|
Ostog Pshaws at Armor's page
57 posts. Alias of jduteau.
|
Ostog(jduteau) wrote: Hand: Improvised Rock, Longspear, Longsword, Quartermaster
Deck: 12 Discard: 0 Buried: 0
Note: @Junk Beach (with everyone else)
Ostog(jduteau) wrote: Deck: Heavy Pick, Improvised Rock, Longspear, Longsword, Greatsword, Mace, Crowbar, Mattock, Horn of Battle Clarity, Recruit, Quartermaster, Athlete, BofLamashu, BotG, BotG
I'll choose Weapon.
That adds the following:
Weapon B (Battle-axe)
Ally B (Sage)
Item B (Holy Candle)
Just need to know what Alahazra chooses but we have this:
Weapon B x 3
Spell B x 2, Spell 1 x 2
Armor B
Item B x 2, Item 1
Ally B, Ally 1
Blessing B x 3
Each of us gets two upgrades.
I'd like to take the Ally B and a Blessing B. If no one wants the Ally 1, I could take that but I'm fine with the Ally B.
1 person marked this as a favorite.
|
I recharge my Improvised Rock to reduce the BYA damage by 2.
I then use my super-powered Greatsword on the Enchanter for the extra Strength die.
Combat 9: 1d10 + 3 + 2d6 + 1d10 - 4 ⇒ (1) + 3 + (5, 2) + (3) - 4 = 10
I then recharge my Mattock to reduce the AYA damage by 2.
Ostog(jduteau) wrote: Hand: Longspear, Mace, Recruit, Athlete
Deck: 2 Discard: 11 Buried: 2
Note:
Okay, I'm going to fail the Ambush check since I only have a d6 in either. Alahazra could use Blessing of Shelyn for two dice and it is a recharge, but I think we should save those for either the closing check here or the fight against the Siren.
I think I can just handle the loss of a card - Crowbar.
The monster I fight is...
a) Why play Detect Magic before your first encounter? If the weapon was next and was magical, you'd be able to get rid of it.
b) You should play the Jinx Eater before resetting - it gives you a free explore (with a +1 to combat checks) and we need every explore.
Radillo, Enchanting Ensorceler wrote: Just wondering: Why did you attempt the Guard check? Is there a deck interaction you were hoping to leverage? No check attempted: Guard banishes and you retain Boatswain.
And sorry, I don't have any cards to aid you!
I always forget that you don't even have to try to acquire a boon. Given that the Guard doesn't give a free explore, that would have been the wiser choice.
Alahazra Stargazer wrote: Radillo you got a BotG spare? Nope. The only one with a blessing is you. :(
Alahazra Stargazer wrote: And I lose a card if I fail any checks *shudder* Yeah, the Glassworks sucks. :(
Yes, sure. Wisdom + BotG check and then Lightning Touch against the Waterfront's Bandit! You go Mother!
I'll use my Greatsword against this Gob!
Combat 8: 1d10 + 3 + 2d6 ⇒ (1) + 3 + (5, 2) = 11
Defeated. Mother Myrtle needs to encounter her Goblin, but I'll try to close the location in the meantime.
Charisma 6: 1d6 ⇒ 6
Woo hoo - that was lucky!
I'll recharge the Recruit that I just used.
Ostog(jduteau) wrote: Hand: Improvised Rock, Greatsword, Mattock, BotG
Deck: 5 Discard: 8 Buried: 2
Note:
Small chance of winning the guide over...
Charisma 6: 1d6 ⇒ 2
Nope. Never mind, forgot about the scenario +5 rule.
I'll use my Recruit to explore again and face the Goblin Raid.
Puny thing...: 1d6 ⇒ 4 I think I'll keep it.
I'll discard the Long Sword and Short Sword along with this dagger to see if I can get some more helpful cards.
Ostog(jduteau) wrote: Hand: Improvised Rock, Greatsword, Mattock, Recruit
Deck: 5 Discard: 8 Buried: 2
Note: @Rusty Dragon
That too is an auto-acquire. There's one monster left but it will have to wait until next turn.
Ostog(jduteau) wrote: Hand: Improvised Rock, Longsword, Greatsword, Short Sword
Deck: 7 Discard: 5 Buried: 2
Note:
1 person marked this as a favorite.
|
Well, I'm particularly sweaty right now, but let's see...
Charisma 6: 1d6 ⇒ 3
Yeah, we didn't need him anyways. :(
I get to explore again due to being at the Store.
Ooh, shiny, see far!: 1d6 ⇒ 3
Nope, too expensive.
I'm done.
1 person marked this as a favorite.
|
That's not happening and who needs weapons to hit from afar anyways!
I use my BotG to explore again.
That's not happening, and I'm done for this turn...
Ostog(jduteau) wrote: Hand: Improvised Rock, Longsword, Greatsword, BotG
Deck: 8 Discard: 2 Buried: 2
Note: @ General Store (bull in china shop!)
What's this funny liquid??: 1d4 ⇒ 2
I'll discard my Guide to go again.
I'll recharge my Mace for the Force damage (due to my power).
Use the Greatsword to defeat the Enchanter...
Combat 9: 1d10 + 2 + 2d6 ⇒ (5) + 2 + (2, 5) = 14
And then recharge my Longspear for the Fire damage.
I'll explore again due to being at the General Store.
Ostog(jduteau) wrote: Hand: Longspear, Greatsword, Mace, Guide
Deck: 9 Discard: 1 Buried: 2
Note: @ Waterfront
I'll bury my Horn of Battle Clarity and my Heavy Pick to get +10 on acquiring the Mercenary and auto-acquire him.
I'll then discard him to explore again.
I'll take the Waterfront, even though there is a penalty to using weapons. I'd rather the Glassworks but I don't have the Wisdom to close that when it is time.
Ostog(jduteau) wrote: Hand: Heavy Pick, Longspear, Greatsword, Horn of Battle Clarity
Deck: 11 Discard: 0 Buried: 0
Note: @ Waterfront
I'd like one of the Items to take the Horn of Battle Clarity.
I'll take the power feat where I can recharge a card to reduce any damage by 2.
Radillo, Enchanting Ensorceler wrote: But either way, getting a card via Phantasmal Minion has "at your location" in the power. Ah, I thought that was slightly too powerful. :)
Don't think you needed a spoiler on the close. We're all closed, so it's all up to Alahazra to defeat the evil Dragon!
I discard the Greatsword for the Cultist...
Combat 9: 2d10 + 3 + 2d6 ⇒ (8, 8) + 3 + (1, 4) = 24
Closed.
Turn 12 - Ostog and the Mattock (Strength/Melee 6)
Discarding the Crowbar gives me an auto-acquire (3d6 + 3). The recharge check on the crowbar...
Strength 3: 1d10 ⇒ 6
Recharged.
Alahazra - you okay with the plan? If so, I'll try to acquire the Mattock and then fight my monster.
Radillo, Enchanting Ensorceler wrote: I'm done with my turn. Who's up? If we're following the plan:
Turn 11 - Mother Myrtle - moves to the Dungeons and waits
Turn 12 - Ostog - tries to acquire the Mattock at the Nettlemaze and then stops.
Turn 13 - Alahazra moves to the Treacherous Cave and takes on Black Fang.
For temp-closes, Mother Myrtle auto-closes the Dungeons, Radillo tries to close the Warrens, and Ostog fights a monster to close the Nettlemaze.
I think Radillo's idea is that she'll temp close the Warrens, Mother Myrtle temp closes the Dungeons with her Potion, Ostog temp closes the Nettlemaze by defeating some monster and Alahazra takes on Black Fang with the Frigid Blast + blessing.
So Mother moves to the Dungeons, I stay at the Nettlemaze, and Alahazra moves to the Cave and takes on the dragon.
Ostog has a Skeleton to fight since his location is open. All of my weapons are Slashing/Piercing so Greatsword it is!
Combat 11: 1d10 + 3 + 2d6 ⇒ (1) + 3 + (4, 3) = 11
Just defeated.
True, the alternative is that we place ourselves at the locations that we can close and then encounter the Villain, hopefully defeating him and temp closing everything.
Radillo + blessing at Warrens for Dex check.
Ostog either at Nettlemaze for monster or Deeper Dungeons for Fort check.
Mother Myrtle at whichever Ostog doesn't do.
And Alahazra takes on the Dragon with her Holy Light!
Just a thought. :)
I swing my Greatsword at this lizard-like creature!
Combat 9: 1d10 + 3 + 2d6 ⇒ (8) + 3 + (3, 6) = 20
Sliced it into tiny bits!
Ostog(jduteau) wrote: Hand: Heavy Pick, Longspear, Greatsword, Crowbar
Deck: 9 Discard: 2 Buried: 0
Note: Here @ Nettlemaze, alone with my monsters!
And you can recharge the Flash Freeze on closing the vault (Vault's Closing power).
In case you need help with disposing of the Poison trap, Ostog can spare his blessing from the gods. But you owe me a good turtle and mushroom soup!
1 person marked this as a favorite.
|
Alahazra Stargazer wrote: Ostog, I didn't scry yours as its basically all foes, and that's what you want! Pound Heads! Take no prisoners! Crush your enemies! See them driven before you! Hear the lamentations of their women!
Hmm, this whole looking at cards by Alahazra is proving to be very useful.
We know where the villain is and where two henchmen are. We can go close the Thassalonian Dungeon and the Desecrated Vault and then go to the locations and corner the Villain. Very useful!
I'll put the Crowbar back on top of my deck and discard the Mace to use against this lizard thing.
Combat 9: 1d10 + 3 + 1d8 + 1d4 ⇒ (2) + 3 + (2) + (1) = 8
Ugh, that sucks. One job, I have one job! Should have used the Caltop Bead! I'll recharge that as damage (due to my power).
Ostog(jduteau) wrote: Hand: Longspear, Greatsword, Crowbar, BotG
Deck: 10 Discard: 1 Buried: 0
Note: hoping to keep BotG for more explores.
Mother has a Blessing of the Elements that might help as well.
Ostog wil start in the Nettlemaze.
Ostog(jduteau) wrote: Hand: Longspear, Mace, Crowbar, Caltrop Bead
Deck: 11 Discard: 0 Buried: 0
Note: @Nettlemaze
Ostog initiative: 1d100 ⇒ 93
Mother Myrtle initiative: 1d100 ⇒ 55
I recharge my Quarterstaff due to the Bandit's powers.
Then a Combat 8 with my discarded Heavy Pick...(any 6s on the d6s are actually 7s)
Combat 8: 1d10 + 2 + 2d6 ⇒ (6) + 2 + (1, 1) = 10
Defeated and the City Gate is temp-closed.
NOTE: I have a BotG for anyone to use, if needed.
So the monster here is a Shadow requiring Magic, which I don't have.
I'm thinking of just sitting here and optimizing my deck, looking for a Blessing to help Mother Myrtle to temp-close The Old Light.
I discard my Longspear and my Crowbar and get back a BotG, a Quarterstaff, and my Improvised Rock! I was hoping I could use this to brain someone!
Ostog(jduteau) wrote: Hand: Heavy Pick, Improvised Rock, Quarterstaff, BotG
Deck: 7 Discard: 3 Buried: 1
Note:
I'll recharge my Mace and then strike at the Bandit with my Longspear.
Combat 8: 1d10 + 2 + 1d8 ⇒ (5) + 2 + (8) = 15
Bandit slain, Gate is temp closed.
I will discard my Longsword, even though it isn't magic, to at least keep the Shadow at bay.
Combat 13: 1d10 + 1d8 + 1d6 ⇒ (8) + (6) + (2) = 16
Defeated, but still gets shuffled back into the City Gate.
Ostog(jduteau) wrote: Hand: Longspear, Quarterstaff, Mace, Crowbar
Deck: 9 Discard: 1 Buried: 1
Note: @City Gate, would like to go to Farmhouse but the dog keeps biting
I'd like to head to the Farmhouse, but that Dog is going to bite me, so someone who can calm animals should go tame it. In the meantime, I will stay at the City Gate.
Yes, why wouldn't you do the 1d4 Fortitude check, thereby auto losing and not moving?
As to the closing, I think Sajan has a blessing he can share. Radillo has one but she wanted it for exploring.
Alahazra Stargazer wrote: Sajan do the d6 roll first to see what other powers it got! He did - and it's a super-powered Goblin Raider!
Quote: And a blessing is yours :) I think that's all we have since I have nothing but weapons and Radillo is keeping her BotG for exploring.
But one blessing is all you probably need. 2d12+d6+d10+5 to get 18 should be a cake-walk!
I'll just spear this Gecko and then find a bonfire for roasting...
Combat 8: 1d10 + 2 + 1d8 ⇒ (4) + 2 + (3) = 9
Mmmm, roast lizard...
Since there is a monster here at the City Gate, I'm just going to stay here and pulverize it.
Full Name |
Bahram al Jariti |
Race |
Human (Keleshite) |
Classes/Levels |
Alchemist 1 |
Gender |
Male |
Size |
Medium |
Age |
27 |
Alignment |
Chaotic Neutral |
Deity |
Agnostic |
|