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Koren, Defender of Innocents's page

217 posts. Alias of jduteau.


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I'm adding a Blessing of Iomedae instead of a BotG and I'd like the Armor 2 which I'll add as I take an Armor card feat:

Koren(jduteau) wrote:

Hand: Mace, Longsword, Lance, Weapon of Awe, Detect Evil, Cure, Eagle Knight Dress Uniform, Full Plate, Paladin's Helm, Fortified Shell Armor, Sage's Journal, Knight's Pennon, Retriever, BotG, BotG, BoSarenrae, BoIomedae

Note: Note: +1 Str, +1 Con, 1d6+1 when discarding an armor or blessing, Ally, Armor, 2 Die Bumps


To start my fight with Svard, I'll recharge my Eagle Knight Dress Armor.

I'll take my chances with Wisdom for fighting Devil's Pallor...

Wisdom 7: 1d10 - 1 ⇒ (8) - 1 = 7

I'll discard the Mace as a result of defeating the ship. And I get a random weapon in plunder.

I'll discard the Longsword to fight the Villain and display the Knight's Pennon to get +1. I'll also take advantage of Ezren's Magic Weapon.

Combat 15: 1d8 + 3 + 1d8 + 1d6 + 1 + 1d4 ⇒ (5) + 3 + (8) + (2) + 1 + (3) = 22

And the villain is defeated!


Vika, Bellicose Blacksmith wrote:

Ok I'll take the Fox since Ezren didn't poo-poo the idea...

[dice=Wisdom + Heroism + Fox Vs Mark of Yunnarius 10]1d8+1d6+1d4-2

Thank you, Mr Fox. [/QUOTE

Woo hoo! Now it's up to me!


That's an auto-acquire for me. I'll use my 2nd BotG to explore again...


Ezren has a Fox which gives 1d4 to *any* Intelligence or Wisdom check, so that's a bit more help - 38% chance. :)


Alrighty then, here goes - Koren moves to Shark Island to explore...


Jirelle The Pirate Queen wrote:

I can discard a weapon for extra dice and all that

But go with your gut!

I think it's really up to whether Vika can defeat another ship....


Do I head over to Shark Island and hopefully take on the Villain if he's there? Or at least get rid of a card for Jirelle? With Jirelle having +3 due to her Haunts, I think that either I or Ezren are better off taking on the villain. The trouble is that we need Vika to defeat another ship again if we do find the villain.

Any thoughts?


If we were going to have one character fail a check, it would be Jirelle - we'd probably not even have her try the temp close. With only 2 cards there right now, having the Villain escape there would not be problematic.

I don't think Jirelle can fend off any of the ships on her own - she has -3 due to the Haunts.

This would mean that we stick with your temp close roll above. Jirelle doesn't bother with temp closing her location and the villain will escape to Shark Island?


Vika, can we reset and have you use your Blessing on Jirelle's check? You have the Potion of Heroism and the Topaz, so you'd have a 1d10 + 1d6 for a 9?

Then Jirelle can use your blessing for her Survival check to get 2d8 to get a 10?


I have the Knight's Pennon which will give you +1 (I know, but at least it's something!) and Jirelle has a Blessing if she doesn't use it for her check.

The alternative is that we wait one round and I join you and then you get an additional 1d6 from my power and I might pull a blessing, plus you won't be alone.


Well, given that you have the spells and are prepared to fight him, I think we should. I'm not at a location, so it's up to Vika and Jirelle if they think they can defeat a ship to temp close their locations.

I would like to finish this as it's the end of Adventure 2 and we'd move on to Adv 3.


Jirelle The Pirate Queen wrote:
Mateys, want me to grind this location until I either close it or take damage? I don't want to hog the blessings deck TOO much.

I think I'm with Vika on this. On my turn, I can move over to the Island and help close it as well.


Jirelle The Pirate Queen wrote:

Missed by 1, I guess no cards needed.

Ill use another of our blessing to explore as my hand is full

I'm fine with that plan since we have lots of time left, but your location is 3 monsters and a weapon - and the monsters become ships. Do you want to keep encountering ships or do you just want to sit and slowly close the location?

Just wondering.


Ezren, Seeker of Knowledge wrote:
I have combat spells.

Well, that's helpful! Hopefully you meet up with the Villain! :)


From what I can see, you are the only one.


Jirelle The Pirate Queen wrote:
what shall we draw?

I think whatever you want to get would be best. It doesn't really matter to me.


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*sigh* I really screwed up this sequence as I also missed the "At This Location" Wisdom 6 check or suffer 1d4 ship damage.

Wisdom 6 (5 + 1 for Pirate Shade Haunt): 1d10 ⇒ 10

And my ship, the Thresher, reduces Structural damage by 1, so I have my Paladin's Helm back.

Koren(jduteau) wrote:

Hand: Mace, Cure, Eagle Knight Dress Uniform, Paladin's Helm, Knight's Pennon

Deck: 6 Discard: 8 Buried: 0
Note:

I think it's all fixed up now. Sorry about that everyone!


Another mistake - 6 on the Plunder chart isn't a blessing, it is a choose your own. I'll choose Armor:

Random armor from the box was:

Buckler - Armor B
Shield/Basic

Check
Constitution/Fortitude 4 (3 + 1 for Pirate Shade Haunt)

An auto-acquire for me.

So I've replaced the Blessing of Gozreh in my discard pile with this Buckler.


Okay, just realized that I forgot "On Closing" damage to my ship.

Closing Damage: 1d4 ⇒ 3

There goes my Helm, Full Plate, and BofGozreh.

Koren(jduteau) wrote:

Hand: Mace, Cure, Eagle Knight Dress Uniform, Knight's Pennon, Sage's Journal

Deck: 5 Discard: 9 Buried: 0


Divine 6: 1d8 + 3 ⇒ (4) + 3 = 7

Acquired and closed!

I'll discard the short bow and reset my hand.

Koren(jduteau) wrote:

Hand: Cure, Full Plate, Paladin's Helm, Knight's Pennon, Blessing of Gozreh

Deck: 8 Discard: 6 Buried: 0


I'll use the Blessing of Sarenrae just to ensure...

Fortitude 8: 3d6 + 3 ⇒ (4, 1, 6) + 3 = 14

Made it!

I get to add a plunder card to my hand...

plunder: 1d6 ⇒ 1

A weapon which ends up being a Shortbow. :(

Now I will attempt to close the Graveyard....


I'll use a BotG to try and avoid this weather...

Wisdom 8: 2d10 ⇒ (5, 4) = 9

Just barely.

I'll use my BotG to explore again.


You can have one of mine (BotG).

You have 1d8+3 for Survival right? So you had 1/8 chance of making it before, even with the Haunt on your shoulder. :)


I'll go for Divine 8, which is a 9 due to the Pirate Shade hanging over my shoulder. I'll use my Blessing of Iomedae for two more dice.

Divine 9: 3d8 + 3 ⇒ (2, 4, 7) + 3 = 16

My plunder is 1d6 ⇒ 1 = Weapon.

I'll cast Detect Evil to see what is next.

Recharge 6: 1d8 + 3 ⇒ (2) + 3 = 5


Ooh ooh! My Turn My Turn!

Reveal my Sage's Journal for the check.

Fortitude 7: 1d6 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12

Plunder: 1d6 ⇒ 3 (Armor) = Magic Leather Armor

I recharge my hand to close the closing and draw the same number of cards.

Koren(jduteau) wrote:

Hand: Weapon of Awe, Detect Evil, Paladin's Helm, BotG, BotG, BoIomedae

Deck: 11 Discard: 0 Buried: 0

Since I have six cards and have to discard one, I'll cast Weapon of Awe on myself and try to recharge it.

Divine 8: 1d8 + 3 ⇒ (6) + 3 = 9

Yep.

Koren(jduteau) wrote:

Hand: Detect Evil, Paladin's Helm, BotG, BotG, BoIomedae

Deck: 12 Discard: 0 Buried: 0
Note:

Next! :)


Seems like a good plan, but they're not my blessings. :)


I was going to start at Riptide Cove, but I'll head to the Fogbank instead.

Koren(jduteau) wrote:

Hand: Longsword, Lance, Eagle Knight Dress Uniform, Sage's Journal, Retriever

Deck: 11 Discard: 0 Buried: 0
Note: @Fog Bank


I choose Item to hopefully get the Whetstone, but I draw the Book of the Loremaster, which I don't want.

I would like the Spell 1 to get Weapon of Awe.


Okay, Jirelle is taking the 4 Damage for the ship.

I display my Knight's Pennon - +1 to any combat check. +2 if you reveal a Captain/Hireling/Soldier ally.

Then my discarded Lance, plus the Sage's Journal, plus Ezren's Magic Weapon gives me..

Combat 16: 1d8 + 3 + 1d8 + 1d6 + 1d4 + 1 + 1d4 ⇒ (3) + 3 + (7) + (4) + (2) + 1 + (3) = 23

First check down!


I'll be displaying the Knight's Pennon, so that will give another +1 to any combat check.

I have my Lance, a Sage's Journal, Ezren's Magic Weapon and my Pennon, so my combat check is 2d8 + 4 + 1d6 + 2d4 for an average of 21.5.

So I'll take the first check and you take the 2nd one?


We know that the next card for Ezren is the Villain. Two combat checks of 16 and 18. I can take one or Ezren can take both of them. I have 1d6+1 to all checks by discard the top card of my deck, so that will help as well. Let me know how you want to handle the villain.


Wisdom 6 - we know what's there, so this is a useless map: 1d10 ⇒ 3

I didn't want that anyways. I'll banish it.

Only the Villain left.

Koren(jduteau) wrote:

Hand: Lance, Paladin's Helm, Knight's Pennon, Sage's Journal, Chain Shirt

Deck: 5 Discard: 9 Buried: 0
Note:


That is an auto-acquire for me.

I'll discard my Blessing of Sarenrae to explore again.


I'll discard my Mace to fight this Marine.

Combat 10: 1d8 + 3 + 1d8 + 1d4 ⇒ (6) + 3 + (3) + (3) = 15

One monster down.

Koren(jduteau) wrote:

Hand: Lance, Paladin's Helm, Knight's Pennon, Sage's Journal, BoSarenrae

Deck: 5 Discard: 8 Buried: 0
Note:


Charisma 7: 1d8 ⇒ 5

No luck.

I'll discard the Retriever to explore again because I'm worrying about blessings.


With a d4 dexterity, I'm not taking on the Harpoon Trap. Sorry Vika, but this location is all yours! I'm moving over to the Cay to help Ezren with closing that location.


Melee 6: 1d8 + 3 ⇒ (3) + 3 = 6

I have no way to go again, except to use up my trusty Retriever steed. :)

Koren(jduteau) wrote:

Hand: Mace, Lance, Sage's Journal, Retriever, Boarding Axe

Deck: 8 Discard: 5 Buried: 0
Note:


Ezren, Seeker of Knowledge wrote:
Two structural damage!

Ah, good point. Except that it is 1 structural damage as Jirelle reduces it by 1. So someone has to discard a card for the ship's damage. I'll do it as I have a bunch of weapons in my hand and don't need them.

Bye, bye, Longsword!


Charging at the Zombie with my lance, riding my dog...

Combat 9: 3d8 + 3 ⇒ (5, 4, 4) + 3 = 16

Down goes the Zombie! Down goes the Zombie!

Koren(jduteau) wrote:

Hand: Mace, Longsword, Lance, Sage's Journal, Retriever

Deck: 8 Discard: 4 Buried: 0
Note:


I'll recharge my Eagle Knight Dress Uniform to impress this Swab...

Charisma 6: 1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11

He likes me, he likes me! I'll use him to explore again.


Unfortunately, none of us have blessings or other cards to help you out. Roll high, big guy! (or girl, in this case)


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I use my Lance and reveal my Retriever to get the first combat check bonus. (The idea of a half-orc Paladin riding a Retriever to defeat an Aquatic merman is just strange.)

Combat 13: 1d8 + 3 + 1d8 + 1d8 ⇒ (4) + 3 + (8) + (8) = 23

And to close, I'll use my Blessing which gives me two dice due to the Sivanah blessing on the blessings deck.

Divine 8: 1d8 + 3 + 2d8 ⇒ (7) + 3 + (3, 3) = 16

It is closed and I take 4 Combat damage due to their being 4 monsters in the deck. I recharge my Full Plate to handle all of the damage.

Koren(jduteau) wrote:

Hand: Mace, Lance, Eagle Knight Dress Uniform, Sage's Journal, Retriever

Deck: 8 Discard: 3 Buried: 0


recharge 6: 1d8 + 3 ⇒ (7) + 3 = 10

Koren(jduteau) wrote:

Hand: Mace, Lance, Full Plate, BotG, Retriever

Deck: 9 Discard: 2 Buried: 0
Note: @Scar Bay, ready to fight the henchman and close the location! :)


I'll start at the Scar Bay and choose armor as my treasure.

Koren(jduteau) wrote:

Hand: Lance, Detect Evil, BotG, BoIomedae, Retriever

Deck: 11 Discard: 0 Buried: 0
Note: @Scar Bay

Initiative: 1d100 ⇒ 99


I'll take the power for recharging an armor or blessing when aiding a character at my location.

I'll go for a Spell since I have Cure at level 2...

Six cards:

Abeyance
Sanctuary
Protect
Weapon of Awe
Cure
Renewal

And the random CW draw is...

Cure!

I'll exchange Sagacity for the Cure.

I do have the Knight's Pennon as an Item 2. It does give a +1 to any combat checks while displayed and persists until someone fails a check to defeat a bane (which it then gets recharged). That's useful, but if someone else has a better Item 2 or 1, go ahead and take that.


Vika, Bellicose Blacksmith wrote:
Vika, Bellicose Blacksmith wrote:
You can have me Recharge my Greatclub and Mace for 1d6 to you combat checks at Ghol-Ghan Ruins

Oh nevermind, I guess I'm not needed here...

Even better, my Power feat options include a useless Armor-related feat and a +1 to the power no one takes advantage of

Hey, if I weren't such a good fighter myself and didn't have two weapons on hand, I'd have used the Magic Weapon and your feats. Like I said earlier, I couldn't have had a better hand for taking on this villain. Two weapons with discard powers, a blessing, the Sage's Journal, and my Paladin's Helm.

re: Power feats, no one has really taken advantage of any of my shielding other characters with your armor thing, either. :)


Well, no better time than the present. I have a couple of weapons and other cards that make it a good time to take on the villain!


I'll head to the Jungle to try closing that...


My damage from the Mercenary: 1d4 - 1 ⇒ (3) - 1 = 2

I recharge my Eagle Knight Dress Uniform for the damage.

I say go ahead and explore, we want to get through this as quick as possible due to the location bury power.

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