits
Heavy Armor
Elite

Check
Constitution
Fortitude
4

Powers
Recharge this card to reduce Combat damage dealt to you by 3.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with heavy armors, bury this card instead.

Sick Bay
At This Location: At the start of your turn, succeed at a Constitution or Fortitude check with a difficulty of 5 plus the scenario's adventure deck number or bury the top card of your deck.
When Closing: Banish an ally.
When Permanently Closed: At this location, add 2 to your Constitution checks.
M:0 Ba:2 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0 ?:0
Located here: Agna/Pirate Rob, Kyra/JohnF

Sick Bay Card 1 - Dog:
Dog
Ally C

Traits
Animal
Basic

Check
Wisdom
Survival
5

Powers
Recharge this card to add 1d10 to your Perception Check.
Discard this card to explore your location.

Sick Bay Card 2 - Zombie Horde:
Zombie Horde
Barrier 2

Traits
Skirmish
Undead
Zombie
Elite

Check
None

Powers
Each character at an open location summons and encounters a Zombie Minion henchman. If any character does not defeat the Zombie Minion, the Zombie Horde is undefeated.

Sick Bay Card 3 - Skinsaw Ritual:
Skinsaw Ritual
Barrier 2

Traits
Skirmish
Cultist
Elite

Check
None

Powers
Each character at this location summons and encounters a Skinsaw Cultist henchman. Each character at this location must discard 1 card from the to of her deck for each undefeated cultist. Banish this card.

Brig
At This Location: To move, succeed at a Dexterity or Acrobatics check with a difficulty of 5 plus the scenario's adventure deck number.
When Closing: Succeed at a Strength, Dexterity, or Disable check with a difficulty of 7 plus the scenario's adventure deck number.
When Permanently Closed: No effect.
M:0 Ba:1 W:0 Sp:0 Ar:0 I:1 Al:2 Bl:0 ?:1

Brig Card 1:
Locked Stone Door
Barrier 2

Traits
Lock
Veteran

Check
Dexterity
Disable
11
OR
Combat
22

Powers
The difficulty to defeat the barrier is increased by the adventure deck number of the current scenario, if any.
If defeated, examine the top card of the location deck and return it to either the top or bottom of the deck.

Brig Card 2:
Archer
Ally B

Traits
Human
Elite

Check
Dexterity
Ranged
8
OR
Charisma
Diplomacy
6

Powers
Recharge this card to add 1d4 to your Ranged combat check.
Discard this card to explore your location.

Brig Card 3:
Merchant
Ally 2

Traits
Human
Hireling

Check
Charisma
Diplomacy
7

Powers
Discard this card to give a card to another character at any location.
Discard this card to explore your location.

Brig Card 4:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Brig Card 5:
Token of Remembrance
Item B

Traits
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.

Observation Deck
At This Location: At the start of your turn, you may succeed at a Perception check with a difficulty of 5 plus the scenario's adventure deck number to examine the top card of another location deck.
When Closing: You may close this location automatically.
When Permanently Closed: No effect.
M:0 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0 ?:1

Observation Deck Card 1 - Cryptic Runes:
Cryptic Runes
Henchman Barrier 2

Traits
Cache
Trap
Alchemical

Check
Intelligence
Craft
Knowledge
10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, examine the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.


Tier 3.3 // 2 die bumps

"Where did this Skeleton come from?", wonders Kyra. This looks like an opponent best dealt with using a blunt weapon, so she uses her Greatclub.
discarding it for an extra d10; she was going to discard it next turn in any case

Combat 8: 3d10 + 2 + 1 ⇒ (6, 10, 9) + 2 + 1 = 28 sends bone fragments flying everywhere!


Tier 3.3/2 Die Bumps

I need to adjust my hand then. I'll just pretend I discarded them on reset because it's the most convenient. Also the Emerald of Dexterity was recharged after Cure and it didn't reflect in my hand update (since I forgot). I drew a Riftwarden instead.

There are some dependencies on Kyra and Agna's fight on the rest of the turn so I am spoilering (in case their actions invalidate my fight - if this is the case, then you'll need to reset that location specifically):

after Ancient Skeleton fights:

Gonna go back to the Brig and fight some Criminals I guess. Blessing of Desna (hawkmoon's Blessing 1) is on top. Move to Brig and explore. It's a locked Stone Door. I would like to use Agna's Blessing of Milani, but if Agna uses it my turn will be invalidated. We'll deal with that as it comes though. Using Blessing of Milani

Locked Stone Door Dexterity DC 13: 3d10 + 1 ⇒ (4, 6, 7) + 1 = 18

Sajan manages to pick the lock properly this time, and it opens without a fuss. It reveals an Archer, someone kidnapped from Golarion it looks like. Rescuing her doesn't like a bad thing to do.

Leave Archer on top. Discard Teamster to explore.

Archer Dexterity DC 7: 1d10 + 1 ⇒ (7) + 1 = 8

Sajan beckons for her to join the party, but the automated systems didn't like that, and decide to shoot him with a beam that burns like a fiery ray. Continuing on, it looks like a Merchant was also kidnapped.

Discard Kama and take Archer into hand (to explore again). Discard Archer to explore again. It's a Merchant.

Normally I wouldn't give pause to throwing this away, but it's an Ally 2 and I'd add it to the pile. I don't think I'd use the Sivanah (too useful for the Cryptic Runes) but I would use a single die blessing to try and get it. How badly do you guys need an Ally 2? I'll probably go for it because moving on. Taking Feiya's Blessing of the Elements for the check.

DC 7 Charisma for Merchant: 2d6 ⇒ (4, 4) = 8

The Merchant was happy to be rescued but she was horrified about the beam, so she didn't join the party.

Send her to the pile. Only 1 single monster left in all locations, so leaving only 1 weapon in hand to draw more blessings.

End turn. Reset hand, discarding Kusarigama to attempt to draw blessings.

Sajan (CD) wrote:

Hand: Blessing of Milani, Venomous Fighting Fan +1, Researcher, Riftwarden, Blood Periapt

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes:

SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d10 [X]+1 [ ]+2 [ ]+3 [ ]+4
Acrobatics: Dexterity +3
Constitution d6 [ ]+1 [ ]+2
Fortitude: Constitution +2
Intelligence d6 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Charisma d6 [ ]+1

Hand Size 5 [ ] 6
Weapons
Powers:
If your combat check has the Slashing trait, add 2 ([X] 4).
Blessings played on your combat check may add d12 instead of the normal die; you may recharge any such blessing you played instead of discarding it.
[X] Reduce Combat damage dealt to you by 1 ([ ] 3).


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

Repelling Pike.
Belt of Giant Strength
Recharge Main-Gauche to add 1d6+1 from character power.

Combat 11 Skeleton: 1d10 + 4 + 1d8 + 1 + 1 + 1d6 + 1 ⇒ (5) + 4 + (8) + 1 + 1 + (1) + 1 = 21


Tier 3.3 // 2 die bumps

I don't think Kyra's actions depend on anyone else, so I'll go ahead and post.

Kyra can't make a CON/Fort 7, so she buries the top card of her deck - a Warhammer

She could move away to the cargo hold, but picking up an item there only reduces our deficit by one. She can do at least that well by staying here (although she'll have to bury another card next turn). If she does manage to acquire the card (which she should manage 90% of the time) that will reduce the deficit by two. Mind you, that depends on her not rolling a 1 on a d10, and the way the dice have been acting lately that might not be such a good bet ...

Kyra hears barking, and finds a dog hiding behind an overturned crate. She tries to befriend it

Wisdom 5: 1d10 + 3 ⇒ (10) + 3 = 13

The dog follows her for a while, but then runs off to join the Scenario pile

Kyra discards her Chain Mail and draws Magic Half-Plate, Find Traps and a Cure.

Over to you, Agna!

Hand: Flaming Scimitar +1, Pearl of Wisdom, Magic Half-Plate, Find Traps, Cure 1
Displayed:
Deck: 5 Discard: 9 Buried: 1
Notes: Location: Sick Room (not so briefly)

Skills and Powers:
SKILLS

Strength d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d4 [ ]+1
Constitution d6 [ ]+1 [ ]+2
Intelligence d6 [ ]+1 [ ]+2 [ ]
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +2
Survival: Wisdom +1
Charisma d6 [ ]+1 [ ]+2

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


My Find Traps can be used to add two dice to a check to defeat a barrier.
Please don't use my Cure this round.


Deck Handler // Tier 6.12 // 11 hero points

Hey, can you post Kyra's updated hand? Would be useful to see what blessings and other spells are available for others to use -- I'm eyeing that Find Traps in case I run into Cryptic Runes at the Engine Room.


Tier 3.3 // 2 die bumps
skizzerz - CD Feiya wrote:
Hey, can you post Kyra's updated hand? Would be useful to see what blessings and other spells are available for others to use

Updated above.


Tier 3.3/2 Die Bumps

Note that I obtained the Merchant and sent her to the scenario pile, in case the fluff was confusing about it.

Also I have a Milani.

Also also, radiation leaks in the sick bay suck. And I still haven't gotten my Ring of Wave Walking.


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

I could bury my badger to move before my turn, to save myself burying my top card, but I'd rather bury the top card than my badger...

Con 7: 1d6 ⇒ 6

Agna buries her longsword off the top and heads to the Cargo Hold to start gathering loot.

First off there's a crowbar.
strength DC 3: 1d10 + 2 ⇒ (2) + 2 = 4

We'll add that to the scenario pile.

The badger will find me a potion.

Int DC 4: 1d4 ⇒ 4

Success!

We'll also send that to the scenario pile.

Agna will discard the wooden shield and the arcane armor and be done.

Agna - Dwarf Ranger wrote:

Hand: Staff of Minor Healing, Belt of Giant Strength, Fox, Repelling Pike +1, Blessing of Milani, Blessing of Erastil (2), Blessing of Erastil (1)

Displayed:
Deck: 4 Discard: 4 Buried: 3
Notes:

Skills and Powers:
SKILLS

Strength d10 [X]+1 [X]+2 [ ]+3 [ ]+4
Melee: Strength +2
Dexterity d8 [ ]+1 [ ]+2 [ ]+3
Constitution d6 [ ]+1
Intelligence d4 [ ]+1 [ ]+2
Wisdom d8 [X]+1 [ ]+2
Perception: Wisdom +3
Survival: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Hand Size 5 [X] 6 [X] 7
Light Armors Weapons
Powers:
When you play an ally that has the Animal trait, you may recharge it instead of discarding it.
You may recharge a card that has the offhand trait to add 1d6 ([X] +1) and that weapon's traits to your combat check.
At the end of your turn, you may examine the top ( [ ] or bottom) card of your location deck

After the next turn starts Agna will heal herself with the staff.

Getting back... Arcane Armor :/

I've got 2 Erastil Blessings and a Milani that are up for grabs. I've also got a fox that can recharge for a d4 on any int/wisdom check if needed (although am less excited about using that since it's a recharge explore for me etc)


Deck Handler // Tier 6.12 // 11 hero points

Feiya decides to peer at what barriers may still be awaiting her in the Engine Room, in hopes of finding those Cryptic Runes again. Augury for Barriers, finding Aid, Monster in the Closet, and Cryptic Runes. Putting the runes on top, followed by MitC. The rest of the deck is shuffled. Note that card 1 in the spoiler was still Skeleton Horde however that was banished and should not have been there (I know there are not 2 copies of it, as there are 3 barriers total and I've already found Explosive Runes and Monster in the Closet previously).

Recharge Augury vs Arcane DC 8: 1d12 + 4 ⇒ (2) + 4 = 6. Augury is discarded.

Feiya locates the Cryptic Runes and tries to take them out. Recharging Sapphire of Intelligence per character power to reduce difficulty by 3. I am using Kyra's Find Traps for 2 additional dice.

Craft DC 7 (10-3): 3d12 + 4 ⇒ (3, 10, 6) + 4 = 23

Top card is Monster in the Closet, the next card is... (1=card 2, 2=card 5, 3=card 6) 1d3 ⇒ 2 a Bunyip. I'll leave them in that order.

We win after this encounter anyway (10 cards in scenario pile, 9 remaining in decks after Cryptic Runes is defeated), so I'm going to attempt to close just for the heck of it.

Using Blessing of Sivanah for 2 extra dice. Craft DC 9: 3d12 + 4 ⇒ (5, 11, 9) + 4 = 29

Engine Room is closed, leaving 10 cards in the scenario pile and 5 cards in open location decks. We win. (I was contemplating leaving the Runes on top and then moving over to assist with the Cargo Hold, but we had two Item 2's for grabs in the first scenario and only one of them was used, so most of us don't seem to be all that thrilled with item upgrades).

Silver Crusade RPG Superstar 2014 Top 16

Well done, Pathfinders! I'll be updating with lot and stuff very soon. I have a feeling we are going to have some downtime between parts! Lol


Good job! Boon list from scenario (most likely they're our deck upgrades):

Chain Mail (Armor B)
Potion of Healing, Crown of Charisma, Crowbar, Potion of Ghostly Form (Item B)
Crow, Sage, Dog (Ally B)
Elven Breastplate (Armor 1)
Merchant (Ally 2)

I found a Wooden Shield and Caltrops. Did you get anything?

Silver Crusade RPG Superstar 2014 Top 16

Report one Fire success to the Overseer GM.
Each character chooses a card from the box that has an adventure deck number less than or equal to
the scenario’s adventure deck number and notes it on her Chronicle sheet.
When she earns her next scenario reward, she may use the chosen card as a bonus deck upgrade.

So... it doesn't ACTUALLY say that you get the cards from the pile next to the scenario. Which is strange. I'm gonna check with Keith on that one.

For now, choose what kind of upgrade you think you'll like at the end of the NEXT scenario.

As far as things that were ACTUALLY acquired:
Arcane Armor (Spell B)
Archer (Ally B)
Augury (Spell B)
Spyglass (Item B)
Warhammer (Weapon B)

So hold off for a few hours on choosing the upgrade for this scenario until I get clarification from Keith.


Tier 3.3 // 2 die bumps

I picked up a Warhammer, an Augury, and a Spyglass


I acquired the Wooden Shield and Caltrops from the close and they went to me, not the scenario pile. (The spoiled stuff actually went through as the blessings I used were not invalidated)


Deck Handler // Tier 6.12 // 11 hero points

I didn't pick up and keep anything, and all the spells I found were B... (sigh)


PUDDINS Female Cleric 2 | Perc +8 | Speed: 25' | HP: 30/30 | AC: 19 | Fort: +9 Ref: +5 Will: +8 |Spells: Foc:0/1; 1: 0/3, Heal: 0/4

I will Choose Blessing of Gorum (1).

Which I'll get as a bonus upgrade after the next scenario.

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