Aric - Maelwys |
Convention Boon: 1d20 ⇒ 10
Power Feats: (or for its power) and (or turn)
Deck Upgrade: I'll just take the Weapon 2, and then everybody gets their first choice. (Rapier -> Disrupting Rapier +1)
Amaryllis - Void_Eagle |
Looks like there's at least one Spell 2 available, so swapping Force Missile for Ghost Whip.
Varril-VampByDay |
I suggest we leave Raker Shoals for last. That way, if the chase the villian there, we don't have to take a boatload of structural damage to close the location. Also, we could start somewhere else and all then immediately move and pile on the shipwreck graveyard to also prevent the structural damage, as the damage doesn't come from our topdeck this game, it seems.
EmpTyger |
I suggest we leave Raker Shoals for last. That way, if the chase the villian there, we don't have to take a boatload of structural damage to close the location. Also, we could start somewhere else and all then immediately move and pile on the shipwreck graveyard to also prevent the structural damage, as the damage doesn't come from our topdeck this game, it seems.
Just want to make sure that there is no misunderstanding- Structural damage works the same in this scenario as it did in the previous; ie for every 1 Structural damage, someone must discard the top card of their deck.
Aric - Maelwys |
Looks like you posted my Ally right as I was finishing up my turn, so I'll add it to my hand for next turn.
Amaryllis - Void_Eagle |
I apologize for missing yesterday. Was sick, and had a bunch of work stuff that needed done, so that's where my energy went.
I'll take an ally for my non-basic boon.
EmpTyger |
This was the success that pushed us over the top. Well done!
Choose your upgrades, roll your d20, select a feat if applicable. (The reward is worded a little confusingly, but basically, you get to select any card of an appropriate tier from your class or addon deck, and use it as an additional upgrade.)
I'll have the next scenario up very soon!
9-00C2 reward: 1d20 ⇒ 1
Yay!
Hm I guess I'll take Unconventional Firepower? I don't have Gunslinger yet, but, maybe some day?
Varril-VampByDay |
Daddy needs a new pair of boons: 1d20 ⇒ 13
Bit confused about the reward. Do we add one card of tier 2 or lower from our class deck to our opening hand, or just to our decks, or what?
I don't need any of the upgrades offered.
Aric - Maelwys |
Convention Boon: 1d20 ⇒ 6
Deck upgrade, I might as well roll for the Blessing 2, but if somebody else wants it more (or just rolls better) I'll pass on any upgrades.
Blessing 2: 1d1000 ⇒ 530
Adventure reward, I'll add Shy Ratani into my deck (replacing Alaeron).
EmpTyger |
Bit confused about the reward. Do we add one card of tier 2 or lower from our class deck to our opening hand, or just to our decks, or what?
Yeah, it's confusing. (I had a lot of questions when I got it as a player.) But it's an additional upgrade. And in Varril's case, a tier *3* upgrade!
Amaryllis - Void_Eagle |
Boon?: 1d20 ⇒ 7 -> No boon for me
I'd also like the Blessing 2:
Blessing 2: 1d1000 ⇒ 324 -> Blessing is all yours, Arik.
In that case, I'll take a Spell 1 (Black Spot -> Sphere of Fire), and for my pull from my box I'll take the Blessing 2 (BotGods -> BoPharasma).
Calthaer |
I am in a pretty good position to take down the villain. My weapon (The Missing Eye) will give me 1d8+2+1d8+1+2d6 with a recharge. With one blessing, I have an 80% success rate - so that's just with what I have. I can also probably make my own DEX check.
But in do doing, Amaryllis and Aric will also have to make this DEX check. I think we'd all be OK with me doing this...want to confirm? But I'm not sure we have a lot of other choices, other than burning a bunch of turns - and some of the other locations look like they have some severe penalties...meaning either that we'll need more turns, or that we'll need for Amaryllis and Aric not to take that damage so that they have the resources to counter the penalties...
I'm leaning towards "take down the villain"...if anyone else feels that other options are better, please chime in. I'll wait for about a half hour - but then I'll need to take my turn (or at least start it, and then Amaryllis and Aric will need to make their DEX checks) and then head off to bed.
If we want to make this 80% chance of defeating higher, let me know...the Binder's Tome - that will add 1d4? That would bump it up to 91%...
EmpTyger |
With the new locations, be aware of the following new rules:
If the location Scorched Ruins exists and is open, the difficulty of checks to defeat monsters is increased by 3.
At the end of your turn, if the location Ghol-Gan Ruins exists and is open, shuffle a monster from the box into it; if the location Tower exists and is open, succeed at a Dexterity or Acrobatics check with a difficulty of 7 or you are dealt 1d4-1 Ranged Combat damage.
So Mavaro needs to make a DEX/Acrobatics 7 check at the end of his turn, because the Tower exists and is open. (Calthaer, feel free to adjust your post-villain actions if you would like.)
Also, note that at the end of each turn, a monster will get shuffled into Ghol-Gan Ruins ruins, so long as it is open. So if I haven't made an update post, be sure to account for that before exploring there.
(The latest update includes the monster shuffled in at the end of Mavaro's turn.)
Varril-VampByDay |
Void Eagle: I think you should have added a d6 to your check against Tekenu as pyrotechnic blast has the divine trait (Varril uses it)
EmpTyger |
A few notes. Sorry for how complex this scenario is, but it is the grand climax of the adventure!
Calthaer:
The Tower check happens *before* resetting hand. So the Gem of Prowess would have already been in your deck. You don't need to reroll the check, but you can adjust your hand as Gem of Prowess would have been drawn.
VampByDay:
Varril still needs to attempt the missed Tower check from the end of your last turn.
Void_Eagle:
If you'd like, you may reroll the 1d6 for the Divine trait for the chance to avoid burying Anathemic Volume.
Maelwys:
I don't actually have anything to say, but didn't want you to feel left out :)
Amaryllis - Void_Eagle |
Thanks, I'll try it (just don't roll a one...)
Combat 16: 1d6 + 14 ⇒ (5) + 14 = 19 -> Success, unburying Anathemic Volume. That means I wouldn't have drawn the second BoPharasma. I think those are the only changes.
Aric - Maelwys |
Because anything that happens "at the end of your turn" always happens before resetting your hand. You process the end of turn actions, then resetting your hand is always the very last action that you do to end your turn.
Varril-VampByDay |
How exactly do we know that it's before resetting your hand? The turn order for the game says to reset hand and then end your turn, and the effect for this scenario says "At the end of your turn."
It is consistent with how the computer version of the card game works. Dunno if that is official
1)flip blessing deck2)start of turn effects
3)trade card phase
4)move phase
5)explore phase
6)end of turn effects
7)reset hand
8)actual end of turn.
Amaryllis - Void_Eagle |
Just so everyone know, I'm travelling the next two weeks. I'll try to check in at least once a day, but go ahead and bot me if you need to.
Aric - Maelwys |
True, forgot about that. Right now I'm rolling 1d6 to get a 12. If I use one of Varril's blessings that's 2d6 (+1d8 Reinforcements). So with the reinforcements it might be possible, but without it basically impossible. And I didn't see anymore blessings out there right now, did I miss any?
Amaryllis - Void_Eagle |
Thanks for the blessing. And thanks of the reminder, EmpTyger. I remembered the Undead bonus, but completely forgot about the Construct.