Seoni

jduteau's page

Organized Play Member. 1,633 posts (2,093 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 3 aliases.


RSS

1 to 50 of 1,633 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

This was asked and answered a few threads ago... Elven Curve Blade and Finesse. (Intentional)


Frencois wrote:
Olenjack Tomb Plunderer wrote:
...And my highest die on a check is a d4...
Well you already are cursed anyway...

Well played, my friend, well played. :)


d4s are the lowest you can go, so I would play it that you lucked out and you just have to roll your d4s.


I would read that as you draw it back into your hand to reduce Combat damage to 2.

I'm not sure why that wouldn't just make this a long-winded way of reveal to reduce Combat damage to 2? I guess it gives you the ability to have an extra card since you'd have your hand limit plus the plate displayed?


IMO, The original boon and the one you drew should both be considered to be from the Plaza and thus the Scenario rules apply.


1 person marked this as a favorite.

I'm pretty sure it's telling you to take a random card of out of your hand and shuffle it into your deck.


Okay, let's see if we can get this one started up!


All characters start at the Junk Beach and there are four Goblin Raider henchmen on top. We face those (without being able to close) and then have to close the location before we can spread out to the other locations.

Initiative rolls:

Alahazra: 1d100 ⇒ 16
Mother Myrtle: 1d100 ⇒ 91
Ostog: 1d100 ⇒ 62
Radillo: 1d100 ⇒ 64

Alahazra, Ostog, Radillo, Mother Myrtle

Let me know your opening hand and then Alahazra can start by either fighting a Goblin Raider or doing a trick to rearrange the location deck. :)


Locations:

Junk Beach
At This Location: When you acquire an item, you may banish it to draw a random item from the box. When you defeat a Goblin Raider, you may not attempt to close the location it came from. No one can move from the Junk Beach until it is closed.
When Closing: Summon and defeat a Poison Trap henchman.
When Permanently Closed: On closing, add 1d6 random items to this location then automatically acquire the top card.
M:2 Ba:2 W:1 Sp:0 Ar:1 I:3 Al:0 Bl:0 ?:1 Goblin Raider:4(Total: 14)

Goblin Fortress
At This Location: The difficulty to defeat monsters with the Goblin trait is increased by 2.
When Closing: Summon and defeat a Goblin Raider henchman.
When Permanently Closed: On closing, add 1d4 random weapons to this location then automatically acquire the top card.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)

Woods
At This Location: Undefeated monsters other than villains or henchmen are banished.
When Closing: Succeed at a Wisdom/Survival 6 check.
When Permanently Closed: No effect.
M:4 Ba:2 W:1 Sp:0 Ar:0 I:2 Al:0 Bl:0 ?:1(Total: 10)

Guard Tower
At This Location: At the start of your turn, summon and encounter a Bandit henchman.
When Closing: Succeed at a Strength 5 check.
When Permanently Closed: On closing, you may banish a card from your hand to draw a random ally from the box.
M:1 Ba:1 W:2 Sp:0 Ar:1 I:2 Al:2 Bl:0(Total: 10)

Garrison
At This Location: If you encounter a monster other than a villain or a henchman, each character at this location must summon and encounter that monster.
When Closing: Summon and defeat a Bandit henchman with the combat difficulty increased by 2.
When Permanently Closed: On closing, shuffle together any weapons or armor remaining in this deck and place them under this location.
M:3 Ba:0 W:3 Sp:0 Ar:2 I:0 Al:1 Bl:0 ?:1(Total: 10)

Farmhouse
At This Location: If you would discard an ally, bury it instead.
When Closing: Summon and defeat a random monster.
When Permanently Closed: No effect.
M:3 Ba:1 W:1 Sp:0 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)

Scenario Rules
When you encounter a bane that has the Goblin trait, roll 1d6:
1 - BYA, succeed at a Constitution/Fortitude 5 check; if you fail, subtract 2 from each die you roll during this encounter.
2 - The difficulty of checks to defeat the bane is increased by 10.
3 - AYA, move to a random other location.
4 - A random character at your location encounters this bane instead. That character does not roll on this table.
5 - The bane is defeated; each character at your location is dealt 1d4 Acid damage.
6 - Bury a random card from your discard pile.

Big Chief Wortus - Villain:

Goblin/Aristrocrat

Check
Combat 16

Powers
BYA, each character at this location must succeed at a Constitution/Fortitude 7 check or bury a card and subtract 2 from each die that character rolls during this encounter.
AYA, each character at this location is dealt 1d4 Acid damage.

Poison Trap - Henchman:

Trap/Poison

Check
Dexterity/Disable 5

Powers
If undefeated, discard the top card of your deck. Then each character at this location must succeed at a Constitution/Fortitude 7 check or be dealt 1d4+1 Poison damage.
If defeated, you may immediately attempt to close this location.

Bandit - Henchman (for closing checks):

Human/Bandit

Check
Combat 8

Powers
BYA, recharge a card of your choice from your hand.

Goblin Raider - Henchman (for Junk Beach and closing checks:

Goblin

Check
Combat 8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.


2-1D: Cut Them Off At The Source
Laying a trap for goblins requires lowering yourselves to their level. And so you find yourselves lying under detritus of the foulest kind, ready to spring on any invaders who try to seize the discarded treasures thereabouts.
You were led here by councilman Thelsikar, the only friendly face on the council that you found after failing to slay the dragon Black Fang. He had been told that there had been nightly scavenging raids down at Junk Beach, and this could only be the work of goblins. Normally, these raids would be dismissed out of hand, but the councilman theorized that it was the work of the mutant goblins that attacked you on your way to Sandpoint.
So, you wait. And wait. Maybe there’s nothing that—
Crackle... crackle...
You hear the sound of small footsteps among the trash heap.
Undoubtedly these are the scouts of the Mosswoods. Perhaps if you can capture these few scouts, you can “persuade” them to reveal their hideout.
“Aha!” you cry as you discard your garbage coverings.
“Ahaha!” says a mutated goblin, and you realize you are surrounded by many dozens more goblins than you would like to see at this very minute.
“Big Chief Wortus got you good! Got them longshanks like we should!”
Someone laid a trap tonight, but it wasn’t you.


Okay, CardWarden is giving me fits, so this is going to take longer to get up and running than I thought. You can't easily delete multiple cards from a set which is what I need to do to make room for the new S&S cards.

I'm going to resurrect the SoRL game and we can get that started while I'm working on this.


Koren is going to start at the Beach.

We just need to know where Jirelle is going to start at - perhaps Widowmaker Isle to take on the ship for closing?

In any case, here is the initiative rolls:

Jirelle: 1d100 ⇒ 6
Vika: 1d100 ⇒ 70
Ezren: 1d100 ⇒ 33
Koren: 1d100 ⇒ 63

Order: Jirelle, Ezren, Koren, Vika

I have also hit a small snag in that CardWarden only allows 1000 cards in a "box" and I've hit too many cards because I have the class decks in this for ease of use. I forgot that was a problem before I took my brief hiatus. I'll be fixing this today so it shouldn't stop us too long.


Villain: Munarei
Henchmen: Vakarla the Wrecker, Cryptic Runesx4

Locations:

Beach
At This Location: At the start of your turn, you may discard a card and recharge a random card from your discard pile.
When Closing: Each character at this location must bury a card.
When Permanently Closed: On closing, you may shuffle an item from your discard pile into your deck.
M:2 Ba:2 W:1 Sp:1 Ar:1 I:1 Al:1 Bl:0 ?:1(Total: 10)

Widowmaker Isle
At This Location: For each ally in your discard pile, the difficulty of your checks is increased by 1.
When Closing: Summon and defeat the henchman Enemy Ship.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
M:3 Ba:4 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:2 ?:1(Total: 10)

Jasperleaf Apothecary
At This Location: At the end of your turn, you may recharge an item to shuffle a random card from your discard pile into your deck; if the item has the Liquid trait, you may add it to your hand instead.
When Closing: Summon and defeat the henchman Shimerae.
When Permanently Closed: On closing, draw 3 random items from the box. If any have the Liquid or Alchemical trait, add them to your hand; return the rest.
M:1 Ba:1 W:0 Sp:3 Ar:0 I:3 Al:1 Bl:0 ?:1(Total: 10)

Seaside Warehouse
At This Location: When you acquire a card, put it under this card.
When Closing: Succeed at a Dexterity/Disable 7 check; if you fail the check, discard a card.
When Permanently Closed: On closing, add any cards under this card to your hand.
M:2 Ba:0 W:2 Sp:0 Ar:1 I:4 Al:0 Bl:0 ?:1(Total: 10)

Sharkskin Reef
At This Location: At the start of your turn, each character at this location must summon and encounter the henchman Hammerhead Shark.
When Closing: Banish an ally.
When Permanently Closed: No effect.
M:4 Ba:3 W:0 Sp:0 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

Cannibal Isle
At This Location: After you reset your hand, bury an ally.
When Closing: Succeed at a Strength/Melee 6 check.
When Permanently Closed: On closing, add all your buried allies to your hand.
M:3 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:3 Bl:2 ?:1(Total: 10)

Munarei - Villain/Monster 3:

Abberation/Naga/Aquatic

Check
Intelligence/Knowledge 10

Powers
All damage from Munarei is Mental damage which may not be reduced.
BYA, Munarei deals 1d4-1 Mental damage to you.
If you fail a check to defeat Munarei by 3 or more, bury the top card of your deck.

Vakarla the Wrecker - Henchman/Monster 3:

Half-Orc/Illusionist/Pirate

Check
Combat 16
Arcane/Perception 11

Powers
BYA, Vakarla the Wrecker deals 4 Structural damage to your ship; characters may recharge cards instead of discarding them to reduce this damage.
BYA, a random other character summons and encounters the henchman Giles Halmis. If Giles Halmis is undefeated, a random other character who has not encountered Giles Halmis this turn summons and encounters Giles Hamis. If Giles Halmis is defeated, or if all other characters have encountered Giles Halmis this turn, banish Giles Halmis. Then continue your encounter with Vakarla the Wrecker.
If defeated, you may immediately attempt to close the location this henchman came from.

Cryptic Runes - Henchman/Barrier 3:

Cache/Trap/Alchemical

Check
Intelligence/Craft/Knowledge 10

Powers
If undefeated, discard the top card of your deck; each character at this location is dealt 2d4 Fire damage.
If defeated, example the top 2 cards of this location deck and return them in any order. You may then immediately attempt to close the location this henchman came from.

Giles Halmis - Henchman/Monster 3:

Human/Assassin

Check
Combat 17

Powers
BYA, Giles Halmis deals 1 Ranged Combat to you, or 3 if you have the Human trait.
If you character has the Human trait, the difficulty of your check to defeat is increased by 3.

Shimerae - Henchman/Monster 3:

Aberration

Check
Combat 15

Powers
All damage dealt by Shimerae is Poison damage.
During this encounter, other characters at your location may not play cards or use powers.

Hammerhead Shark - Henchman/Monster 1:

Animal/Aquatic/Veteran

Check
Combat 12 (9 + scenario number)

Enemy Ship - Henchman/Barrier 1:

Skirmish/Aquatic

Powers
Summon and encounter a random ship. If you do not defeat the summoned ship, the Enemy Ship is undefeated.
If the summoned ship is defeated, you may seize it. The Enemy Ship is also defeated.


Hi all! Sorry that I've been away for so long, but things have been hectic around here. I'm finally getting my head above water and I'd like to resume our playthroughs. Rather than start all three up at the same time, I thought I'd do them one-by-one. I'm not sure that I'll keep the WotR one going because I finished that with my kids and it got boring and annoying at the end when you have +30 and are rolling a ton of dice. But let's get this one going and start from there.


Our family started Mummy's Mask on Monday and ended up with Channa Ti, Amhotep, Drelm, and Yoon.

My daughter was upset that there was no Seelah, but went with Channa Ti since she had played Lini in S&S. Son #1 loved Selytiel as a Magus so immediately went with Amhotep. Son #2 wanted the cleric so he chose Drelm. I wanted a weapons person but didn't really like Zadim and Yoon really called to me.


1 person marked this as a favorite.

Okay, here are the upgrades:

Radillo - Spell 1 x 2
Mother Myrtle - Ally 1
Ostog - Ally B, Blessing B
Alahazra - Item 1, Blessing B


Radillo - Spell 1, ??
Mother Myrtle - Ally 1, ??
Ostog - Ally B, Blessing B
Alahazra - ??, ??

Remaining:
Weapon B x 3
Spell B x 2, Spell 1
Armor B
Item B x 3, Item 1
Blessing B x 2


Alahazra Stargazer wrote:

let us go Items

Is it always B?

It's not always B but it just seems to be. The new card is an Item B (Amulet of Fortitude).

Weapon B x 3
Spell B x 2, Spell 1 x 2
Armor B
Item B x 3, Item 1
Ally B, Ally 1
Blessing B x 3


I have the following as acquired cards:

Weapon B x 2
Spell B x 2, Spell 1 x 2
Armor B
Item B, Item 1
Ally 1
Blessing B x 3

Each of us picks a boon type (other than loot) and I'll draw a random card of that type and add it to the list above.

We then each get to upgrade two cards if we want.


Development:
"Our mayor, no matter how good her heart, can be ... short- sighted,” says councilman Thelsikar, head of the mercantile guild. “She sees only the threats in front of her eyes. I can see a bit further.”

For the first time since you arrived in Sandpoint, you have a true ally. “These goblins you describe are worrisome,” the councilman says. “These mutations sound like the work of the cult of Lamashtu, a source of much trouble here in Sandpoint. I do not believe we can let this matter lie while we wait for a dragon to return.”

You agree, but remind the councilman that you do not know where the goblins live.

“Ah, but I might,” he says. “My sources say there has been prowling around Junk Beach at night. My friends, let us lay a trap."

Reward
Each character choose a type of boon other than loot and adds a card of that type to the cards acquired during this scenario. Each character may choose a bonus deck upgrade.


Glassworks - Radillo

Longbow - Weapon B
Bow/Ranged/Piercing/2-Handed/Elite

Check
Dexterity/Ranged 5

She could let the Longbow pass her by, but she does have an extra BotG and a d8 for dexterity, so she might try.

Check to Close Glassworks
Succeed at a Wisdom/Perception 6 check.

Alahazra has a Blessing of Shelyn +2 dice for a Wisdom check
Mother Myrtle has Guidance spell for +1
Radillo has a BotG

So even with her d4 for Wisdom, we should hopefully make it (4d4+1 to get a 6?).


All up to Radillo now...

Turn 30
Blessing: Blessing of Gorum
30/00
Radillo

Locations:

General Store
CLOSED

The Rusty Dragon
CLOSED

Town Square
CLOSED

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
M:0 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)
Alahazra, Radillo, Ostog

Waterfront
CLOSED
Mother Myrtle

Temple
CLOSED


Glassworks - Alahazra

Shadow - Monster B
Undead/Incorporeal

Check
Combat 13

Powers
Immune to Mental and Poison.
If the check to defeat does not have the Magic trait, the Shadow is undefeated.
When you are dealt damage by the Shadow, you must first choose blessings to discard as your damage, if you have any.


Troymk1 wrote:
Is top card still Guard?

Nope. I forgot to remove that. Only a Weapon and a Monster left.


Turn 28
Blessing: Blessing of the Gods
28/02
Mother Myrtle

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Guard - Ally B
M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 2)
Alahazra, Radillo, Ostog

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)
Mother Myrtle


Glassworks - Ostog

Enchanter - Monster B
Human/Sorcerer/Veteran

Check
Combat 9 (8 + 1 for scenario number) (-1 to each die due to Ambush)

Powers
BYA, the Enchanter deals 1 Force damage to you.
AYA, the Enchanter deals 1 Fire damage to you.


This is going to come down to the wire! Ostog explores the Glassworks...

Glassworks - Ostog

Ambush - Barrier B
Skirmish/Veteran

Check
Wisdom/Perception/Dexterity/Acrobatics 10 (9 + 1 for scenario number)

Powers
If defeated, you may immediately explore again.
If undefeated, explore the location deck until you find a monster; encounter it, subtracting 1 from each die rolled in your check.


Turn 27
Blessing: Blessing of Shelyn
27/03
Ostog

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Guard - Ally B
M:2 Ba:1 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 4)
Alahazra, Radillo, Ostog

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)
Mother Myrtle


Glassworks - Radillo

Goblin Warrior - Monster B
Goblin/Warrior/Elite

Check
Combat 9


1 person marked this as a favorite.

Ah, I missed what you were intending to do.

a) Explore
b) Then augury for spells
c) Cast Detect Magic for spell

I thought you were auguring first.

So the Thieves' Tools are explored first and not tried for.

Then augury finds Invisibility, Ambush, and Longbow.

And you successfully get Invisibility.

The cards are now shuffled and waiting for you to use the Jinx Eater.


Top three cards are Thieves' Tools, Invisibility, and Ambush.

Glassworks - Radillo

Invisibility - Spell B
Magic/Arcane/Basic

Check
Intelligence/Arcane 6


Radillo, Enchanting Ensorceler wrote:

I'll move to the Glassworks.

And I'll explore. I won't attempt the check if can avoid the discard.

Moving on, I'll Augury for Monsters: Villain to the top, others to the bottom.

There is no Villain - we just have to close every location so we have to encounter every card.


Troymk1 wrote:

skizzerz said it would still count as failing to acquire So no problem then

Yes, it's a fail to acquire, but the Glassworks only penalizes you if you fail a check, which you wouldn't have. But no big deal...

Top card at the Glassworks (due to recharge Lookout) is Thieves' Tools.

Turn 26
Blessing: Blessing of Iomedae
26/04
Radillo

Locations:

General Store
CLOSED

The Rusty Dragon
CLOSED
Ostog

Town Square
CLOSED
Radillo

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Thieves' Tools - Item B
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0(Total: 7)
Alahazra

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)
Mother Myrtle

Temple
CLOSED


Troymk1 wrote:
I thought they had changed it to align with the app?

I can't find anything in the forums that says they changed it.


Troymk1 wrote:
Recently clarified that you have to check

Really? Here's a quote from Vic:

Vic wrote:
Rules: Explore wrote:


If it’s a boon, you may attempt to acquire it; if you don’t, banish it.
There are situations in future adventures where you may wish to avoid acquiring certain cards, as doing so can trigger something you may wish to avoid.

You might be confusing that if you have to check, you can't just fail it, you have to roll. But you are never forced to acquire a boon.


Glassworks - Alahazra

Soldier - Ally B
Human/Elite

Check
Strength/Melee 13 (8 + 5 for scenario)
Charisma/Diplomacy 11 (6 + 5 for scenario)

NOTE: You can bury any number of cards to add 5 to your check to acquire the ally.


Glassworks - Alahazra:

Guard - Ally B
Human/Basic

Check
Constitution/Fortitude 9 (4 + 5 for scenario)
Charisma/Diplomacy 11 (6 + 5 for scenario)

And, of course, an ally that doesn't give a free explore


Radillo, Enchanting Ensorceler wrote:
Alahazra Stargazer wrote:
should I close Waterfront?
I would say no. MM is at the Waterfront now, and can attempt the check against the Bandit if we get there. We don't have much time, so heading to the Glassworks is probably the better option.

I agree. We need to push through the Glassworks as fast as possible.


Well, that didn't work!

We now have 5 turns to clear 10 cards. Going to come down to the wire!

Turn 25
Blessing: Blessing of Desna
25/05
Alahazra

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Guard - Ally B
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)


Turn 24
Blessing: Blessing of Calistria
24/06
Mother Myrtle

Locations:

General Store
CLOSED
Radillo

The Rusty Dragon
CLOSED
Ostog, Mother Myrtle

Town Square
CLOSED
Alahazra

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Guard - Ally B
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)

Temple
CLOSED


For Mother Myrtle and Ostog (since the other two are at a closed location)...

Goblin Raider - Henchman/Monster 1
Goblin

Check
Combat 8


The Rusty Dragon - Ostog

Guide - Ally B
Human/Basic

Check
Wisdom/Survival 12 (7 + 5 for scenario)
Charisma/Diplomacy 11 (6 + 5 for scenario)


Turn 22
Blessing: Blessing of Torag
22/08
Radillo

Locations:

General Store
CLOSED
Radillo

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
Cards are Goblin Raid - Barrier 1 and Guide - Ally B
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0(Total: 2)
Ostog, Mother Myrtle

Town Square
CLOSED
Alahazra

Glassworks
At This Location: If you fail a check, discard the top card of your deck.
When Closing: Succeed at a Wisdom/Perception 6 check.
When Permanently Closed: No effect.
Top card is Guard - Ally B
M:3 Ba:1 W:1 Sp:1 Ar:0 I:1 Al:2 Bl:0(Total: 9)

Waterfront
At This Location: When using a weapon, subtract 1 from each die rolled. After your exploration, you may discard 2 cards to explore again.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: On closing, all characters at this location discard a card.
Top card is Siren - Monster B - Wisdom check
M:1 Ba:0 W:0 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 1)

Temple
CLOSED


Alahazra Stargazer wrote:

[dice=Holy Light recharge]1d12 + 3 + -0

~sigh~ banish crown of charisma location closed.

discard BotG to gain Shelyn back to hand.

Alahazra(Troymk1) wrote:

Hand: Cure, FireBlade, Frigid Blast, Amulet of Life, Boatswain, Lookout, Shelyn

(Displayed: )
Deck: 6 Discard: 7 Buried: 0
Note: Town Square

Radillo come get cured.

On closing the Town Square, you have to recharge a card.


Turn 21
Blessing: Blessing of Sarenrae
21/09
Alahazra

Temple
CLOSED
Alahazra

Where to oh Mystic Oracle?


The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
Cards are Goblin Raid - Barrier 1 and Guide - Ally B
M:0 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0(Total: 2)
Ostog, Mother Myrtle


Mine all mine...don't touch wrote:
I found a second copy of RotRL at a goodwill for 2$ and wondered if there was any merit to adding them together or are there cards you can use twice?

No merit at all. It will dilute each pool too much.


Strangely enough, I have had zero issues with it from the very beginning. I've run a bunch of parties through, played through at the various levels. The one thing that I haven't done, other than one or two scenarios, is the quest mode, because that just doesn't interest me. Perhaps that is where the issues are and I haven't seen them because I haven't played that way?


Rusty Dragon - Mother Myrtle

Goblin Warchanter - Monster 1
Goblin/Bard/Elite

Check
Combat 8

Powers
BYA, succeed at a Wisdom 8 check or you may not play spells with the Attack trait or weapons.


Turn 20
Blessing: Blessing of Irori
20/10
Mother Myrtle

The Rusty Dragon
At This Location: If you fail a check to acquire an ally, you may put that ally on the bottom of the location deck.
When Closing: Succeed at a Charisma or Diplomacy 6 check.
When Permanently Closed: On closing, you may recharge an ally from your discard pile.
Other 3 cards are Goblin Raid - Barrier 1, Goblin Warchanter - Monster B and Guide - Ally B
M:1 Ba:1 W:0 Sp:0 Ar:0 I:0 Al:1 Bl:0(Total: 3)
Ostog

1 to 50 of 1,633 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>