Syvet

khazkhaz's page

Organized Play Member. 76 posts (630 including aliases). No reviews. 1 list. 1 wishlist. 8 Organized Play characters. 4 aliases.


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Sovereign Court

Can i join the hangouts?

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Interested. Might play Mogmurch.

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I'll play Kashmir, a witch

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Alright I’ll di it

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I read in the guide that you can take a new character and start it off on a higher tier. Did I read that correctly? If so I'll join the game.

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I'm game.

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I will play Damiel. He has two Cures that I can help you with, so lemme know when you need 'em.

Damiel wrote:

Hand: Aklys, Cure 1, Blowgun, Acid Flask, Blessing of the Elements 1,

Displayed:
Deck: 10 Discard: 0 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4
Dexterity d12
Disable: Dexterity +1
Constitution d6
Intelligence d10
Craft: Intelligence +3
Wisdom d6
Perception: Wisdom +2
Charisma d4
Charisma d10
Diplomacy: Charisma +3

Favored Card: Weapon
Hand Size 5
Proficient with: Light Armours, Weapons
Powers:
You may not play spells that have the Attack trait.
When you would banish a card that has the Alchemical trait or a spell for its power, you may recharge it instead.
You may discard a card that has the Alchemical trait (□ or any 2 cards) to add your Intelligence skill to your Dexterity combat check (□ or your Strength, Dexterity, or Constitution non-combat check).

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Got it. Setting up my deck now.

My timezone is GMT+8, so it might be closer to yours. I'm most active 3-5am PDT.

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Interested!

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I’m not

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I'd like to join a game. I'm keen on playing a summoner

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I'd like the Item 1 if ok with you guys

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I will finish the scenario. But I'll step out when we replay the scenario. I'll probably rejoin a different campaign.

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Mogmurch, still reeling from the last battle, turns to face an Ancient Skeleton. Checking his bag, he finds only a Torch and proceeds to bop the skeleton with it.
Adding 1d6 to the roll because of the location's effect
Combat 8: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
The skeleton, unfazed, swings its sword towards Mogmurch. Mogmurch raises his Buckler Gun and survives the assault. As he lowers his shield, he finds himself alone once more in The Old Light.

I'm on my last legs. Didn't someone have a cure?

Sovereign Court

Take 2!

Mogmurch gets bored of the Woods and heads for The Old Light.

Wandering around the entrance he sees a Warlord. He throws a Potion of Fortitude setting it on fire with his Fiery Glare to burn the Warlord.
Difficulty of check increased by six because of the Human trait for this scenario. Adding 1D6 to my check because of the Fire trait from the location effect. Discarding Potion of Fortitude, adding 2D6.
Combat 16: 1d8 + 4 + 2d4 + 2d6 ⇒ (5) + 4 + (3, 4) + (1, 6) = 23
Check to recharge Fiery Glare 10: 1d8 + 4 ⇒ (1) + 4 = 5
Fiery Glare is discarded.
The Warlord flinches from his gaze and bursts into flames. Mogmurch blows the ashes away and steps forward.

Mogmurch prays to Zarongel for his Blessing of Bark Breaker
Recharging to explore, and taking one damage, discarding Burning Snot for damage.
A Xulgath blocks his way!
Putting Potion of Vision on top of my deck from Xulgath's before effect
Mogmurch pierces his way through with his Animalbane Dagger +1.
Combat 9: 1d10 + 2 + 1d4 + 1 ⇒ (1) + 2 + (2) + 1 = 6
The Xulgath's tough scales deflects the blade.
Mogmurch gets wounded, and runs away to nurse his wounds.
Discarding Animalbane Dagger.

Mogmurch wrote:

Hand: Reformarium Servant, Potion of Beast Skin, Blessing of the Gobs 2, Torch, Buckler Gun, Potion of Vision,

Displayed:
Deck: 2 Discard: 7 Buried: 0
Notes: I can't spare any items to add to combat checks at the moment.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

The good news is after redoing my turn I did defeat the Warlord even with the +6 to difficulty. The bad news is that I took 3 damage. My deck is down to 2 cards, a Blessing of Bark Breaker, and a Potion of Hiding

Sovereign Court

Uh-oh. I just realised that Human banes get +6 to checks to defeat. I shouldn't have defeated the Warlord. I should redo my turn.

Sovereign Court

Mogmurch gets bored of the Woods and heads for The Old Light.

Wandering around the entrance he sees a Warlord. He sets his Fiery Glare on the Warlord.
Combat 10: 1d8 + 4 + 1d6 + 2d4 - 4 ⇒ (3) + 4 + (5) + (2, 4) - 4 = 14
Arcane check to recharge Fiery Glare 10: 1d8 + 4 ⇒ (1) + 4 = 5
The Warlord flinches from his gaze and bursts into flames. Mogmurch blows the ashes away and steps forward.

Mogmurch prays to Zarongel for his Blessing of Bark Breaker
Recharging to explore, and taking one damage, discarding Burning Snot for damage.
A Xulgath blocks his way!
Putting Potion of Vision on top of my deck
Mogmurch pierces his way through with his Animalbane Dagger +1.
Combat 9: 1d10 + 2 + 1d4 + 1 ⇒ (7) + 2 + (4) + 1 = 14
The Xulgath falls under his blade, and Mogmurch sits to snack on the fallen body.

Mogmurch wrote:

Hand: Buckler Gun, Potion of Vision, Animalbane dagger +1, Torch, Blessing of the Gobs 2, Fiery Glare 1,

Displayed:
Deck: 5 Discard: 5 Buried: 0
Notes: I can add to your combat check. I can't spare an item with Alchemical trait so it's just 1D6.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

JohnF-1011 Ranzak wrote:

Are we agreed on the strategy?

We leave somebody posted at each of the three locations where the villain isn't; they're just there to temp close to prevent the villain escaping. Exploring at those locations (and risking running into a henchman or a really unpleasant bane) isn't advisable.

Meanwhile, the other three characters explore the locations where the villain could be, hoping to find the villain. That's currently Ranzak, Tup, and Mogmurch. If people want to change assignments we can discuss that.

It's probably best if the three explorers each take a different location - one they could temp close - so that if do we find the villain we can prevent her escaping and win the game

Sounds good. I'm packing some firepower, literally, in my hand right now. Should be able to take on the baddies.

Sovereign Court

Just a heads up. I can't spare any items with Alchemical trait after that last one, so I can only add 1D6 til I draw another one.

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Wandering around the Village House, Mogmurch finds a scroll of Fiery Glare. Scratching his head he puts his Intelligence to the test. He sends Amfibier away to scrounge for what was left os his brain in the last battle.
Putting Amfibier on top of Ranzak's deck.
Intelligence 8: 1d8 + 1 + 1d4 ⇒ (7) + 1 + (4) = 12
Mogmurch figures out how to perform the Fiery Glare spell.

Mogmurch then roasts a Turtle for a snack while walking around the Village House. Discarding Turtle. He runs into a big bad Hill Giant!
Mogmurch prays to the Gobs and lobs Alchemist's Fire towards the Hill Giant. Banishing Alchemist's Fire, and discarding Blessing of the Gobs.
Combat 15: 2d10 + 2 + 2d6 ⇒ (6, 9) + 2 + (2, 5) = 24
Mogmurch defeats the Hill Giant!

Mogmurch takes a nap at a nearby hut.

Mogmurch wrote:

Hand: Fiery Glare 2, Potion of Vision, Animalbane dagger +1, Potion of Fortitude, Blessing of Bark Breaker, Burning Snot

Displayed:
Deck: 7 Discard: 2 Buried: 0
Notes: I can add to your combat check. Since I have an item with an Alchemical triat, I add 2D6

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

@cartmanbeck I need a random card that has the Alchemical trait.

Sovereign Court

Yup I'll take the Perception check.

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Speaking of timezone, I'm in UTC+08:00

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You're right. I don't have any of those skills. I do have a Potion of Vision and a Potion of Fortitude. The Potion of Vision is in my hand right now. I just hope I don't lose it. The Potion of Fortitude is somewhere in my deck.

JohnF-1011 Ranzak wrote:

I know Harsk's was an optional explore (unlike those Ranzak gets after accquiring a boon), but I was pretty much assuming Harsk would avail himself of the opportunity

Ranzak starts his turn by giving Zargobla a Fire Sneeze.

OK, guys - we really need to work out who does what checks when we encounter a henchman.

We need to succeed at six different checks.
There are only six different checks shown on the Henchman card:
Acrobatics, Disable, Fortitude, Perception, Stealth & Survival

Urgraz has a good Fortitude check, but none of the others, so he looks like a good choice for that

Similarly, Tup has a reasonable Acrobatics check

That leaves us Disable, Perception, Stealth & Survival

Tup has a card giving a one-time automatic success at a Perception check, but that would leave Acrobatics uncovered. He could give the card to somebody else, but not this round. And even then that only helps us once.

Ranzak is pretty good at Disable and Stealth - I don't think anybody else is good at those checks, though

Harsk is probably our best bet for Survival

Unfortunately, I don't think either Mogmurch or Zarlova has any appropriate skills.

(to be continued; posting now to solicit comments from other players)

Sovereign Court

Mogmurch starts at the Village House.

Mogmurch wrote:

Hand: Amfibier, Potion of Vision, Animalbane dagger +1, Alchemist's Fire, Turtle, Blessing of the Gobs 1,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: I can add to your combat check. Since I have an item with an Alchemical triat, I add 2D6

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Thunderspirit's 1001 - Harsk wrote:
Was Mogmurch needing a recharged card from Goblin Harsk for that check? I certainly don't mind, but if so, I need to recharge a card.

Nope. Mogmurch held his own surprisingly! Thanks for offering!

Sovereign Court

Mogmurch moves to the Ship's Cabin

Mogmurch feels emboldened, sensing that victory is near. He moves into the cabin and encounters a Spectre! Mogmurch takes out his Animalbane Dagger +1. He decides that it may not be a good idea to light anything on fire so he relies solely on the dagger. Recharging the dagger.
Combat 11: 1d10 + 2 + 1d4 + 1 + 1d4 ⇒ (9) + 2 + (2) + 1 + (4) = 18
Mogmurch defeats the Spectre!

I'm gonna stop right here. I won't be able to take on Vorka. Since we're endgame already and I'm hoping that I won't have to draw anymore cards, I have a Blessing of the Gobs I can discard and I can add 2d6 and the Fire trait to one combat check in my location by discarding my Alchemist's Fire.

Mogmurch wrote:

Hand: Fiery Glare, Blessing of the Gobs 2, Potion of Vision, Torch, Amfibier, Alchemist's Fire,

Displayed:
Deck: 2 Discard: 6 Buried: 0
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mogmurch senses danger. Taking a Potion of Beast Skin, he turns around and gets stomped on!

Stomped on: 1d4 ⇒ 2

Mogmurch is able to withstand the assault! He huddles in a corner, away from danger.

Banished Potion of Beast Skin

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Alchemist's Fire

Displayed:
Deck: 3 Discard: 6 Buried: 0
Notes: I can't add to your combat checks at the moment.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Thanks for reminding me!

Sovereign Court

Mogmurch, still weak from his last exploration, takes a long nap.

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Potion of Beast Skin,

Displayed:
Deck: 3 Discard: 6 Buried: 0

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

JohnF-1011 Ranzak wrote:

I fear Mogmurch is having an even worse day than he at first thought

Unfortunately there's a further penalty for failing to defeat the Siren spelled out on the Monster card

Siren wrote:
If undefeated, examine the top 3 cards of your deck and discard any allies. Shuffle any remaining cards into your deck
Assuming that Mogmurch listed the cards that he drew to fill his hand in the order in which he drew them, the third card in his deck would have been an ally - the Reformarium Servant. That, too, should have been discarded (and, therefore, an additional card drawn when resetting his hand).

My goodness you're right!

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Torch, Amfibier, Potion of Beast Skin,

Displayed:
Deck: 3 Discard: 6 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check. 2D6 if it has the Alchemical trait.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mogmurch yeehaws into the Horse Pen.
Mogmurch runs into a Siren.
Wisdom 8: 1d4 ⇒ 3
Not smart enough, Mogmurch takes damage.
Discarding Potion of Fortitude, Blessing of Bark Breaker, Burning Snot, Turtle and Buckler Gun.

Mogmurch is having a bad day and sulks in a corner.

Mogmurch wrote:

Hand: Fiery Glare, Animalbane Dagger +1, Potion of Vision, Reformarium Servant, Amfibier, Potion of Beast Skin,

Displayed:
Deck: 4 Discard: 5 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check. 2D6 if it has the Alchemical trait.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mogmurch starts at the Horse Pen.

Mogmurch wrote:

Hand: Fiery Glare, Buckler Gun, Burning Snot, Turtle, Blessing of the Gobs 1, Potion of Fortitude,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check. 2D6 if it has the Alchemical trait.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([X] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Merisiel's 1007 Urgraz wrote:
Khazkhaz mogmurch gets 2 picks if Weapon 1 is first what’s your second

Weapon 1 and Spell B

Sovereign Court

I'll take Weapon 1 if Ranzak is giving it away :D

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I'm just starting to get the hang of things. I appreciate the discussion. Helps me understand better how to play my hand.

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I would really appreciate that. Thank you.

JohnF-1011 Ranzak wrote:

Ranzak's power feat will be to his last power, increasing the probability he gets an additional exploration

While he could use the Weapon 1, he feels Mogmurch (with no dex-based weapon) needs it more - that would let him get the Animalbane Dagger +1

Ranzak will probably try for an Item and a Blessing as upgrades

Sovereign Court

Merisiel's 1007 Urgraz wrote:

Urgraz travels to join Mogmurch in the woods and finds LOTSOLEGS

Urgraz discards his Blessing of the gods to help Harsk with his survival check

So we have 3 other locations to close

Mountain Peak Zargobla needs wisdom dc6 base roll 1d10+1
Shrine to Lamashtu Tup needs to banish blessing
Treacherous cave Harsk needs Survival dc7 base roll 1d6+1, 2d6+1 with my blessing

After that Urgraz discards +1 warhammer and discards a card form his deck (2d8+4+2d6)

Mogmurch can add (2d6) by discarding his alchemical potion of fortitude?

Harsk can add 1d4 by recharging a card

And that's not counting the fire sneezes

I believe Zargobla and Harsk have at least two blessings each if they play one each on the closing checks I think every location has a very strong chance of closing

2D6 yes. Go ahead!

Sovereign Court

Mogmurch attempts to move out of the cave..
Constituion 6: 1d8 ⇒ 8
Mogmurch is so excited to see the sun again!

Mogmurch then heads to the woods.
He runs into a Scout in the woods.
The Scout shoots a volley of arrows at Mogmurch.
Ranged combat damage: 1d4 - 1 ⇒ (4) - 1 = 3
Mogmurch buries his tattered Leather Armour after the Scout's volley of arrows. He comes away unscathed.

Mogmurch casts a Rain of Frogs and uses his Dogslicer dousing it in a Potion of Gracefulness.
Combat 10: 1d4 + 3d6 ⇒ (2) + (3, 1, 4) = 10
Mogmurch triumphantly shouts at the Scout, who got squished in a deluge of frogs.

Mogmurch wrote:

Hand: Potion of Fortitude, blessing of the gobs 1, blessing of the gobs 2, torch, blessing of the gobs 3, dogslicer,

Displayed:
Deck: 3 Discard: 7 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mogmurch travels deeper into the cave. He sees something reflect the light off his torch.
Constitution 6: 1d8 ⇒ 2
Mogmurch is too spooked to check it out and decides to ignore it.

Mogmurch strokes his pet Amfibier, for luck. Discarding Amfibier. He is then blinded by the light from a Holy Candle that seemed to appear from nowhere. Lacking the Wisdom to comprehend what's happening, he cowers from the light.

Mogmurch spends the night shivering in fear of what he saw.

Mogmurch wrote:

Hand: Dogslicer, Potion of Gracefulness, Potion of Beast Skin, Leather armour, Fiery Glare, Rain of Frogs,

Displayed:
Deck: 7 Discard: 4 Buried: 0
Notes: Feel free to add 1D6 to your combat check if we're in the same location. I can discard a card to add to your combat check.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at your location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mogmurch is thankful for the company!

Sovereign Court

Gotcha. My bad. Sorry. Tup.

Sovereign Court

Mogmurch has started to hate the damp cave and wants a change of adventure. Getting outside is just as much an adventure as getting in, so he asks for a Blessing from the Gobs. Using Tup's Blessing of the Gobs.
Constitution 6: 2d8 ⇒ (3, 1) = 4
The Gobs ignore his plea so Mogmurch grudgingly goes deeper into the cave.

Mogmurch finds a Horsechopper, but lacking the strength to pick it up he leaves it where he saw it.

Mogmurch ends his turn.

Mogmurch wrote:

Hand: Dogslicer, Potion of Gracefulness, Potion of Beast Skin, Leather armour, Amfibier, Rain of Frogs,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: I can add 1D6 to your combat check if we're in the same location.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

I’ll wait for the random monster from cartmanbeck before I take my turn, just in case it goes to my location.

Sovereign Court

Thanks for the insight guys!

Sovereign Court

Mogmurch makes a mad dash into the Treacherous Cave.

Minutes later, he trips on something half-buried on the ground. He picks it up but inaverdently triggers the item, which makes a booming sound in the cavernous walls.
Dexterity 5: 1d10 ⇒ 6 Constitution 5: 1d8 ⇒ 6
He dodges the explosion and somehow withstands the booming sound. He finds out that the item is a Buckler Gun, and he licks his lips thinking about the wicked things he can do with it.

He completely forgot that a Reformarium Servant came with him, and he decides to send the servant ahead to scout for danger. Discarding Reformarium Servant to explore, and add 1d4 to acquire checks.

He hears the servant squeal with glee and he rushes to its side with anticipation. He examines the potion the servant found and tries to figure out what it's for.
Craft 6: 1d8 + 4 ⇒ (3) + 4 = 7
The potion smells familiar and Mogmurch realises that it's a Potion of Gracefulness. He thanks the servant, and thinking that it has outlived its usefulness, kicks the servant into a ravine.

Mogmurch is eager for adventure so he sets fire to a Turtle to see better in the deeper parts of the cave. Discarding Turtle to explore. He smells an awful stench and decides to follow the smell. He finds a Zombie feeding on a hapless explorer. Mogmurch brings out his Dogslicer, douses it with a Potion of Vision and sets it on fire, and charges at the Zombie. Revealing Dogslicer, and discarding Potion of Vision to add 1d6 and the Fire trait.
Combat 9: 1d4 + 1d6 ⇒ (3) + (2) = 5
The Zombie spews a vile liquid before Mogmurch reaches it. Mogmurch is thankful for the Buckler Gun he found earlier as he takes cover behind it. Recharging the Buckler Gun to reduce 2 damage

Mogmurch is winded and decides to rest up in a ledge where the things in the dark can't reach him.

Mogmurch wrote:

Hand: Dogslicer, Potion of Gracefulness, Potion of Beast Skin, Leather armour, Amfibier, Rain of Frogs,

Displayed:
Deck: 8 Discard: 3 Buried: 0
Notes: I can add 1D6 to your combat check if we're in the same location.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

It's after the combat check that I realised that I put the wrong weapon, Dogslicer, which uses strenght, in my deck, and that I chose the wrong location. I will have to save the blessings I have for the closing check.

In case that I get to close the location before I get to draw my blessings, I hope I can use some of yours.

Sovereign Court

Mogmurch starts in the Treacherous Cave

Mogmurch wrote:

Hand: Dogslicer, Reformarium Servant, Potion of Vision, Leather armor, Potion of Beast Skin, Turtle,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Notes: I can add 1D6 to your combat check if we're in the same location.

Skills and Powers:
SKILLS

Strength d4 [ ]+1
Dexterity d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Ranged: Dexterity +2
Constitution d8 [ ]+1 [ ]+2 [ ]+3
Intelligence d8 [X]+1 [ ]+2 [ ]+3
Craft: Intelligence +3
Wisdom d4 [ ]+1
Charisma d8 [ ]+1 [ ]+2 [ ]+3

Hand Size 6 [ ]7
Light Armors [ ] Weapons
Powers:
You may discard a card to add 1d6 ([ ] +1) and the Fire trait to a combat check by a character at yoru location; if the discarded card has the Alchemical ([ ] or Attack or Poison) trait, and add an additional 1d6.
When you banish a card that has the Alchemical trait for its power, you may draw a random card of the same type that has the Alchemical trait from the box and recharge it.
While you play or would banish a spell that has the Fire trait, gain the skill Arcane equal to your Craft skill

Sovereign Court

Mine is 225148-1004

Sovereign Court

I hope I get the spell 1!

1d20 ⇒ 10

I'll wait for Tup's roll before I set up for the next scenario so that I can finalise my deck.

cartmanbeck wrote:

For Tup:

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

I'm going to go ahead and choose for Ranzak to move things forward... ya'all are still trying to find a 1 Weapon, so I'll start with Weapon.

** spoiler omitted **

** spoiler omitted **...

Sovereign Court

Can I have a spell?

Sovereign Court

Mogmurch roasts a turtle in celebration

Sovereign Court

Magabeus - 1001 Zarlova wrote:
Mogmurch and Ranzack: can I use the corrossion and blessing

Go ahead man

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