Harsk

Thunderspirit's 1001 - Harsk's page

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Goblin Harsk deck

No upgrades for Harsk.


Goblin Harsk deck

Card feat is an Ally.
Blessing upgrade is Blessing of Milani.
Ally upgrade is Saber-Toothed Tiger.

I have marginal interest in the Weapon 2, but as it's only marginal, I will readily defer that to anyone else who would like it.


Goblin Harsk deck

Blessing of Erastil is gladly given.


Goblin Harsk deck

Goblin Harsk did already, so he'll continue.

After the nasty longshanks Cultist, Goblin Harsk sits sulking, licking his wounds. He looks at the top card of the location — it's a Heavy Pick, a Weapon 2! — resets his hand in hopes of drawing another blessing (no such luck there), and will be done.

Goblin Harsk wrote:

Hand: Warhammer, Blessing of Erastil 2, Fox, Deathbane Light Crossbow +1, Archer's Bracers, Returning Throwing Axe +1, ,

Displayed:
Deck: 8 Discard: 5 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk whistles an off-key tune as he moves past Gobloch, straight into another silly longshanks Skinsaw Ritual.

Reveal Deathbane Light Crossbow +1.
DC 11 Combat: 1d10 + 6 + 1d8 + 1 ⇒ (1) + 6 + (1) + 1 = 9 Arrgh!
Recharge Arrow Catching Studded Leather Armor and discard Light Crossbow for the damage; discard top card (Blessing of the Gods).

Gobloch has already beaten his, so Urgraz and Ranzak up with their Combat 11 checks. Will continue turn after.


Goblin Harsk deck

Goblin Harsk shouldn't need a blessing to defeat it.

Reveal Deathbane Light Crossbow +1.
DC 11 Combat: 1d10 + 6 + 1d8 + 1 ⇒ (10) + 6 + (5) + 1 = 22 success


Goblin Harsk deck

Top of Blessings pile is Blessing of Irori.

Goblin Harsk goes hunting again! He finds a LIght Crossbow, which does not look tasty. But he picks it up anyway (can't fail a DC 4 DEX check) and carries on.

Discard Blessing of the Gods to explore again.

This time it's a longshanks Cultist, trying to spread the word about peace, love, and understanding. Goblin Harsk is having none of it, though.
Reveal Deathbane Light Crossbow +1, can't fail DC 9 Combat.
Goblin Harsk vanquishes the proselytizing longshanks, and continues to scout around!

Discard Blessing of Erastil to explore again.

He finds a suit of shiny armor!
DC 7 Fort: 1d10 + 3 ⇒ (4) + 3 = 7 Just made it! w00t, Armor 2!

After shoving it unceremoniously into his tattered bag, he will discard the extra Light Crossbow in hopes to draw something useful, reset his hand, scout the top card — it's a Trapped Passageway barrier — and be done.

Goblin Harsk wrote:

Hand: Warhammer, Blessing of Erastil 2, Light Crossbow, Deathbane Light Crossbow +1, Arrow Catching Studded Leather (found), Fox, ,

Displayed:
Deck: 11 Discard: 3 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck
Goblin Harsk wrote:

Hand: Blessing of the Gods 3, Warhammer, Blessing of Erastil 2, Light Crossbow, Deathbane Light Crossbow +1, Blessing of Erastil (found), ,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Oh, that's right, I forgot about the Goblin trait part. So it's the Malfunctioning Deathtrap instead. DC 5 DEX is still pretty good chance that Goblin Harsk defeats it.

Also, thanks for the "examine" information. A little more dangerous now, I suppose!

DC 5 DEX: 1d10 + 3 ⇒ (10) + 3 = 13 success
Goblin Harsk kicks the malfunctioning deathtrap aside Stoopid deathtrap no get Goblin Harsk!

Goblin Harsk will use his Shiny Feel-Better Stick (recharge Staff of Minor Healing to recharge Blessing of the Gods from discard pile), reset his hand, peek at the top card veeeeery tentatively — it's a Spell 2, Cauterize — and be done.


Goblin Harsk deck

Goblin Harsk is pleased to explore Munchmeat Manor — how many places can you go that have "meat" right in the name? There has to be some food here, right?

Well, not yet. He digs around and finds a bunch of arrows. Goblin Harsk is hungry, but not that hungry. Still, he picks them up (can't fail a DC 4 DEX check) and keeps looking.

Discard a Blessing of the Gods to explore again.

It's a bunch of (other) goblins! They want the munchmeat too! Well, not on Goblin Harsk's watch!

So it's a Barrier, but no check to defeat it. Do we need a set of Thieves' Tools or something to get past it?


Goblin Harsk deck
Goblin Harsk wrote:

Hand: Blessing of the Gods 1, Warhammer, Blessing of Erastil 2, Light Crossbow, Deathbane Light Crossbow +1, Staff of Minor Healing,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [X]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

I won't be able to update my deck until this evening, but I'll gladly take the Armor 2. :-)


Goblin Harsk deck

Good call, Ranzak.


Goblin Harsk deck

So, since Gobloch didn't take anything last time around, I'll give him first dibs on any upgrade Goblin Harsk might want (I'd only want an Armor 2).


Goblin Harsk deck

Goblin Harsk has no blessings in hand and thus no way to aid in this combat check, sadly, since he is at the same location. :-/


Goblin Harsk deck

DC 9 DEX from Ranzak's turn: 1d10 + 3 ⇒ (7) + 3 = 10

Goblin Harsk looks about and sees there's nowhere to go but the Warrens, so he heads off. He pokes around a bit and finds a little thing that makes noise!
DC 8 DEX: 1d10 + 3 ⇒ (6) + 3 = 9 Yay, an Item 2!
Goblin Harsk likes the sound, and decides it would be a bonus if he liked it while other goblins do not.

With no way to continue exploring, he plays with the chime some more, looks at the top card — it's a Big Ol' Owly Thing henchman — recharges the armor in his hand and resets it.

Goblin Harsk wrote:

Hand: Chime of Unlocking (found), Deathbane Light Crossbow +1, Archer's Bracers, Dog, Masterwork Tools, Warhammer,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk recharges his Light Crossbow on the Combat check, and offers a Blessing of the Gods for the closing DEX check.


Goblin Harsk deck

BTW, Ranzak, do I get the BotG back at the end of the game? Or do I replace it with something else?


Goblin Harsk deck

Goblin Harsk wanders over to the Farmhouse, where he finds a longshanks Cultist waiting. AS he does not like longshanks, cultist or otherwise, he decides to dispatch her with alacrity. (Also, he isn't sure what alacrity means, but it sounds cool like electricity, so maybe they're the same.)

Reveal Archer's Bracers and Light Crossbow.
DC 9 Combat: 1d10 + 5 + 1d8 + 2 ⇒ (2) + 5 + (6) + 2 = 15 success

Without a way to continue exploring, Goblin Harsk decides it's time for a nap.

Recharge Magic Leather Armor, then check top card at the Farmhouse — it's Piggy! — and reset hand.

Goblin Harsk wrote:

Hand: Light Crossbow, Deathbane Light Crossbow +1, Archer's Bracers, Armor Catching Studded Leather (found), Masterwork Tools, Blessing of the Gods 4,

Displayed:
Deck: 9 Discard: 3 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Taking the BotG would be fine.

Goblin Harsk will also recharge his friend Fox, NotFriend, to give Ranzak an additional 1d4 on the INT check.


Goblin Harsk deck

Oh, yeah! Armor 2 for certain!

Goblin Harsk resets his hand and is done.

Goblin Harsk wrote:

Hand: Light Crossbow, Fox, Deathbane Light Crossbow +1, Magic Leather Armor, Archer's Bracers, Arrow Catching Studded Leather (found),

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk snores himself awake and, still bleary-eyed, wanders deeper into the Dying Garden. He finds a weird, blue, swirly thing.
DC 5 INT: 1d6 ⇒ 5 Ooh! success!

He doesn't know what it is, but picks it up anyway, and it compels him further...
Discard Blessing of Pharasma to explore again.
He finds a Piggy!
Before you act, each character at your location must succeed at a Dexterity or Acrobatics 9 check or be dealt 1d4 Fire damage. So Ranzak needs to make this check as well.

DC 9 DEX: 1d10 + 3 ⇒ (7) + 3 = 10 success
For some reason the Piggy is breathing fire, but Goblin Harsk ducks out of the way as he wants some bacon!
Reveal Archer's Bracers, recharge Returning Throwing Axe +1. Yields a 97% chance of succeeding.

DC 14 Combat: 1d10 + 5 + 2 + 1d8 + 1 + 1d6 ⇒ (7) + 5 + 2 + (5) + 1 + (5) = 25 success
GM, please shuffle Piggy into a random unoccupied location.
Piggy runs away squealing, so no bacon today. Goblin Harsk has a sad.

Try to close, with Survival check. Discard Blessing of Erastil for an extra d6. If anyone has some help they are willing to offer, I'd be grateful; without help I'm at a 58% chance to close.

location close (please add any help offered):
DC 8 Survival: 2d6 + 1 ⇒ (5, 3) + 1 = 9

The location says: Before closing, search the location deck for a boon and draw it. I presume that relies on the close check being successful? If so, I will pick a boon after we determine it's closed then.


Goblin Harsk deck
cartmanbeck wrote:
@JohnF: Goblin dogs are actually dog-sized rodents (not goblinoid or dogs at all), and people call them Goblin Dogs because goblins ride them and don't hate them, so I guess they're a goblin's best friend? LOL

Not true! Goblin Harsk's best friend is his pet fox, NotFriend. ;-)

Of course he also has a Dog in his deck (named NotLikeOtherDogs, naturally), so apparently Goblin Harsk doesn't hate all dogs. LOL


Goblin Harsk deck

Right now, Goblin Harsk has two Blessing of the Gods in his discard pile. Ranzak is welcome to one. He'd certainly take the Thieves' Tools to get past the Slashing Blade barrier on his turn.


Goblin Harsk deck

Goblin Harsk makes his way over to the Dying Garden. It's not often something else is as hungry as he is, but in this case there is: he finds a ghoul!

Reveal Archer's Bracers and Deathbane Light Crossbow +1.
DC 11 Combat: 1d10 + 3 + 2d8 + 1 + 2 ⇒ (7) + 3 + (5, 1) + 1 + 2 = 19 success
Bad ghoul! No eat Goblin Harsk! Goblin Harsk one who eats (but not eat Ghoul!)

With the Ghoul gone, Goblin Harsk continues his quest in the Dying Garden.
Discard Blessing of the Gods to explore again.
He finds a Mystic Inscription, which is writing by any other name!
Can't make the check.
He scribbles through it and kicks a rock against it too, for good measure.

He sits down to ponder and reassess his life. This lasts for about three seconds before he is snoring away on the ground.
Look at top card of the deck — it's a Slashing Blade trap/barrier — and reset hand.

Goblin Harsk wrote:

Hand: Light Crossbow, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Magic Leather Armor, Archer's Bracers, Blessing of Erastil 1,

Displayed:
Deck: 9 Discard: 2 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk ducks his oversized head under an Overturned Boat. Ooh! A large chest! Maybe something tasty inside!

I don't think it's worth spending a blessing on this.

DC 9 DEX: 1d10 + 3 ⇒ (5) + 3 = 8 fail

After a few seconds of picking at the lock, he gets bored and shoves it to the side.

Discard blessing of the Gods to explore again.

Goblin Harsk finds a snake! Wriggly and squiggly!

No blessing on this one either.

DC 6 Survival: 1d6 + 1 ⇒ (4) + 1 = 5 Nope.

The snake wants to be friends, but Goblin Harsk has enough friends right now and pops the reptile into his mouth instead. Mmm...

Chewing in what passes for thoughtful contemplation, Goblin Harsk looks ahead — top card at Overturned Boat is a Battered Chest — resets his hand, and is done.

Goblin Harsk wrote:

Hand: Blessing of the Gods 2, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Magic Leather Armor, Archer's Bracers, Blessing of Erastil 1,

Displayed:
Deck: 10 Discard: 1 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harks (and Ranzak) will start at the Overturned Boat.

Goblin Harsk wrote:

Hand: Blessing of the Gods 3, Returning Throwing Axe +1, Deathbane Light Crossbow +1, Magic Leather Armor, Archer's Bracers, Blessing of Erastil 1,

Displayed:
Deck: 11 Discard: 0 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [X] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk would love to have an Item 2 as well. (Staff of Minor Healing? Yes please.)


Goblin Harsk deck

My choice would be a Weapon 2 or an Item 2. If I can have both I'll take the second upgrade, otherwise I will skip it.

Power feat will likely be increase in hand size.


Goblin Harsk deck

w00t!

Have two cards available for Gobloch's combat check.


Goblin Harsk deck

No blessing on this one then.

DC 6 DEX check: 1d10 + 3 ⇒ (8) + 3 = 11


Goblin Harsk deck

And Goblin Harsk can discard his crossbow as well.

If Ranzak still has the Eye, I think that gives him a 90% chance of success without a blessing (95% with, but it might be best to keep the blessing for Gobloch's check.


Goblin Harsk deck

Assuming Blessing of the Archdevils works like most blessings where it provides an extra die, my check would then be 2d10+3 to close the Warrens, which appears to be equal to Ranzak's (both a minimum of 5).


Goblin Harsk deck

With no magic weapon in hand, Goblin Harsk is of no help versus the Ghost at present. Going to the Warrens will put at least one random monster on top of the Mill deck, which would be a Good Thing [tm] if Gobloch needs to explore there again but gives us more cards to go through there. Sigh.

Also, miscounted when I said eight turns, obviously. >.<

Goblin Harsk moves to the Warrens and finds a Faceless Stalker, which calls forth a friend to the Mill. GM, please put a random monster from the box on top of the Mill location.

Cannot make DC 7 WIS check by itself, so DC of Faceless Stalker will increase by 2. Reveal Archer's Bracers and Light Crossbow. 81% chacne but it's a risk I should take to keep the blessing in hand so we can keep exploring.
DC 12+2 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (5) + 5 + 2 + (2) = 14 Success! Whew, that was a lot closer than I'd have liked it to be. O_o

Goblin Harsk shows that stalker what it's like to lose a face for reals, and then keeps digging in the Warrens.

Discard Blessing of the Gods to explore again.
Goblin Harsk finds a longshanks human waving a flag around. GIMME!

DC 7 CON: 1d10 + 1 ⇒ (7) + 1 = 8 w00t, made it!
Goblin Harsk snatches the flag and whaps the longshanks over the head, sending the human running into the Warrens further.

Discard Standard Bearer to explore again.

Ooh! Goblin Harsk finds another longshanks human Bandit. The location henchman! GM, please put another random monster from the box on top of the Mill location.

Recharge Warhammer, per the Bandit card text, then reveal Archer's Bracers and Light Crossbow.
DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (3) + 5 + 2 + (3) = 13 success

And attempt to close the location with a DC 6 DEX check...
DC 6 DEX: 1d10 + 3 ⇒ (1) + 3 = 4 Ooh, my luck ran out. Sad trombone. :-(

Reset hand, look at the top card of the Warrens — it's a Cure spell — and be done.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Longbow, Magic Leather Armor, Dagger,

Displayed:
Deck: 2 Discard: 12 Buried: 1
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Two locations remain and eight turns to clear them. Much as Goblin Harsk could use a heal, I'm not certain we can spare the time sink. I'll just play much more cautiously.


Goblin Harsk deck
cartmanbeck wrote:
@Thunderspirit: If you had a blessing in hand at the end of your turn (doesn't look like you did, but I thought I'd check) you could banish it to draw a random one from the box.

I did not. I had banished the only blessing in my hand to close the Shrine.


Goblin Harsk deck

Strategy-wise, I always thought it made more sense to do the Warrens last, so the random monster drops don't go anywhere. YMMV.

Goblin Harsk wanders over to the Shrine to Lamashtu, which makes him feel warm and fuzzy in that Lamashtu sort of way. He finds a longshanks Bandit henchman!
Recharge Buckler (location ability), then reveal Archer's Bracers and Light Crossbow.

DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (10) + 5 + 2 + (3) = 20 success

Banish Blessing of Erastil to close location, then reset hand.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Warhammer, Magic Leather Armor, Blessing of the Gods 4,

Displayed:
Deck: 3 Discard: 10 Buried: 1
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Haha, of course it's a Skeleton. >.< Ah well, moving the DC to 11 still is a 96% chance to beat it.

Reveal Archer's Bracers and Light Crossbow.
DC 8+3 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (7) + 5 + 2 + (6) = 20 success

Goblin Harsk closes the Nettlemaze, resets his hand, looks plaintively at Gobloch hoping for a heal, and resets his hand.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Buckler (found), Magic Leather Armor, Blessing of Erastil 2,

Displayed:
Deck: 5 Discard: 10 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Hoping to cajole a heal out of Gobloch, Goblin Harsk moves to the Nettlemaze. He finds a Bandit longshanks henchman waiting, who startles him tot he point that he tucks the shiny new filthy Elven Cloak out of sight.
Recharge Elven Cloak, then reveal Archer's Bracers and Light Crossbow for the combat check.
DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (2) + 5 + 2 + (5) = 14 success

Goblin Harsk will attempt to close the Nettlemaze — GM, please summon a random monster.


Goblin Harsk deck

Goblin Harsk, not altogether interested in the Shopkeepers Daughter, makes his way into the Woods. He finds a filthy Elven Cloak. He hates it, but nights in the Woods can get cold, so...
DC 5 DEX: 1d10 + 3 ⇒ (6) + 3 = 9 success

Discard BotG to explore again.
He keeps looking about, And finds a potion bottle. Goblin Harsk recalls trying to eat one of those before. Very crunchy, and painful.

DC 5 INT: 1d6 ⇒ 1 Haha, nope

Tired, he settles down under his new filthy Elven Cloak for a nap, though he scouts about first to find a Bandit henchman lurking in the trees up ahead.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Elven Cloak (found), Buckler (found), Magic Leather Armor,

Displayed:
Deck: 6 Discard: 10 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk makes his way to the Mill, cos, y'know, hungry and goblin go together. He finds a Trapped Locker — maybe food inside?

Discard Blessing of the Gods, cos losing 1d4-1 cards off my deck would suuuuuck
DC 9 DEX: 2d10 + 3 ⇒ (4, 3) + 3 = 10 success (and the vanished post made it without the extra die from BotG, so I almost feel better, LOL)

GM, please generate 1 random armor for Goblin Harsk's hand.

Goblin Harsk will look at the top card — Shopkeeper's Daughter — and reset his hand to be done.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Blessing of the Gods 2, Random Armor (found), Magic Leather Armor,

Displayed:
Deck: 6 Discard: 9 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

ARRGH, Paizo postmonster ate my post. >:-(

I can redo it, though I have an advantage now that I didn't have before. Or I can try to summarize instead. (spoiler: I didn't accomplish much.)


Goblin Harsk deck

Goblin Harsk can try the DC 8 Fortitude check unless someone else needs to use that one. His odds aren't great to make it (60%, or 40% if it turns out it's a DC 10 instead), but then he's at a base 8+d10+d8 for his combat check without using a blessing. I presume that Ranzak's combat check is less than that, so I'll plan to let him use the Thieves' Tools to auto-defeat.


Goblin Harsk deck

Goblin Harsk moves back into the Treacherous Cave, his tummy rumbling and grumbling, He finds a bottle with red liquid in it...shiny and (perhaps) tasty!
DC INT 5: 1d6 ⇒ 2 fail
Unfortunately, he breaks the bottle trying to pick it up.

Discard Dog card to explore again.
Goblin Harsk then sends his pet dog, NotLikeOtherDogs, into the Treacherous Cave, and NotLikeOtherDogs brings back a stick!

DC 4 WIS: 1d6 ⇒ 5 success
The endof the stick ignites and Goblin Harsk is tremendously amused! FIRE! He waves the stick around frantically, only half-realizing he's wandering further into the cave.

Bury Torch to explore again.
He finds a leather satchel! Leather rarely tastes good, so he peeks inside to see all sorts of small sharp pointy things — good thing he didn't try to eat that!
Auto-succeed on DC 4 DEX.

Goblin Harsk isn't quite done yet...

Discard Blessing of the Gods to explore again.
Goblin Harsk finds a wooden plate — er, shield — but one without food on it. Sadness.
Auto succeed on DC 4 Fortitude.

The plate is disappointing enough that Goblin Harsk throws it out of the Treacherous Cave, and sits down with his growling, empty tummy to pout a bit.

Reset hand, look at the last card at the Treacherous Cave — it's the Longshanks Adventurers henchmen barrier, of course — and done.
No additional blessing on the reset, so just one Blessing of the Gods available since we'll likely need it to beat the henchman. I can discard my Thieves' Tools for the Disable check.

Goblin Harsk wrote:

Hand: Archer's Bracers, Light Crossbow, Thieves' Tools (found), Blessing of the Gods 1, Magic Leather Armor,

Displayed:
Deck: 7 Discard: 7 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

So no need for anyone else to spend resources, though they still need to attempt the checks if I'm reading the card correctly.
Ouch: 1d4 + 1 ⇒ (3) + 1 = 4

Goblin Harsk discards his hand, resets it, then looks at the top card once the GM has reshuffled the location deck.

Goblin Harsk wrote:

Hand: Dog, Light Crossbow, Blessing of the Gods 3, Blessing of the Gods 1, Magic Leather Armor,

Displayed:
Deck: 8 Discard: 4 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

Goblin Harsk strides forward, full of confidence and bravado, into the Treacherous Cave. This not so bad, he thinks. Not treacherous at all!

...until, of course, he meets a Plague Zombie. This is less fun now. In fact, it sucks.
Reveal Returning Throwing Axe +1 for a 96% chance to win.
Combat 11 check: 1d10 + 6 + 1d8 + 1 ⇒ (9) + 6 + (4) + 1 = 20 success

Discard Fox to explore again.
Goblin Harsk sends his pet fox, NotFriend, deeper into the cave to see what it brings back.

What it brings back is a bunch of longshanks!

Quote:

Longshanks Adventurers

Henchman Barrier 1

Traits
Dwarf
Elf
Human
Army
Skirmish
Veteran

Check
Acrobatics
Disable
Fortitude
Perception
Stealth
Survival
8

Powers
Each character chooses a different check to defeat. Each character who fails a check to defeat must attempt a Combat 13 check. If any character fails both checks, then barrier is undefeated; otherwise, it is defeated.

If undefeated, you are dealt 1d4+1 Combat damage.

If defeated, you may automatically close the location this henchman came from.

Goblin Harsk has a set of Masterwork Tools he can recharge for his check. He also has a Blessing of Erastil to contribute toward someone else's check.


Goblin Harsk deck
Goblin Harsk wrote:

Hand: Masterwork Tools, Fox, Returning Throwing Axe +1, Blessing of Erastil 1, Emerald of Dexterity,

Displayed:
Deck: 12 Discard: 0 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location


Goblin Harsk deck

I'm fine with the Weapon 2 going to Urgraz. I would like the Weapon 1. If we need to roll off for it, so be it.

roll off, if needed:
1d1000 ⇒ 151

I'm fine with playing through Outpost if you guys are.


Goblin Harsk deck

Goblin Harsk will choose a weapon.


Goblin Harsk deck

Goblin Harsk takes a look at the last card at the Birdcruncher Cave. It's a longshanks Scout! She shoots an arrow at Goblin Harsk!

Ranged damage: 1d4 - 1 ⇒ (3) - 1 = 2
It hits him in the ear! It HURTS!
Discard Masterwork Tools and Archer's Bracers

Furious, Goblin Harsk retaliates!
Recharge the Returning Throwing Axe +1, yields a 99% chance of success...

DC 8+2 Combat check: 1d10 + 5 + 1d8 + 1 + 1d6 ⇒ (9) + 5 + (6) + 1 + (1) = 22 success

Goblin Harsk resets his hand and is done.

Goblin Harsk wrote:

Hand: Blessing of the Gods 2, Fox, Dagger, Magic Leather Armor, Light Crossbow,

Displayed:
Deck: 3 Discard: 11 Buried: 0
Notes: Goblin Harsk will always examine the location deck at the end of his turn. Other players can usually assume he will recharge a card for the extra 1d4+1 for combat checks.

Skills and Powers:
SKILLS

STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [ ]+3
Ranged: DEX +3
CON d10 [X]+1 [ ]+2 [ ]+3
Fortitude: CON +2
INT d6 [ ]+1 [ ]+2
WIS d6 [ ]+1 [ ]+2 [ ]+3
Perception or Survival: WIS +1
CHA d4 [ ]+1

Hand Size 5 [ ] 6 [ ] 7
Light Armors Weapons
Powers:
Recharge Ranged trait weapons instead of discarding.
Examine top card of location deck at end of turn.
Recharge card to add 1d4 ([x]+1) to combat check at another location