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jduteau's page

Organized Play Member. 1,649 posts (2,109 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters. 3 aliases.


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King_Of_The_Crossroads wrote:

I don't have an issue with getting hit; it comes with playing a game like this. My issue is with how often you get hit, and how hard. I guess I don't agree with a game design that is based around having *maybe* a 50% chance of getting hit if you optimize that way.

As it stands, if almost feels like if you don't have max points put in Dex or Con, you are dead meat most of the time.

We are in Age of Ashes Book 2 and had a devil of a fight where a TPK was getting close. But we changed our tactics and took advantage of the fact that Attacks of Opportunity are rare, we all started doing hit-and-run tactics and getting the enemies bottled up at a bridge and then in a house.

If you are just going up to a monster and hitting it three times and then giving it three chances to hit you, yes you are going to be in more trouble than in 1e. IMO, 2e needs all of us old TTRPGers to change our tactics and I think that's good.

As an aside, my Gnome Alchemist ended up being a tank at one point because I had treated my wounds (Battle Medicine), quick alchemy created an elixir of life and drank it, so I ended up with more hit points and could take two hits from the big bad. A great moment in Mira's adventuring career!


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One of my player wanted to play a Gnoll and I liked his idea and worked out how the relationship between him and Anchor Root might work out as well as the interactions with the Pugwampis. Now another player has a great concept for a Grippli Alchemist and I was going to allow it but I just read through Book 2 and will now have to figure out how his interaction with Froglegs will happen!

Why couldn't my players choose simpler races? :)


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But I should say that my group really likes this. Two of the PCs think that the Gray are involved but they don't know that they aren't who they think they are, so I'm gleefully waiting for that reveal. :)


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carinita wrote:

Alright, I have another question about Zadim. This time it is about revealing card and recharging the same card at the same time.

Zadim's strength skill is d8 and stealth skill is d8+2.

One of Zadim's power states "You may discard (☐ or recharge) a weapon that does not have the 2-Handed trait to add your Stealth skill to a combat check by a character at your location."

He encounters monster and he has just one weapon Kukri (this is not 2-handed) that states "For your combat check, reveal this card to use your Strength or Melee skill + 1d4."

Now he would like to reveal Kukri and use his hero power to discard (☐ or recharge) this Kukri. Therefore, he would roll d8+d4+d8+2.

Is this allowed? Or does he actually need to recharge another weapon? (It is little confusing because his power requires that weapon is not 2-handed so having just single 1-handed weapon is not enough? Also, looking at the hero art he is a dualwielder, so we would assume he need to be using two weapons so that he can "throw" the other weapon into enemy)

Yep, it is allowed. You reveal the card to determine your combat check. Since it is just a reveal, it is still in your hand, so you can now discard or recharge it to get the Stealth bonus. I do this quite a bit with my Zadim.


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No skin off my nose if you want to post 100 questions but all of your answers can really be found by reading the rule book and looking at the entries for the game either here on the Paizo site or on Boardgamegeek. You really do need to read the rule book much more closely than you are.


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


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Okay, here are the upgrades:

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


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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:


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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.


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Sorry for the delay, been working on S&S....I will set 1x04 up tomorrow.


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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.


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Jirelle The Pirate Queen wrote:

Apologies yes sir!

Jirelle(Troymk1) wrote:

Hand: Cutlass, Vindictive Harpoon, Bloodcrow Rapier, Acidic Whip +1, Masterwork Tools, Sharkskin, Benevolent Buckler

(Displayed: Pirate Shade haunt Pirate Shade haunt )
Deck: 7 Discard: 5 Buried: 0
Note: Shark Island aboard the Man's Promise

You confused me as you answered yes to my "are you exploring again" question but then reset your hand? I'm assuming that you're done and we're moving on to Vika.

Turn 16
Blessing: Blessing of Gorum
18/12
Vika

Locations:

Floating Shipyard
CLOSED

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:0 Sp:0 Ar:1 I:0 Al:0 Bl:0 Henchman:1(Total: 6)
Vika

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:1 Ba:2 W:1 Sp:1 Ar:0 I:1 Al:0 Bl:0 Villain:1(Total: 7)
Top card is Gortus Svard - Villain/Monster 2
Bottom two cards are Storm - Barrier 2, Becalmed - Barrier 2
Ezren, Koren (w/ Pirate Shade Haunt)

Fog Bank
CLOSED

Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:1 Ba:0 W:1 Sp:0 Ar:0 I:0 Al:0 Bl:0(Total: 2)
Jirelle (w/ 3 Pirate Shade Haunts)

Shipwreck Graveyard
CLOSED


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That's not happening and who needs weapons to hit from afar anyways!

I use my BotG to explore again.


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Powers for Potion of Striding: Since I wasn't sure if that was a rhetorical or in-character question

At the start or end of a turn, banish this card and choose a character at your location. That character may move. Any movement restrictions still apply.


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Take Kyra's as she gets to auto-heal.


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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!


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Yuck, Maggots!

I'll use the Magic Padded Armor as damage.

Combat 6 with Hand Crossbow + Anevia: 1d10 + 1 + 1d6 + 1d6 + 1 ⇒ (1) + 1 + (1) + (4) + 1 = 8

Well, good thing that Anevia was around to fight those maggots!


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Alahazra Stargazer wrote:
would you like me to keep track of what cards are revealed?

I have noted it in the location listing. Just above the card counts is what we know is on top or on the bottom.


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Seelah the Chosen wrote:

Discard top of deck (longspear) for a d6

mastiff enters discard

Seelah(Troymk1) wrote:

Hand: Longsword, Paladin's Helm, Interrogator, Cure

Deck: 11 Discard: 1 Buried: 2
Note: Temple of Imoedae

You should have the longspear and the mastiff in your discard. Your counts are mostly right - 11/2/2.


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Sealed previously beat her Corrupted Crusader, so it's all up to me!

First is the Sloth Demon's Constitution/Fortitude 6 check...

Con 6: 1d6 ⇒ 3
I'll discard my Mastiff.

I then use the Corrosive Dagger +1 against the Demon...

Combat 9: 1d10 + 1 + 1d4 + 1 ⇒ (1) + 1 + (2) + 1 = 5
I'll bury the Magic Padded Armor for the damage.

Now, I have the Wisdom check against Millorn and take Seelah's blessing.

Wisdom 6: 1d8 + 1 + 1d8 ⇒ (3) + 1 + (6) = 10

Now for the combat check...

Combat 11: 1d10 + 1 + 2d4 + 1 + 1d6 + 1 + 1d4 ⇒ (5) + 1 + (3, 2) + 1 + (1) + 1 + (4) = 18

And Millorn is defeated!

And we have won!

Our reward is another of the Scales!


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Nope. I'm just getting SoShackles going and then I'll get the new adventure in this one up and running.


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I randomly drew the following ships and plunder:

Koren - Thresher
Reduce Structural damage to this ship by 1.
At the start of your turn, you may discard a card from the blessings deck to recharge any number of cards and draw that number of cards.
Plunder:Weapon

Jirelle - Man's Promise
You may discard a card from the blessings deck to explore your location.
Plunder:Ally

Vika - Truewind
You may discard a card from the blessings deck to recharge a random card from your discard pile.
Plunder:Ally

Ezren - Merchantman
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.
Plunder:Weapon


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At the start of the scenario, display the Devil’s Pallor next to this scenario card; each character randomly chooses a ship of Class 3 or lower and stashes a plunder card under that ship; then return the Devil’s Pallor to the fleet stack. The ship you randomly choose is your ship. On your turn, you are commanding your own ship. You are only on your ship, and you cannot move with another character when she moves during her move step. When your ship is dealt Structural damage, only you can discard cards to reduce damage to your ship. When you would encounter a non-villain monster, banish it and roll 1d8 on the table below; summon and encounter that ship (listed on the next page) instead.

1. a random ship from the fleet stack
2. Burnt Saffron
3. Cetaceal
4. Hu-Hazhong
5. Impervious
6. Kraken’s Spite
7. Mark of Yunnarius
8. Ravishing Ruby

When you earn a deck upgrade from this scenario, you may choose from either your own plunder or the party’s acquired cards.

Ship Statistics:

Burnt Saffron:

Check
Constitution/Fortitude 10
Wisdom/Survival 8

Powers
BYA, display all your allies. If undefeated, bury them; otherwise, after you act, return them to your hand.

Cetaceal:

Check
Dexterity/Acrobatics 8
Wisdom/Perception/Survival 10

Powers
BYA, discard any cards that have the Pirate trait. For each such card discarded, the difficulty of your check to defeat is increased by 3.

Hu-Hazhong:

Check
Intelligence/Knowledge 10
Wisdom/Survival 7

Powers
BYA, your ship is dealt 1 Structural damage.
AYA, you are dealt 1 Mental damage.

Impervious:

Check
Dexterity/Ranged 11
Wisdom/Survival 8

Powers
If you are the only character at your location and the Impervious would be defeated, it is undefeated instead.

Kraken's Spite:

Check
Strength/Melee 12
Wisdom/Survival 10

Powers
If defeated, stash an additional plunder.

Mark of Yunnarius:

Check
Divine 8
Wisdom/Survival 10

Powers
BYA, a random character at your location summons and encounters the henchman Pirate Shade Haunt, which may not be evaded; that character displays it next to her deck.

Henchman/Monster Pirate Shade Haunt:

Undead/Pirate

Powers
Display the Pirate Shade Haunt next to your character card. For each Haunt next to your character, the difficulty of your checks is increased by 1, or by 2 if your check has the Swashbuckling trait.

Ravishing Ruby:

Check
Charisma/Diplomacy 8
Wisdom/Survival 10

Powers
If the check to defeat does not have the Swashbuckling trait, the difficulty is increased by 3.


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Turn 00
Blessing: Blessing ??
00/30
??

Locations:

Floating Shipyard
At This Location: Add 3 to your checks to repair ships.
When Closing: Succeed at an Intelligence/Craft 8 check.
When Permanently Closed: You may bury a card to repair your ship.
M:2 Ba:2 W:0 Sp:2 Ar:1 I:0 Al:2 Bl:0 ?:1(Total: 10)

Riptide Cove
At This Location: If you would succeed at a check to acquire a boon, reroll the dice; the boon is acquired based solely on the results of the second die roll.
When Closing: Summon and defeat the henchman Riptide Grindylow.
When Permanently Closed: Before closing, set aside any boons from this location deck. On closing, shuffle them back into this location deck.
M:3 Ba:1 W:1 Sp:0 Ar:1 I:1 Al:2 Bl:0 ?:1(Total: 10)

Rocky Cliff
At This Location: At the start of your turn, you may examine the top card of this location deck; if it is a boon, put it on the bottom of the deck.
When Closing: Banish a boon.
When Permanently Closed: On closing, you may examine the top card of any location deck; if it's a non-henchman, non-villain monster, banish it.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

Fog Bank
At This Location: After you play a card or use a power that examines cards in this location deck. shuffle it.
When Closing: Recharge your hand, which must contain at least 1 card.
When Permanently Closed: On closing, draw the same number of cards you recharged when closing.
M:3 Ba:3 W:0 Sp:2 Ar:0 I:0 Al:0 Bl:1 ?:1(Total: 10)

Shark Island
At This Location: At the start of your turn, summon and encounter the henchman Hammerhead Shark.
When Closing: Summon and defeat the henchman Hammerhead Shark.
When Permanently Closed: No effect.
M:5 Ba:0 W:1 Sp:0 Ar:2 I:0 Al:0 Bl:1 ?:1(Total: 10)

Shipwreck Graveyard
At This Location: At the start of your turn, succeed at a Wisdom/Survival 5 check or your ship is dealt 1d4 Structural damage.
When Closing: Roll on the plunder table; then summon and acquire a random card of that type.
When Permanently Closed: On closing, your ship is dealt 1d4 Structural damage.
M:2 Ba:3 W:1 Sp:1 Ar:1 I:1 Al:0 Bl:0 ?:1(Total: 10)

Villain/Monster - Gortus Svard:

Hobgoblin/Rogue/Captain/Pirate

Check
Combat 15

Powers
BYA, recharge a card. Then summon and encounter the ship Devil's Pallor.
If you are the only character at your location, the difficulty of the check to defeat the villain is increased by 1d6.

Henchman/Barrier - Shipwreck:

Cache/Aquatic/Veteran

Check
Constitution/Fortitude 7 (5 + 2 for adventure deck number)

Powers
If undefeated, you may banish this barrier.
If defeated, add 1 plunder card from the box to your hand; you may immediately attempt to close the location this henchman came from.

Henchman/Monster - Hammerhead Shark:

Animal/Aquatic/Veteran

Check
Combat 11 (9 + 2 for adventure deck number)

Powers
May not be evaded.

Henchman/Monster - Riptide Grindylow:

Goblin/Aberration/Aquatic

Check
Combat 11

Powers
May not be evaded.
If undefeated, succeed at a Constitution/Fortitude 6 check or bury the top 1d4 cards of your deck.


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Okay, I think I've now consistent with my game state and what everyone else has said they have. I have the following Hands for everyone:

Crowe: Heavy Pick, Frigid Blast, Stalking Armor, Leather Armor, BoAscension
Imrijka: Corrosive Dagger +1, Viper Strike, Mastiff, Anevia Tirablade, Magic Padded Armour
Seelah: Glaive +1, BoAscension, Blackwing LIbrarian, Stalking Armor
Kyra: Frigid Blast, Detect Demon, Scale Mail, Quarterstaff, Vulture

On to Crowe's turn!


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Seelah the Chosen wrote:
I'll call it there

Okay, don't forget to recharge a card from your discard pile after your reset.


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They've clarified that it doesn't matter where/how the ship damage occurs, if someone is at Tempest Cay, damage is increased by 1.

Mike Selinker wrote:


Per Tempest Cay:
I checked with Vic, and we both believe the At This Location power means that if you are at Tempest Cay, and your ship anywhere is dealt Structural damage, add 1 regardless of the number of characters at Tempest Cay.


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Ah, sorry, forgot that you had Augury.

Top three cards were:

Chain Shirt - Armor B
Old Salt - Ally B
Krellort - Villain/Monster 2

First two are shuffled in and normally, I'd put the Villain on top, but it would just go to the bottom and force you to fight a Sea Devil Prince, so I think it should go on the bottom.


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Discard my BoBaphomet to get rid of this soldier.

Take that, your corrupted crusader! (Combat 11): 1d10 + 1 + 1d6 + 1d10 ⇒ (7) + 1 + (3) + (9) = 20

And again???

4,5,6: 1d6 ⇒ 5

Yep!

Before I encounter the next card, I display the Mastiff to draw two cards, getting Anevia Tirabade and Viper Strike.


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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!


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Yeah, my solo Raz campaign had her riding dogs all the time. That is one mighty big retriever for Koren to ride (disclaimer that Koren was my character).


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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


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Seelah wrote:
But yes. I failed to defeat.
Kyra wrote:
I also failed to defeat.

You guys just want to see me take on an Ulkreth! :)


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I love playing Raz the Gnome Paladin and have discovered a new love of Lini from the Pathfinder Adventures app. That got me wondering what parties you could make if you wanted to restrict to characters of the same race. I thought I'd post this here just so people could see what is the state of PACG characters today. This includes only characters that have been published on the character sheets, so doesn't include the previewed characters from Mummy's Mask.

GNOMES
Lini Druid
Balazar Summoner
Cogsnap Alchemist
Tontelizi Fighter
Raz Paladin
Qualzar Sorcerer
Melindra Wizard

HALF-ELF
Jirelle Swashbuckler
Lirianne Gunslinger
Seltyiel Magus
Vika Fighter
Varril Inquisitor
Radillo Wizard

ELF
Merisiel Rogue
Damiel Alchemist
Gronk Druid
Valendron Sorcerer

HALFLING
Lem Bard
Enora Arcanist
Brielle Barbarian
Heggal Cleric
Flenta Fighter
Amaryllis Sorcerer

DWARF
Harsk Ranger
Shardra Shaman
Meliski Bard
Maznar Druid
Agna Ranger
Olenjack Rogue

HALF-ORC
Oloch Warpriest
Imrijka Inquisitor
Koren Paladin
Wrathack Ranger

OTHERS
Grazzle Oracle Lizardfolk
Ramexes Oracle Pitborn
Rooboo Monk Tengu
Ranzak Goblin Raider
Ekkie Goblin Ranger


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Since you're in Europe, I'd ask MyFly - he probably has 5 of them.

:)


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Since no one stepped forward, I took the Scale of Sacred Weaponry, exchanging it for my Holy Water Grenade.

Bury?: 1d4 + 1 ⇒ (2) + 1 = 3

Shortbow, Hand Crossbow, BoA

Since I'm all about the Ranged attacks, I'll take Anevia Tirablade for her Ranged (+other) recharge bonus.

Imrijka(jduteau) wrote:

Hand: Corrosive Dagger +1, Corrosive Dagger +1, Mysterious Disk, BoAbraxas, Viper Strike, Anevia Tirablade

Deck: 8 Discard: 0 Buried: 3
Note: @ Canyon


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I'm playing Imrijka in our online WOTR play through here on the forums and am really loving her character. I am very intrigued to see how she will play with the class deck.


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The random draw is random but you can take the Weapon B deck upgrade and choose Jirelle's rapier as that upgrade.


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Top card of Defender's Heart: Glibness (Spell); Check- Intelligence/Arcane/Wisdom/Divine 6 ; Powers- +3 to Charisma checks.


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Myfly wrote:
Mike Selinker wrote:
James McKendrew wrote:
...or should I be asking this on the Obsidian forums?
This seems like a good time to say, "You should always ask your questions about this game on the Obsidian forums."
Two different forums for the same game are too much for me ;-)

There is only one forum for this game - the Obsidian forum. They are the ones who made this game and they are the ones to ask questions of.

I view this forum as the place to tell people how great the game is. :)


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Okay, I was hoping for something else so that I could draw a weapon, but I'll have to make do with bunch the Goblin!

First, I'll cast Strength. Then I'll reveal my Sage's Journal to find its weakness. Finally, I'll discard my Blessing of Iomedae to see me through this combat.

Combat 11: 1d8 + 2 + 3 + 1d4 + 1d8 ⇒ (3) + 2 + 3 + (2) + (6) = 16

I'll try to close the Jungle...

Wisdom 7: 1d10 + 1d10 ⇒ (1) + (9) = 10

And the Jungle is closed. Unfortunately, that means that a random barrier gets put into both the Hatchery and the Ghol-Ghan Ruins.

Recharge/Divine 8: 1d8 + 3 ⇒ (2) + 3 = 5

Koren(jduteau) wrote:

Hand: Longsword, Lance, Paladin's Helm, Sage's Journal, BotG

Deck: 4 Discard: 8 Buried: 1
Note:


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I've jumped on that as well!


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Thank you to the anonymous person who purchased SoRL Adventure 2 for me! We will be able to continue when we finish this adventure!


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i'll be getting the app. it looks very interesting.


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Initial plunder roll: 1d6 ⇒ 3
Plunder for defeating Deathknell: 1d6 ⇒ 4

Armor and Item.


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Locations:

City Gate
At This Location: If you fail a combat check, shuffle a random monster from the box into the location deck.
When Closing: Summon and defeat a Bandit henchman.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:0 I:2 Al:2 Bl:0 ?:1(Total: 10)

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 without looking at them, 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)

The Old Light
At This Location: Add 1d6 to checks using the Fire trait.
When Closing: Succeed at an Intelligence or Knowledge 6 check.
When Permanently Closed: No effect.
M:4 Ba:1 W:1 Sp:2 Ar:0 I:1 Al:0 Bl:0 ?:1(Total: 10)

Woods
At This Location: Undefeated monsters other than villains or henchmen are banished.
When Closing: Succeed at a Wisdom or 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)

Treacherous Cave
At This Location: You must succeed at a Constitution or Fortitude 6 check to move or be moved to another location.
When Closing: Succeed at a Wisdom or Survival 7 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:0 Ar:2 I:2 Al:0 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)

Warrens
At This Location: When you encounter a monster, put a random monster from the box on top of another random open location deck.
When Closing: Succeed at a Dexterity or Acrobatics 6 check.
When Permanently Closed: No effect.
M:2 Ba:1 W:2 Sp:1 Ar:0 I:1 Al:2 Bl:0 ?:1(Total: 10)

Villain: Gogmurt:

Goblin/Druid

Check
Combat 10 THEN Combat 12

Powers
BYA, Gogmurt deals 1d4-1 Fire damage to you.
You may not play allies with the Animal trait.
All damage from Gogmurt is Fire damage.

Henchmen: Goblin Raider:

Goblin

Check
Combat 8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close this location.

Scenario Rules
When you encounter a bane that has the Goblin trait, roll 1d6:
1. Before you act, succeed at a Constitution or 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. After you act, move to a random other location.
4. A random character at your location encounters the 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.


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I just picked up the Oracle deck last night. There are three different and interesting characters. The Lizardfolk bone oracle and the Pitborn are very interesting.


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I think that Mummy's Mask should incorporate "arglebargle" instead of Before You Act (and "bargleargle" for After You Act) just because that sounds better. ;)


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Troymk1 wrote:
I'm actually unemployed right now

Oh boy, that's tough!

Troymk1 wrote:


Otherwise I'd just go grab one of the new sets to see if they feel better fitted to the included characters

I do feel that the decks with only three characters are much better then when they had four and had to cater to four different styles.

Having said that, it is tough to spend money on a class deck when it's not coming in.


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I hate to bring this up because I haven't started scanning my S&S AD2 cards yet, but with the Season of the Runelords being released yesterday, are you guys interested in starting a third campaign? I'd really like to take one of the Barbarians through that.

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