GenCon Open Champion
Turn 18 under the Blessing of the Gods... Torn between helping Korundo and Athnul or helping Nok-Nok and Salim, Siwar decides to go where she can do the most good, to the Dowager Queen. Salim has already started some smooth talking, maybe I can seal the deal. Once there, Nok-Nok is looking a little greener than usual, so I give him some healing with a Restorative Touch. Healing: 1d4 + 1 ⇒ (1) + 1 = 2. Then, to make things easier for all of us, I cast Divine Fortune. Naturally, that's when a Sea Scourge splooshes over the side and tries to eat me. Evade an encounter, a random other character fights it instead - 1d2 ⇒ 1 - Nok-Nok. Before Acting to Avoid Damage - Constitution 8: 1d4 + 1d6 ⇒ (2) + (6) = 8. Success! Nok-Nok jumps in to fight the ooze, fortunately before any of its slim gets on me. Pausing for Nok-Nok to fight card #5. Nok-Nok and Salim must do the BYA check. Everyone gets +1d6 to all checks and auto-bards are available if needed.
GenCon Open Champion
Turn 14, continued... Well, then. Time for us to move on. Recovery: Divine Fortune - Arcane 13: 1d12 + 5 ⇒ (8) + 5 = 13. Success; recharged. Siwar wrote:
Skills and Powers:
SKILLS
Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 Constitution d4 [ ] +1 Intelligence d8 [X] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +1 Diplomacy: Charisma +3 Divine: Charisma +1 Favored Card: Ally Hand Size 5 [X] 6 [X] 7 Proficient with: [ ] Weapons Powers: You may recharge a card to add 1d4 ([X] +1) ([ ] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead. When you attempt ([X] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check. [ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location. [X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead. [ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it. Upkeep: I'll follow Athnul or Salim wherever they go, if they want help (whomever moves first).
GenCon Open Champion
These forums are eating posts. Turn 11, Blessing of the Gods, recap edition. Cast Cure to heal 3.
Siwar wrote:
Skills and Powers:
SKILLS
Strength d4 [ ] +1 [ ] + 2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 Constitution d4 [ ] +1 Intelligence d8 [ ] +1 [ ] +2 [ ] +3 Knowledge: Intelligence +2 Wisdom d6 [ ] +1 [ ] +2 Charisma d12 [X] +1 [X] +2 [X] +3 [X] +4 Arcane: Charisma +1 Diplomacy: Charisma +3 Divine: Charisma +1 Favored Card: Ally Hand Size 5 [X] 6 [X] 7 Proficient with: [ ] Weapons Powers: You may recharge a card to add 1d4 ([X] +1) ([ ] +2) to a check by ([ ] you or) another character at your location. If the recharged card is an ally, put it on top of your deck instead. When you attempt ([ ] or another character at your location attempts) to defeat a barrier that has the Skirmish or the Task trait, you may use your Diplomacy skill in place of any listed skill for the check. [ ] Add 2 to any check to defeat a henchman ([ ] or a villain) ([ ] or a check to close a location) by another character at your location. [X] If there is another character at your location, you may evade a bane; a random other character at your location encounters it instead. [ ] When you play a blessing on another character's check, and that character succeeds, you may recharge the blessing instead of discarding it. Upkeep: Storm, card #2 from the Tower, is now displayed at Tower. Card #3 is a Tidepool Dragon and is on top.
GenCon Open Champion
My allies are pretty meh. There are some nice spell 4s, but nothing I'm super amazed about. I have a decent Item 4. So my preference is: Item 4
I actually have a pretty nice Item 3, so I wouldn't mind that instead. For my power feat, I took the bolded section in this power: [X] You may recharge a card that has the Divine trait to examine the top card ([X] or top 2 cards) of a location deck at any occupied location ([ ] and during this examination, you may ignore any powers on the examined card.)
GenCon Open Champion
Getting my character sheet rebuilt. For my card feat, I've taken Blessing and added in a Blessing of the Spellbound. For my role, I've gone with Bone Diviner. The power feat I've picked is [X] You may recharge a card that has the Divine trait to examine the top card of a location deck at any occupied location. -crp
GenCon Open Champion
I'd like some opinions from you guys. I have the Add a Gun/Ammo boon and I'm considering adding it to Siwar. The boon lets you add a Weapon and an Item with the Ammunition trait to your class deck from the Gunslinger class deck (and upgrade it each tier). Now, most of the guns are nice because you can use them even if you aren't proficient with weapons, but Siwar doesn't have a card slot for a weapon. In order to do this, I'd be spending at least a Card Feat, and then if I'm doing that, I think I might spend a Power Feat on Weapon proficiency. Do you think that's worth it? I tend to keep Siwar out of fights, and you know how I play bards. Would this party benefit from Siwar carrying a Dragon Pistol in her pocket (and being happy to see you, of course)?
GenCon Open Champion
Turn 9 under the Blessing of Pharasma... I move to the Sulfur Pits, where a well-made but discarded Alchemist Suit lies. Check to Acquire - Fortitude 7: 1d8 + 2 ⇒ (1) + 2 = 3. Failed. I pick up it, examining it, and decide that it must have been discarded for a reason. I toss it back to the ground, and continue on, fingers wrapped around a Riding Horse totem. An undead Tekenu erupts from the ground, catching me surprise. Pre-combat trigger - 1d6 ⇒ 5; Before you act, you may attempt a Wisdom, Survival, Charisma, or Diplomacy 11 check; after the roll, you may banish any number of boons to add 1 for each banished boon. If you succeed at the check, you may banish the monster; it is defeated, and you may immediately attempt to close the location it came from. I decline. With no weapons in hand, I grapple the creature and attempt to wrestle it into a boiling pit of sulfuric acid, whispering for the Blessing of Gorum as I do. Check to defeat - Combat 13: 1d10 + 1d10 + 2d10 + 4 ⇒ (5) + (6) + (5, 5) + 4 = 25 (Strength die + First combat power + Blessing + Melee skill). Success; roll for acid damage - 1d4 ⇒ 1. No damage. After the creature dissolves, I take some time to rearrange my gear before proceeding. Hayato wrote:
Skills and Powers:
SKILLS
Strength d10 [X] +1 [X] +2 [ ] +3 [ ] +4
Melee: Strength + 2 Dexterity d6 [ ] +1 [ ] +2 Constitution d8 [ ] +1 [ ] +2 [ ] +3 Fortitude: Constitution +2 Intelligence d6 [ ] +1 Wisdom d6 [ ] +1 [ ] +2 [ ] +3 Survival: Wisdom +1 Charisma d6 [X] +1 [X] +2 Diplomacy: Charisma +1 Favored Card: Weapon Hand Size 4 [X] 5 [ ] 6 Proficient with: Light Armors, Heavy Armors, Weapons Powers: On your first combat check of your turn, add 1d6 ([X] 1d10). ([X] If you defeat a monster on that check, you may recharge a random card from your discard pile.) On your ([ ] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10). [ ] When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile ([ ] or recharge the card you played and put a random card from your discard pile on top of your deck.) [ ] When you attempt sequential checks to defeat one monster, add 1d8 to your checks after the first. [ ] When you are the only character at your location, add 1 ([ ] 2) to your checks. Upkeep: Cards #1-2 from Sulfur Pits are banished.
GenCon Open Champion
SirRogue wrote: Charlie, I enjoy having you in the game and don't mind waiting if you are busy. But if you don't say anything, we don't know if you are busy or just forgot, so I'm going to keep pinging you until you chime in, even if just to say "swamped right now, brb". Fair? :) That's quite fair. I just don't want to cause problems and bad feelings like we've had with previous players. -crp
GenCon Open Champion
What's the scenario reward of which you speak? I'm taking a Weapon for my card feat, grabbing Cold Iron Long Sword (1). Real talk: I know I haven't been on top of my turns as I should be. I do not want me to be the drag on the party, the one holding us back. I will try and be better, but there's a lot going on right now that's splitting my attention. If you would prefer I sit out, I will. -crp
GenCon Open Champion
Grazzle will also be taking Item 2 / Weapon 1: Ruby of Charisma (1) -> Gem of Mental Acuity (2)
Boon?: 1d20 ⇒ 20. Wow, okay. I'll take Season of Tapestry’s Tides Reward #3 and save it for a rainy day. As for his power feat, I'm torn. All three options (Hand Size 7, +1 to heals, +2 to Attack spells) seem useful. -crp
GenCon Open Champion
In the reality where the alchemist doesn't want the Item 2, I'll take that. In every other reality, I'll put a bid in for the Weapon 1 or the Armor 2, depending on which one nobody else wants; I have good options for both. I'm resisting the urge to min-mix and I'm going to take Charisma +1 as my skill feat. Boon Me up! (Save Boon!): 1d20 ⇒ 13. The boon eludes me. As for the trader, I'll join Damiel wherever he'd like to go. -crp
GenCon Open Champion
Off-turn: Display Banner. Under the Blessing of the Elements Having completed my trades with the cleric, I proceed up the path to the hill. Around the next bend, there are several areas of tall brush and rocky outcroppings that would make this an ideal spot for an Ambush. Check to Defeat - Wisdom 9: 1d6 ⇒ 2. Failed! Just as I finish that thought, I hear rustling and realize that have, in fact, walked into an ambush. A Magma Spirit erupts out of the earth and charges at me, singing me with its heat and setting my banner aflame, rendering it useless. Discard Blood Periapt to soak the damage. Check to Recharge Blood Periapt - Fortitude 6: 1d8 + 2 ⇒ (6) + 2 = 8. Success! Enraged and embarrassed, I slash at the creature with my Naginata. Check to Defeat - Combat 9: 1d10 + 2d8 + 1d6 + 3 - 4 - 1 ⇒ (4) + (2, 1) + (5) + 3 - 4 - 1 = 10 (Strength skill + Weapon + Samurai First Combat + Melee skill - Ambush Penalty - Extra Weapon Die). Success! As quickly as it rose, the spirit falls and melds back into the earth. After the Ambush and the fight, the location is shuffled. Finding myself highly motivated, I discard my Riding Horse and channel the spirit of my faithful mount to push further up the hill. Encountering the number 1d6 ⇒ 3 card from the top - Card #5. I hear a slow clapping come from just behind me as I head up, and turn to see the Raid Leader taunting me. I pray for strength and do an about face to meet this new foe. Before You Act - Diplomacy 7: 2d6 + 1 ⇒ (5, 1) + 1 = 7 Success! I hold fast in the face of his taunts, and sense the momentum of the fight move towards me. We stare at each other for a moment, and I lunge forward at him a fraction of a second before he draws his blade. Check to Defeat #1 - Combat 9: 1d10 + 2d8 + 3 - 1 ⇒ (1) + (5, 1) + 3 - 1 = 9 (Strength die + Weapon + Melee skill - Extra die). Success! I land a slicing blow along his side, but he remains standing. We whirl around to stare at one another again, my resolve holding while he bleeds onto the earth. Unable to restrain himself, he charges me and I wait for the perfect moment to strike. Check to Defeat #2 - Combat 11: 1d10 + 2d8 + 2d4 + 3 - 1 ⇒ (9) + (5, 1) + (3, 1) + 3 - 1 = 21 (Strength die + Weapon + Discard weapon + Melee skill - Extra die). Success! A cold wind rustles the leaves as we stand like statues, having both struck at each other. Silently, he falls to the ground, dead; I remain silent and still, savoring the moment. I take a moment to survey the area, scouting for any other signs there may be more to this location. I recall discussions about strategy and tactics with Tarlin over sake and ale, and try to clear my mind. Check to Close - Intelligence 6: 2d6 ⇒ (3, 2) = 5 (Intelligence die + Blessing). Failed. Tarlin gifts me with a die bump for +1, so Success! I nod, certain the location is secure, then I reassemble my gear and descend down to meet my allies. Hayato wrote:
Skills and Powers:
SKILLS
Strength d10 [X] +1 [ ] +2 [ ] +3 [ ] +4
Melee: Strength + 2 Dexterity d6 [ ] +1 [ ] +2 Constitution d8 [ ] +1 [ ] +2 [ ] +3 Fortitude: Constitution +2 Intelligence d6 [ ] +1 Wisdom d6 [ ] +1 [ ] +2 [ ] +3 Survival: Wisdom +1 Charisma d6 [ ] +1 [ ] +2 Diplomacy: Charisma +1 Favored Card: Weapon Hand Size 4 [X] 5 Proficient with: Light Armors, Heavy Armors, Weapons Powers: On your first combat check of your turn, add 1d6 ([ ] 1d10). On your ([ ] or a character at your location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ] 1d10). Upkeep: Tarlin discards his blessing. Vizier's Hill is closed.
|
