ACG Flenta - Fighter
I already posted some feedback in the gameplay area, but I'll repeat it here so that everything stay together: Iff wrote:
I'll add that I really liked the fact that we had time for roleplay during ACG. That often gets lost when playing at the table. The pacing thing between RPG and ACG would be my biggest gripe. We had to take a break before part 3, and then part 3 started with a scenario that was frankly dull. If felt like we were just passing the time until we could actually start. It maybe didn't help that there were just allies to be acquired in the scenario. A little more variation might have helped. Still, the fact that we didn't have a win-condition or a way to help the House made it very dull.
ACG Flenta - Fighter
As discussed previously, I'll do a retcon of the card I could have used as a bonus upgrade after the last scenario. I have eight Blessings in deck with B, 1 or 2, so I'll roll a d8. Blessings:
1 - BotG B 2 - BotG B 3 - Pharasma 1 4 - Gorum 1 5 - Abadar 1 6 - Gozreh 2 7 - Pharasma 2 8 - Pharasma 2 Random blessing: 1d8 ⇒ 8 Pharasma 2. I'll take it. That gives me the following list of upgrades and rewards. Scenario A
Scenario B
Scenario C
Scenario D
ACG Flenta - Fighter
Thanks, everyone. It was really fun to figure this out as we went along. I think there's a lot to be learned from this experiment. We had a really smooth game, almost right from the start. And Andrew's way of setting things up meant we could play at our right pace. Still, the connection between the RPG parts was somewhat awkward: the pacing is just too different. Also, we have to realize that ACG normally doesn't need a 'GM', only an organizer who also gets to play. This is different in the PbP environment. I will be doing a ret-con for my scenario reward later tonight. I'll list all the blessings still in my class deck (B,1,2), and roll a random one to use as a bonus deck upgrade.
ACG Flenta - Fighter
Start of turn
With Arabundi's healing, Flenta feels ready to explore some more. She was going to take it slow, but after seeing both Arabundi and Raheli deal with an obelisk, she doesn't want to be left behind. Explore card 1: Zombie
Reveal Shock glaive +1
-- Recharge Blessing of Gorum to explore card 2: warhammer
Melee, 6 needed: 1d10 + 4 ⇒ (3) + 4 = 7
End of turn
Flenta wrote:
ACG Flenta - Fighter
Out of turn Flenta is grateful for Arabundi's healing berries and quickly tosses it in her mouth. "Hmm, they taste really good. But they're so small. Couldn't you invest the magic into some bigger fruit, or maybe in a handful of berries? You know, so that you can get that taste for longer?"
When Raheli makes her attempt through the trapped passageway in order to deal with the obelisk and the cultist guarding it, Flenta roots for her companion. "Go on, you can do it. Clear your head and just stick with it!"
Flenta wrote:
ACG Flenta - Fighter
You could just say it was a sneaky way to get the spells for the Mystic Inscription up there, without drawing attention. ;) -- End of my previous turn
Flenta wrote:
ACG Flenta - Fighter
I don't have the database with my deck with me, but should be able to make a post. Start of turn
Expore card 5: Half-plate
Flenta is pretty proud of Arabundi for having dealt with the obelisk, but it seems like another is already in sight. And those ligtning strikes don't seem to let up. The strain of their adventures on the asteroid is starting to get to Flenta, and she's beginning to look a bit tired. All in all, she's less eager for a fight. However, she spots a decent armor on the zombie that seems to have survived in decent shape. She pokes around a bit, but the zombie corpse is just too gross and she doesn't have the stamina to peel the armor off the corpse. "Never mind..." End of turn
Flenta wrote:
ACG Flenta - Fighter
Out of turn
Reveal Shock Glaive +1. I don't want to fail, since that would mean we have to deal with it again (and disrupt continuity). However, I can reroll by recharging.
-- Start of turn
Explore card 1: Enchanter
While fighting the zombie, Flenta tries to real to hold her punches. However, it won't do much good. There's lightning everwhere and her armor is ruined at the end of it. She shrugs her shoulders. "I guess I'm not good at keeping it small, don't it?" When she sees an evil enchanter around the corner, she doesn't hesitate but runs in at full speed. The ensuing battle is epic, with all kinds of spell effects flying around. When the dust settles, Flenta is left standing, though she's covered in soot and short on breath. "That was awesome!" -- Reset hand: Call weapon, strength, hat of glamour, staff of minor healing, blessing of CC, blessing of Gorum
Flenta wrote:
ACG Flenta - Fighter
Start of game
Start of turn
With the prison cracked open, Flenta is elated and skips around her companion. "Can you believe it?!" She feels like she's walking on air, light as a feather. "Truly, it feels like I'm blessed by the Gods." Discard Standard bearer to explore card 2: Yeth Hound
A high-pitched barking in the distance draws her attention and pulls Flenta off of her cloud. "Right, back to business!" She sends her standard bearer ahead to announce her presence and confronts the creature, greatsword drawn. She easily deals with the creature, but finds a power within herself that threatens to overwhelm her, as lightning arcs around her. "Right. We may want to take is slow here..." is her poignant advice for her companions. -- End of turn
Flenta wrote:
ACG Flenta - Fighter
Filling up my deck with 3 B spells, since I've had to return all the ones I have in my deck now. Also taking Crowbar (Item B) to take the spot of my Card Feat. Flenta wrote:
ACG Flenta - Fighter
I have found the following cards. Nothing fancy. Spell B - Arcane armor
-- Scenario reward
Adventure reward
Tier reward
ACG Flenta - Fighter
End of my previous turn
Flenta will move to the scorched ruins at the start of her next turn. I should have a decent chance at closing it. Flenta wrote:
ACG Flenta - Fighter
Writing in haste, so not a lot of flavour. Sorry. Nothing off-turn -- Start of turn
-- Flenta nods as Alase points out the lightning elemental, cracks her knuckles and gives her lucerne hammer a whirl to test it. "I'm on it!" When encountering the lightning elemental, I receive Standard Bearer from Alase.. I reveal and recharge Lucerne Hammer. Then I will ask Alase to recharge BotG. Because Gorum is on the blessings deck, this adds two dice. Furthermore, asking Arabundi for a recharge. Melee, 17 needed: 1d10 + 4 + 1d12 + 1d10 + 2d10 + 1d4 ⇒ (3) + 4 + (10) + (9) + (7, 4) + (4) = 41 Success.
-- Will post updated hand later.
ACG Flenta - Fighter
Out of turn
-- Start of turn
Explore Cavern card 1
Constitution, 3 needed: 1d6 ⇒ 3 Success. Add Chain Mail to my hand.
-- End of turn
Flenta wrote:
ACG Flenta - Fighter
Out of turn
-- Start of turn
Flenta has only just recovered from her combat with the werewolf, when she spots a cultist in the distance performing a gruesome ritual. She doesn't hesitate, but runs in to stop him. It's only halfway that she realizes the fight with the werewolf left her glaive too hot to handle. With nothing else for it, she prays to Gorum and assaults the cultist with her bare hands. She also hopes that Arabundi has kept his vigil. Discard Gorum. Asking Arabundi for a recharge for 1d4
Flenta defeats the cultist, but doesn't escape without a few cuts and bruises. She thanks Arabundi and sags down against the cavern wall to take another break while she fetches another weapon. -- Draw Lucerne Hammer. Flenta wrote:
ACG Flenta - Fighter
Start of turn
-- Stay at Cavern, explore Cavern card 1 Werewolf
Reveal Shock Glaive +1. Ask Alase for Black spot. Ask Arabundi for recharge for 1d4. Melee, 13+3-3=13 needed: 1d10 + 4 + 1d10 + 1 + 1d4 ⇒ (3) + 4 + (2) + 1 + (1) = 11 Groan. Recharge for reroll.
Just when Flenta thinks she has the werewolf on the defensive, it evolves into an even more powerful form. "Oh Gods, why are its eyes so big? Why are its ears so big? Why are its teeth so BIG?!" She's pressed to the cavern wall and has to fight for her life. It's only with her last bit of strength that she manages to subdue the werewolf, who turns into an old lady upon death. "Ah..." -- End of turn
Flenta wrote:
Stuck without weapons again. If anyone needs some blessings, best it would be mine. That will free up some space in my hand. If I think next turn could be too dangerous, I could always skip explore step and refill my hand.
ACG Flenta - Fighter
Out of turn
-- Flenta thanks Kyra for the healing, and begrudgingly acknowledges the good advice. She then waves the two women over to the group while waiting for Arabundi and Alase. "Isn't this exciting! I can't wait to work on those puzzles, but it seems like there are more pressing matters first..." Flenta goes to the Cavern.
-- Flenta wrote:
ACG Flenta - Fighter
Out of turn
Cast Invisibility, and banish it. Add arcane armor to the bottom of my deck. -- Start of turn
Flenta decides to play a prank on Agna and Kyra, while she's still invible. She sneaks up on them, then suddenly ends the effect of the spell. "Ta-daa!" Her smile does a lot to offset and scare she may have put the women through with that stunt. At least, she hopes it does... Flenta eventually withdraws from the situation, chatting up a guard that Agna pointed out. Finally someone who understands swords! Recharge Topaz of Strength to roll a d10, recharge Standard bearer to add 1d6
The two warriors hit it off, and Flenta's standard bearer chimes in to add some war stories. Flenta even offers to show the guard her lucky topaz. "Hahaha, that's a great one. Say, I should be going, but stick around. Things are pretty dangerous here, and two can see more than one." -- End of turn
Draw Shock Glaive, Blessing of Gorum. Flenta wrote:
Kyra, could you maybe spare a turn and a card to heal me? Only 6 cards in deck, which isn't a lot compared to the rest of you.
ACG Flenta - Fighter
Out of turn
-- Start of turn
After dealing with the zombie, Flenta heads over to the first rock to see where the witch went. "Hello?" she calls. "Feiya? Are you OK?" The search doesn't turn up the Pathfinder, but a woman with a bow steps into view. Flenta makes some small talk, but finds that she doesn't really have any interesting topics to discuss. She not really into archery, and the woman doesn't seem to enjoy talking about swords or magic. They eventually part ways. -- End of turn
Draw Topaz of Strength and Blessing of Cayden Cailean. Flenta wrote:
ACG Flenta - Fighter
Out of turn
-- Start of turn
Flenta makes her way back to her original team, but finds that she's just missed Alase. "Oh, she went to look for me? That's pretty kind of her. So, what did I miss?" It turns out that the party has scouted plenty of monsters, and Flenta has her pick. Move to CB 2, explore card 1: shadow
Flenta is a bit too cocky, and takes a few half-hearted swings with her magical spiked chain. She finds that the shadow is tougher than it looks, however. Before she knows it, she's pressed against the wall and fighting for her life. Still, she eventually comes out on top and vanquishes the undead. -- Out of turn
Draw invisibility, staff of healing. First opportunity, use staff of healing on myself (already included below). Recharging random card: Hat of Glamour. Flenta wrote:
ACG Flenta - Fighter
Our of turn
Start of turn
Flenta greets Kyra with a cheerful wave. "Yes, very strange. It's a good thing halflings like us are nimble, or I probably would have fallen off one of these rocks, with all of them collapsing and such." She digs around for the healing scroll and hands it our for Kyra to take, but doesn't let go just yet. It's maaagic. What am I doing? After a brief pause, the considers the teachings of Iomedae, and figures handing the scroll to someone who can make actual use of it is the proper thing to do. "You're welcome. I might come around later and ask for you to cast it on me, though." Stay at CB 1, encounter card 1: Sneak
She suddenly turn around. "Hey! Where are you going with that?!" Some sneaky git had crept up on her and was making off with her favourite greatsword. Well, one of them, at least. She chases after him, spiked chain in hand. Reveal Spiked Chain +1. Asking Arabundi for a recharge for 1d4
Flenta catches up to the sneak and deals with him, but not before he tosses her greatsword over the edge just to spite her. "Gah!" -- End of turn
Flenta wrote:
ACG Flenta - Fighter
Out of turn
-- Start of turn
Flenta is very grateful for the tasty berry, and hands Arabundi the scroll that he requested. Give Augury to Arabundi. "You don't want the healing spell, right? It should probably go to Kyra. Will you tell here I'm over there, if she needs it?" She skips off in search of something more interesting. I don't have anything to deal with the 4 combat damage from closing, and I can't empty out my hand. Moving over to CB 6 doesn't seem like a good deal. Move to CB 1, explore card 1: Werewolf. Recharge Shock Glaive +1. Asking Arabundi for a recharge for 1d4.
-- End of turn
Draw greatsword and Spiked Chain +1. Flenta wrote:
ACG Flenta - Fighter
Out of turn
Start of turn
CB 3 and CB 6 have collapsed, and both have some pretty nasty surprises. Flenta isn't too qualified to take those on, so I'll move to CB 2 and explore card 1: Night watch Flenta doesn't care to stick around on the collapsed rock with Sajan. "I'm just going over there," she waves vaguely. He's a pretty dangerous chap to be around, it seems. When she jumps and arrives at her new destination, she spots a man in dark clothing. She chats with him for a while, and he turns out to be a night watch caught up in these strange events. Charisma, 6 needed: 1d6 ⇒ 5 Fail. Flenta does her best to make a good impression, but it seems like the night watch isn't too keen on the boisterous halfling. "Fine, I'm moving on then. Have fun with your night watching." -- End of turn
Flenta turns her back to the night watch, and suddenly hears a massive roar. Half of the rock has vanished, taking the night watch with it. Reset hand. No change since last turn. Flenta wrote:
ACG Flenta - Fighter
Dot, and checking in. Hi, folks! It seems like it's my turn, straight up. Will edit this post to take my turn. However, I was almost off to bed, and will have to take some time tomorrow to get myself acquainted with the other characters. Out of turn
Start of turn
From another of the floating rocks coming flying in a halfling wearing a multitude of weapons on her back. She waves over to Arabundi, but misses her jump and ends up on another island. "Hey, Arabundi! I thought it was you. Everything OK? Made some new friends here? She holds up a piece of parchment. This healing scroll, wasn't that yours? It's here, if you want it. I also have one with augury on it, if you want." While she waits for Arabundi, Flenta chats up with another person she meets on the island. He's a magic-user just like Flenta, but more of a dabbler, it seems. Charisma: 1d6 ⇒ 1 Fail. -- Recharge Blessing of Gorum to explore again, since it matches top of blessing discard. Explore CB 3 card 2: Skeleton horde! Feeling the need to show her gumption in front of Arabundi's new friends, Flenta raises a prayer to Gorum and pulls open some crypt doors. Let's hope there's something useful in here. However, she's not quite ready for the skeleton horde she's unleashed on everyone Recharge spiked Chain +1 to fight the skeletal henchman.
End of turn
Flenta wrote:
ACG Flenta - Fighter
Flenta puts her hand to her brow and peers off into the distance. "Is that Arabundi over there?" she asks Alase. "I think it's really him. Wait here, I'm going over there!" Before anyone can say anything, she darts off. Bye folks. Take care. Sorry for taking the Cure spell with me. :(
ACG Flenta - Fighter
Out of turn
Start of turn
Stay at CB 3, explore card 1: Standard bearer.
Recharge Topaz of Strength
Flenta decides to check, but when she makes it over the next crest she sees that the woman isn't her standard bearer. She starts cursing before she considers that maybe the woman would like to join her, but then she's already made a poor impression. -- End of turn
Flenta wrote:
ACG Flenta - Fighter
Part 3 started on July 4th, so 7 days so far. That's 35 minutes of real time, according to the 'official' conversion. We're just playing really fast, but as said I think it's natural for ACG to move faster on PbP than RPG does. Something to talk about in the evaluation, I think.
ACG Flenta - Fighter
Am I the only one, or does this scenario feel really weird? There's no real goal, and it feels like we can't really accomplish much. I've been taking it slow, because taking chances with extra explores just seems like a waste of resources. The rest of you have succeeded at padding your deck, at least. Let's hope we won't need that too much in the next part of the scenario. :*)
ACG Flenta - Fighter
Out of turn
-- Start of turn
Move to CB 3, explore card 1: Goblin commando Flenta takes a breather, and considers how many undead and cultists they've already dealt with. "We should get paid for this. Well, paid more, I mean." She doesn't trust the rocks she's already on, and jumps on to the next one. Over there, she spots and goblin commando and stalks up to it. However, she slips on a rock and gives away her position. The goblin immediately fires an arrow, and ruins the scroll that Flenta had in her hands, itching to test the power of its magic missiles. With a sigh, she grabs her shock glaive and charges at the goblin. Discard Force Missile to the Ranged Combat damage I can. Then reveal Shock glaive +1.
-- End of turn CB 3 collapse: 1d10 ⇒ 1 Doesn't collapse, yet.
Flenta wrote:
ACG Flenta - Fighter
Out of turn, Agna's turn Flenta fights a goblin raider. Recharge Topaz of Strength due to Tonbarse's rule. Recharge Greatsword for the combat check.
-- Out of turn, Alase's turn
-- Flenta wrote:
ACG Flenta - Fighter
Out of turn
-- Start of turn
Stay at CB 1, explore card 1: Skinsaw ritual. Alase fights a skinsaw cultist. Flenta is still a bit winded from the onslaught of zombies that they had to fight, when she spots a gruesome ritual taking place in the distance. She pokes Alase. "What are they doing up there. Are those cultists of Ayrzul. They're about to sacrifice those people. Come one, we have to do something." She draws her glaive and, weapon sparkling with electricity, charges in to disrupt the ritual. Recharge Shock Glaive +1
If Alase fails her check, I'll have to discard the top card of my deck. I won't wait for that, but draw the top card of my deck into my hand as normal, marking which it is. I won't use it until Alase has time for her check against the cultist. Should she fail, I'll discard that card and draw another. -- End of turn
Draw back up to five: Topaz of Strength (tentative, might have been discard by the skinsaw ritual), Call weapon, Greatsword, Force Missile. Flenta wrote:
ACG Flenta - Fighter
Don't worry about it. I think ACG on PbP is still so fresh, that no one has settled in on any 'conventions' yet. I know that I'm still fiddling with tags and formatting, which each post. Swapping like this could be a blessing for the format, because it allows the tables to learn from each other. :) Off-turn
Upon request, Flenta casts a strength spell on their newest group member. "Neat, huh? Did they tell you that I'm a real wizard? Well, Magus to be precise," she adds with a motion to the collection of weapons on her back. She hastily throws away the remnants of the scroll, pointing out the incoming zombie horde to hide the gesture from prying eyes. For the zombie, I will use Tonbarse's rule on encountering a bane to recharge the standard bearer. Then recharge Spiked Chain +1 for the combat check.
At the end of Agna's turn, Strength is banished and I add Augury to the bottom of my deck. -- Flenta wrote:
ACG Flenta - Fighter
Out of turn
Start of turn
Move to CB 1, explore card 1: Major Kendra Deverin.
Asking Alase to recharge a BotG.
Flenta is going to ask her for help, but she's not too good with words and just bumbles incoherently. Even a quick glance at Alase for some help doesn't do much good. The mayor eventually leaves. -- End of turn
Flenta wrote:
ACG Flenta - Fighter
Start of turn: Blessing: 1d29 ⇒ 2 --> BotG -- Move to CB 2, explore card 1: Falling bell
Wisdom: 1d10 ⇒ 1
With a hastily cast spell to boost her reflexes and a prayer to Cayden, she barely manages to avoid the bell crushing her. However, it fall upon her Lucerne hammer, smashing its haft. She collects the two pieces and sullenly pieces them together. "Drat. On the other hand, if I hadn't jumped out of the way in the last, instance, the others might have been piecing me back together like that." She chuckles at the wry thought, then finds a quiet place to take a breather. -- End of turn. Banish speed, add Force missile to the bottom of my deck, draw Strength, Staff of minor healing and Spiked Chain +1. At the first opportunity, I will use the healing staff on myself (already included here), to recharge random card: BotG. Flenta wrote:
ACG Flenta - Fighter
Nothing out of turn.
-- (Move to CB 6, explore card 1. Ameiko Kaijitsu.
Display Hat of Glamour.
-- Ameiko is suitable impressed, and tells a splendid tale of fierce battle that would please Gorum. Banish Ameiko to retrieve Blessing of Gorum from my discard pile. Discard Blessing of the Gods to explore again. Trapped passageway. Bolstered by Ameiko's story, Flenta pushes foward, exploring a cavern into the rock. unfortunately, the passageway is trapped! [ooc]Recharge Call Weapon when encountering the bane. Asking Alase to recharge Blessing of the Gods Acrobatics, 9 needed: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (4) = 12 Success. Explore again. Zombie Giant. -- Flenta jump over the pitfall in the passageway, and pushing forward. However, she finds a Zombie Giant waiting for her at the end of the cavern. "Eep!" Recharge greatsword
-- End of Turn.
Flenta wrote:
ACG Flenta - Fighter
Quick post before leaving for work. No events that happen before my turn.
-- The rock Flenta has been on has dwindles to nearly nothing, and she only spots a Yeth Hound in the distance. "See ya!" she says as she makes a the jump to a new rock that has just floated into range. Go to (the new) CB 3, explore card 1. Arcane runes. As soon as she makes the jump, she realizes the should have looked where she lept. Her jump takes her straight into some pulsing runic circle. "Yikes!" Recharge Topaz of Strength.
Flenta tries to recall what she knows of the runes, but she to admit (though she's never say so out loud) that it's all gibberish to her). She falls in the cycle, which trigger in an explosion of flame. Flenta is very lucky to wear her armor, though it's charred and ruined from protecting her. CB 3 collapse?: 1d10 ⇒ 5
-- Reset hand. Draw call weapon and BotG. Flenta wrote:
ACG Flenta - Fighter
On Mork's turn, encounter Ancient Skeleton. Discard Blessing of Gorum.
Flenta has only just recovered from fighting the spectre and the first of a horde of zombies. She's barely caught her breath when she's accosted by a skeleton. "What is this? Were all these chunks of earth part of a graveyard at some time?" She still hasn't had time to grab a weapon, so she prays for Gorum that her brawn will be enough. And it is barely. Once she's pulled an arm from the skeleton, she uses it as a makeshift club to bash its skull in. -- Flenta sees Alase next to a big treasure chest. She doesn't hesitate and makes a run for it, as fast as her small legs will take her. With a daring leap, she makes it to the fourth island. Explore CB 4 card 1. Large chest. Recharge Standard bearer. Melee, 10 needed: 1d10 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9 Fail. (Groan) Choose to banish. Flenta cracks her knuckles, already smiling at the thought of what's in the chest for her. "Don't just stand there waving that flag," she berates her standard bearer. "Help me lift this." unfortunately, the standard bearer only gets in the way, until Flenta finally gives up in frustration. "It's useless. We'd best get on, before this whole rock collapses on us." Flenta leaves the chest alone and takes out her lucky topaz to console herself. After that, she finally takes the time to sharpen her greatsword. -- End of turn, check to see if Bridge collapses is useless. rest hand, draw Greatsword and Topaz of Strength. Flenta wrote:
ACG Flenta - Fighter
Catchup:
-- Flenta was caught off-guard after her fight with the spectre. Or many she was still celebrating her breakthrough in the magic department. Whatever the case, the zombie is upon her before she has the chance to draw a weapon and she had to fend it off with her bare hands. "Arabundi, I know you're busy, but maybe some help over here? Again?"[/b] With a silent prayers to the Gods she manages to fend off the zombie, and then follows Raheli to another of the floating islands. Explore CB 3 card 3. Guide.
Flenta encounters a guide on the floating island, a native from somewhere. He seems a bit smelly, so Flenta lets him go on his way. -- Draw Hide Armor and Blessing of CC. (I really need weapons... :/) Flenta wrote:
ACG Flenta - Fighter
Flenta is really excited that they seem to be making headway. "Any guesses on what we're dealing with? Could it really be a time-lost elemental Lord? Let's find out!"[/b] With a tip to her new stylish and and with the appropriate gusto, she makes the jump and swings from one of the ropes to the first platform. "Come, keep up!" -- Flipping Blessing of the Gods.
It seems to Flenta like the cultists have brought all kinds of backup. "Watch out, more undead down here!" She grabs her trusty spiked chain and starts whipping it about to finish off the shadow. Recharge Spiked Chain +1. Ask Arabundi to recharge dagger. (He's up after me and I figure he'll want to cycle for Zhaleh.)
-- Despite her brawn, Flenta isn't stupid enough to push forward without the proper backup. She waits for the others to make it on board as well. (It's an odd scenario. Chances of us actually closing a location are pretty slim; once all the boons are gone from a location, it's only logical that we move to a new one.) Flenta wrote:
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