Princes of the Apocalypse Part 15

PotAcover

Welcome back readers,

This week I get a full roster of players. Lothram and Grizilla return from the abyss and the party are finally whole (mostly as Rock was still wandering around the cavern solo). So the party was first split in two teams. Team A = Gevauden and Adran with Rock just missing to join. And Team B Lothram and Grizilla still resting at the entrance of the cavern.

Team B was mostly searching for the others and once they had met they continued to venture to the Bandit stronghold.

Team A on the other hand were first resting in their newly made sanctuary. Getting ambushed (as no one knows the value of standing watch). Fighting off some drow elves. Nearly getting killed by Rock and his Hammer (it was cursed with uncontrollable power). And drow poisons.

Once the team had gathered they encountered their fair share of traps, treasure, more treasure and the guardian of the room. A beholder. Once the fight and the looting were done (as well as salvaging the beholder for eyes) the team were then given a choice as there were three possible paths to continue to. Left, Right or Centre. They went Left?

Here is the short summary of the session:

Team A = Gevauden and Adran

  1. Resting in the Minotaur Maze after they made a wish to cleanse it
  2. 30 mins of arguing about who should get the Magic Lamp
  3. Ambush of Drow
  4. Rock joins the fight
  5. Rock + Hammer = cave-in
  6. Search for bandit stronghold entrance

Team B = Grizilla and Lothram

  1. Search for bandit stronghold entrance
  2. Finds a single Drow
  3. Questions?
  4. Lost in the caverns
  5. Spotted Rock
  6. Gathering the party before venturing forth!!!

As the whole crew

  1. Wall and Floor Traps !!!
  2. “Stealing” the spears (From the traps)
  3. A Room of treasure
  4. A Pit of Treasure
  5. Are there any enemies about?
  6. Setting an ambush!!
  7. More treasure
  8. A Beholder?
  9. Fight for their lives
  10. 3-way passage
  11. Let’s go Left?

[Insert full story here]

Princes of the Apocalypse Part 13

PotAcover

Welcome back readers,

I know its been a long time since the last entry but it can’t be helped. I had no net for 10 days last week and a month ago had no net for 6 days. So in this session I had 2 players out of 5 as Lothram and Grizilla were still sick and Rock went on holiday or maybe it was a business trip.

This was around September of 2016, and with the success of the Halloween special the number of players that wanted to play was 9. I could have still handled it but it would be awkward as it would be run at the same time but two different sessions. So the player playing Randal decided it was best to run the other group as a DM.

Here my players Adran and Gevauden had been roaming around in the dark cavern to find the way to the bandit’s lair. They had encountered strange runes on the rock walls and pillars but most of them were misleading.

Here is a short summary of what happened.

1- Chasing the sentry

2- Ambush 1 > Investigation of strange runes

3- Ambush 2 > Fireballs go BOOM

4- Drow?

5- Dwarves’ need help. Mining is hard

6- More exploring > There is a pattern to the runes

7- Minotaur Maze

 

[Insert full story here]

My Adventures – Campaign_1_My first character

4ednd01

Welcome back guys,

Here I’ll tell you guys about my very first character in this system and our very first real campaign as previous sessions was just one shot encounters that either the DM was still new playing the mechanic of the game or was just reluctant to even run. Each time I played in those one shots, the DM always tried to tpk (Total Party Kill) every time. Which as a DM myself don’t believe in that style of play. I believe that players should have challenges but those challenges should not be deadly every single encounter. Whether they be fights (monsters and the like), traps or talking encounters.

Like for example 5 players against 5 bandits should be a fair fight right? But with many DMs I had met prior to playing this campaign 5 vs 5 battles were near or very impossible to defeat. And even if you managed to defeat them the reward was very low.

The standard experience points for fighting bandits is 25 per bandit but since the experience points are divided among all players (that survive?) it means the fight was only worth 25 exp. In the older system of D&D to level up to level 2 was 2000 if it was a normal campaign 1500 for a quicker campaign (as you can see I didn’t say Easy/Easier) and 4000 for a hard campaign (this was for longer campaigns with heavy lore involved but not many players were able to use such lore at all whether it be for good or bad plays).  In every campaign I played, I was only ever awarded 10 exp per bandit and the bandits were tough to beat. Like having superly ridiculous powers or hit points or was some kind of demon. For all of our trouble, we only ever got 10 exp so back in the day I was very reluctant in playing D&D at all. But enough about the crappy past, let’s start with the new experience I had in this system of 4th edition D&D.

Now my first character was a Barbarian, a dragonborn barbarian. We all started at level 1 and I was the striker in the group. Meaning when we were deciding who got to play what I was lucky enough to play the one who would deal the most damage. But unfortunately the character only lasted 2 encounters. It was one session of Scales of War campaign. The first session was held on a public holiday when the store I now play at was closed for the whole day. The DM was my good friend Caps and had planned a 6 hour long one shot D&D session. I brought along my good friends Josh and Chris as well as the crazy amount of snacks. Another good friend of ours was Andy and Caps had brought along his friend Aaron. I hadn’t known Aaron at the time but we did need a fifth player to make the game even. So here are the details of all of our characters:

Me: Dragonborn Barbarian, who worshipped Bahamut god of protection and Justice

Josh: Tiefling Mage; who worshipped Sune goddess of Beauty and the Arcane

Chris: Human Swordmage; who was named John Doe (forever known as John Doe)

Andy: Elf Druid; who worshipped Silvanus god of nature

Aaron: Dryad Warlord; I don’t actually remember who he worshipped but I think it may have been the same a the Druid. Not Sure it’s been a while and I dont have that character sheet anymore. Probably lost in my room or thrown out from the last clean up we did.

Caps had also asked us beforehand to write a backstory. I still have it and it was the first time I ever wrote any kind of creative piece that wasn’t for school or Uni. I went a little overboard and wrote a 5 page back story. That was probably the start of my interest and obsession in all things writing. (I will post that Back story in a different post “Barbarian Back story”)

Both Caps and I had high hopes for that character as he had already started a story route for me. But contrary to our belief he died straight away. It was just bad luck on my end as I wasn’t able to hit the monsters at all in the second encounter.

His stats were actually good as I was a Min-Max player at the time due to all of the experiences I had prior. But here is the recount of the events that day.

We all started in a tavern in the town of Brindol in the Adventure of Rescue at Rivenroar. We had our introductions and few interactions with the bar and the people inside to set the proper tone of the situation. Then all of a sudden crash, the wall of the building explodes with goblins raiding the tavern and town. Most of us were pretty ready to handle the situation as we managed to roll high enough on our Insight or Perception to see or sense what was coming. Our Elf was the only one to fail in the check and was behind and startled.

Then we all rolled for initiative, and this was the start of where the Winston Roll came to be and started to be call “The Winston”. If you are wondering what a Winston is, it is when a player (usually me or most commonly me) rolls a natural 2 on a 20 sided-die or d20. I got the lowest intiative but I was able to act during the surprise round just last. The initiative order is as follows:

Warlord = 1st,

Goblins = 2nd,

Druid = 3rd

Mage = 4th

Swordmage = 5th

Human rabble = 6th

Me (Barbarian) = 7th

Everyone at the table including me was laughing at my crappy roll. Saying I suck and what not. Then in the Suprise round we reacted to the goblins by either attacking the pests or just equiping our weapons. I shot 2 of the goblins with my lightning breathe. There were 12 goblins and 10 human civilians. The goblins were here to kill and harrass the town through a raid. Since I was a a character that believed in protecting the weak I rushed to block the monsters from getting in further to allow the citizen to escape. Our Swordmage was more interested in looting the tavern and the Mage was more interested in escaping with her life. The Warlord on the other hand couldn’t care less to humans as she too had a conflicting relationship with them. So in the suprise round I was the only one to attack the menance. I also had to convince the Mage to aid me and was successful. Rolled a 19 on my check to get the Mage to aid in stopping the immediate threat. The Swordmage also helped after he had finished the looting the coins on the tables. After the first round all of us were in combat with the goblins and the Mage was the most effective as she was able to kill 2 to 3 goblins at a time. I managed to hold one of the bigger goblins with the help of the Druid and the Swordmage. The Warlord by round 2 was using her support powers to make us more effective. By the 4th round we had finished depatching the little nuisance and found out that outside there was another threat. We had no time to take short rests so many of our powers and abilities weren’t recharged/replenished. We had been healed during the fight and many of us didn’t to be healed.

Here in the secound encounter is were my dragonborn Barbarian dies. The encounter was us (5 level 1 characters) verse 3 goblins on a wagon and an ogre. Now an ogre is a level 8 monsters and would have slaughtered us but the balancing conditions were that the monster could not move from the wagon it was chained to. So naturally I charged the creature. I was playing the Barbarian the way it should be played (at least in my opinion). My friends Aaron, Josh and Andy were using their range attacks to defeat the ogre. While Chris and I decided to handle the creatures on the wagon via melee. I on the other hand had a lot of hit points (well I thought I did in the least) to just take on the monstrous ogre one on one. It was going well until I started getting a stroke of bad rolls. I kept rolling lower than a 7 each turn. So I would miss the creature by either 1, 2 or 3 points.

Now you all might be saying “how did you know the creature’s AC or defences? Were you cheating or meta gaming, perhaps?”. Well the answer to the first question is Caps our DM kept hinting it with his fingers everytime I missed. And no, of course I wasn’t cheating (or meta gaming). We all figured it out after someone missed with an 18 but hit with a 19. So the target to hit was 19 for AC. All of my attacks were against AC so I didn’t care about the other defences. Will was very easy to hit as our mage constantly hit with every attack. And since the creature was an ogre we all assumed that its Fortitude was very high.

After the 4th round of combat, I had been bloodied (which means I had taken damage equal to or greater than my maximum hit points) luckily only the swordmage had taken damage as well but he had used his second wind to heal himself instead of attacking that turn. I hadn’t used my second wind at this moment as I was “instructed” to keep up the good work (even though I had only hit the sucker twice). I think at the time everyone including me had forgotten that the ogre couldn’t move. I continued the assault.

Once the 6th round of combat had started, the warlord (our designated healer) was out of healing and I had about 2 hp left. So I decided to retreat, just before the swordmage would light the wagon’s barrels aflame to set the creature on fire and kill it as well. But I needed to run away so that I too wouldn’t be blasted with the monster.

The ogre gets an opportunity attack since I was leaving a space adjacent to it. The swordmage had an ability to mark the creature and while it was marked he would make it less accurate if it attacked any creature other than him. As well as reduce the damage of the incoming attack by 7.

I tried to make a run for a safe area but the attack catches me. The damage was 9 points to my hit points which was then reduced by 7 but it was still not enough. I go down. Since I was in the line of fire with the plan the guys decided not to go through with it as it would have killed me out right.

So they left the last barrel of oil on the wagon just out of reach of the ogre so that it wouldn’t be able to throw it.

Round 7, the ogre was still alive with it still not being bloodied. I make my saving throw and I succeed.

Round 8, the ogre is finally bloodied but I fail my first saving throw. If you fail 3 times you die. There was only one way for me to get back to life and that was to roll a natural 20.

Round 9, the guys were now unning out of every power they had and the ogre was still alive. Luckily it didn’t regenerate. I fail my second saving throw. Just one more and I had to make a new character.

Round 10, the ogre only had 15 or so hit points left. If combat ended here I would not have died but the druid and swordmage missed the ogre so we were only dealing 5-8 damage per turn. I succeed my saving throw. It was an 18. But what I needed was a critical to get back up.

Round 11, the ogre was on 3 hit points left and this is the round that ends my character. I failed the saving throw by 1. I rolled a 9.

After my character died. The ogre was defeated with the mage’s turn. It was only revealed to us that turn that the ogre only had 3 hp left and I just laughed at the predicament of making this character and backstory but was just not lucky enough to survive.

 

Well thats about it for this part of My Adventurers series. Next time I will tell you guys about the Rogue (my next character) that caused a lot of mischief. That character didn’t die for at least 2 1/2 years. My friend Josh and Caps helped me build it. So until next time.

My Colletion of Board Games

This post will contain all of my board games in my collection. Yes I own all of them. This is just a list but it is also a list to help me remember what games I have ranted about.

Here is my boardgame list:

  1. Machi Koro
  2. Jamaica
  3. Glass Road
  4. Dungeon!
  5. Power Grid
  6. Krosmasters Arena
  7. Smash Up
  8. The Hobbit
  9. Talisman
  10. Penny Arcade
  11. Alchemists
  12. My Village
  13. Quarriors
  14. TNMT Dice Masters
  15. Pixel Lincoln
  16. Miskatonic: School for Girls
  17. The Last Banquet
  18. Concept
  19. Castle Panic
  20. Blood Bowl: Team Manager
  21. Sheriff of Nottingham
  22. Infinity City
  23. Courtier
  24. Ascension
  25. Naruto Shippuden: Deck Builder
  26. Teen Titans DC: Deck Builder
  27. Nightfall
  28. Eminent Domain
  29. Thunderstone
  30. Marvel Legendary – Blog made
  31. Kings of Air and Steam
  32. Finca
  33. Splendor
  34. Settlers of Catan – Blog made
  35. Agricola
  36. Xia: Legends of a Drift System – Blog made
  37. Lord of Waterdeep
  38. Elder Sign
  39. Rune Age
  40. Guild Hall
  41. Imperial Settlers
  42. Elemental Evil: Dungeons and Dragons
  43. Surburbia
  44. Epic PVP
  45. Hegemonic
  46. Progress
  47. Volt
  48. Castles of Mad King Lugwig
  49. Money
  50. Cave Troll
  51. Alchemist
  52. Say Anything
  53. Nuns on the Run
  54. Dice City
  55. Battleships Galaxies
  56. Mage Wars
  57. Eclipse
  58. Time Looper
  59. Drakon
  60. Kingdoms
  61. Coal Baron
  62. Lupin the 3rd
  63. Alien Frontiers
  64. Planet Steam
  65. Dungeon Run
  66. Relic Runners
  67. Small World
  68. Tokaido
  69. Colosseum
  70. Space Pirates
  71. Dice Town
  72. The Adventurers
  73. Island Fortress
  74. Megaman
  75. Wrath of Dragons
  76. The Witcher
  77. Tales of Arabian Nights – Blog made
  78. Caverna
  79. Dungeon Command
  80. World of Warcraft
  81. Mag-Blast
  82. Munchkin
  83. Chaos Marauders
  84. Timeline
  85. Epic: Card Game
  86. Final War
  87. Summoner War
  88. Star Realms
  89. Hero Realms
  90. Nuts
  91. Tanto Cuore: Maid Deck Builder
  92. Shadows of Brimstone
  93. Sword of Samurai
  94. Once upon a time
  95. Flux
  96. Carcassonne
  97. Alchemist Academy
  98. Ticket to Ride
  99. Mistfall
  100. Boss Monster
  101. Dungeons and Dragons: Attack Wing
  102. Dungeon Fighter
  103. Dominion
  104. Street Fighter Deck Builder
  105. Mundus Novus
  106. Confusion

The games listed above are all base or core games. I won’t add the expansion as the list would go on and on.

For Example:

Marvel Legendary has about 6 different expansions to it and I’m still missing Secret Wars 1 & 2 as well as the Deadpool Expansion.

Or Dominion has 9 expansion that I have. All of them. I only regret buying one of them but I’ll post that in the blog. As well as my reasons of regret.

This list will help me remember what games I still need to write about.

 

Sorry but nothing exciting here…

 

 

Street Fighter – If you are playing this right you should be shouting at your friends

StreetFighter.jpg

This game is a Deck Building game with the spirit of Street Fighter the Video game. Its theme is Capcom’s Street Fighter. The game itself is still in the spirit of building your deck and gains points. Anyway, I have played this game so many times since the time I first bought it as an impulse buy.

It said Street Fighter, I like Street Fighter. It said Deck Building on the box, and I like Deck Building games. My friend Caps was the one who showed me the game and I said is it any good? He didn’t know but I decided to buy it anyway. That was (at the time) their first copy of three in the store and also in the warehouse. After we skimmed the rules, and played it. It was all and all, fun. I got to play classic characters like Guile and Ryu but not Blanka who is my favourite when spamming the lightning attack.

But this was a Deck Builder just like all the others that had come out that year. So the mechanics of the game is everyone starts off with the same basic deck and builds up their decks with cards they purchase with the money (it’s called Power) they have that turn from either the common cards i.e. Kick and the Field area. The field area has 5 cards available each turn that are mostly different.

The types of cards that may appear in the field area are Super Powers, Villains, Heroes, and Equipment. They all have many different effects and are used in many different situations. Near the field area, there are location cards that give you special ongoing effects each turn once acquired. But of course, these locations have a much higher cost. Locations are very powerful cards as they enhance your deck farther by the effect it provides you. But to acquire one of them you will need to face the boss (an unused character’s attack) it will either penalise you or will do nothing, this attack can be defended as well so you get a sense of timing your cards.

Here are some examples of cards.

Villains:

  • Juri = +2 Power, choose a foe. Attack: that foe discards a card. And it cost 2 power to buy.
  • Gill: +3 Power, choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 5.
  • Balrog: +2 Power, choose a foe. Attack: that foe discards a Punch (card) or gains a Weakness (card). Cost of 3.
  • Master of the Fist: +2 Power, choose a foe. Attack: That foe discards a card at random, and you have +Power equal to its cost. Cost of 6.
  • M. Bison: +3 Power and you may choose a foe. If you do, Attack: Put a card from your hand of discard pile into that foe’s discard pile. If they avoid this Attack, destroy that card instead. Cost of 7.
  • Sodom: +2 Power, you may put the top card of the main deck under your Super Hero. If it’s an Equipment, gain it instead. Cost of 5.
  • Sagat: +2 Power, you may destroy a card in your hand. If you do, +Power equal to its cost. Cost of 6.
  • Seth: Play the top two cards of the main deck, then return them in any order. Cost of 8.
  • Hugo: +2 Power, choose a foe. That foe cannot use a Defence card during your next Attack this turn. Cost of 3.

Super Powers:

  • Hundred hand slap: Reveal the top two cards of your deck and draw one of them. You may discard the other or leave it on top. Cost of 3.
  • Sonic Boom: You may destroy a card in your hand or discard pile. If you choose not to, +2 Power. Cost of 3.
  • Shinku Hadoken: +2 Power, when you are attacked, you may reveal this card from your hand. If you do, put a Weakness (card) on top of the attacker’s deck. Cost of 4.
  • Flying Barcelona: +5 Power if you have played two or more Villains this turn. Otherwise, +2 Power. Cost of 3.
  • Gohadoken: You may destroy a card in your hand or discard pile, and then draw a card. Cost of 4.
  • Galactic Tornado: +3 Power, when you are attacked, you may reveal this card. If you do, the attacker gains a Weakness (card). Cost of 6.
  • Psycho Crusher: +2 Power for each different non-Starter card type you play or have played this turn. Cost of 8.
  • Tiger Shot: +1 Power and draw a card. You may destroy a card in your hand. If you do, additional +3 Power. Cost of 6.
  • Hadoken: +4 Power. Cost of 6.

Heroes:

  • Cammy, Delta Red: +2 Power, if you defeat or have defeated a Super-Villain this turn, you may put a Location from your discard pile into play. Cost of 2.
  • Hot Blooded Sumo: +4 Power if you have drawn one or more cards this turn. Otherwise, +2 Power. Cost of 3.
  • Sakura: Draw a card. Defence: you may discard this card to avoid an Attack. If you do, draw a card. Cost of 3.
  • Mystic Yogi: Draw a card and play it twice. Cost of 4.
  • Ken Masters: +1 Power, you may destroy a card in your hand or discard pile for each other Hero you play or have played this turn. Cost of 4.
  • Red Cyclone: +2 Power, You may put a card in the Line-Up under your Super Hero, and then replace it. Cost of 5.
  • Fei Long, Hong Kong Action Hero: Draw a card for each different cost among even-costed cards you have already played this turn, including this one. (0 is even.) Cost of 6.
  • Jungle Warrior: +2 Power, at end of game, this card is worth 5 VPs if you have 5 or more different Super Powers in your deck. Cost of 5.
  • Soldier of Justice: Put two cards of the same card type and cost 7 or less from your discard pile into your hand. Cost of 6.
  • Tireless Wanderer: +4 Power, put all Punch cards from your discard pile into your hand. Cost of 8.

Equipment:

  • Balrog’s Gloves: +1 Power and choose a foe. Attack: that foe puts a Weakness (card) on top of his deck. Cost of 2.
  • Ryu’s Headband: If this is the first card you play this turn, discard your hand and draw four cards. Otherwise, put your deck into your discard pile. Cost of 2.
  • Sagat’s Eyepatch: +1 Power, you may destroy another card you have played this turn [its effects remain.]. Cost of 3.

Game 1 = Me Vs Caps (Fei Long Vs M. Bison)

In this game, the start was quite punishing. With all the cards costing a minimum of 6. But as soon as a removal card, it was a Gohadoken. Since we were both trying to get some of the 6 drops, we had plenty of Kicks and I was able to get the Gohadoken. But what came out was a Juri. Since I’m a very greedy player, I tended to go for more power card like Hadoken or anything with +3 power on it. My hero was Fei Long and when you play him you choose a number and your opponent discards all of that cost from their hand. Since it was a bad start and I knew Caps very well and that he would only goad me into thinking that he only had 3 drop cards. So instead of buying my Ultra card I just kept buying cards from the centre stack.

That was my biggest mistake. As caps started to buy his Ultra two turns after. And he only needs to call out a colour (card type). Blue (Hero), red (villain), orange (super), and grey (equipment ~ but no one ever picks it). Man I had so many red cards in my deck and hardly any defence cards to block his attacks. Also either I’m very unlucky or the game just hates me, but I never ever get to buy the cheaper cards. Juris or Cammys. But whenever I open the board Juris and Cammys always come out. (It’s so annoying…) Anyway, we finally had enough to start buying locations, but since I didn’t have any defence cards I would always get the Super Villain’s attack, like weakness cards or needing to re-buy a card.

Here is the most annoying part of this game though, whenever Caps would attack me I would have no defence cards. But whenever I had my defence cards in hand he would never attack me. Although when it was my turn to attack him he manages to defend every attack. With some occasions, the attack not really affecting him in the slightest. But there was a turn where he used 2x Juri to lure out my defences and then use his Ultra to reduce my hand to zero cards. Man that sucked ~ We also call that Time-walked or Time-stopped. It’s a magic term. I had perhaps skipped my turn 4 times because I had 4x Weakness cards in hand or because I had not enough power to buy one of the available cards.

But every time we passed our turns it was a good laugh. I may have lost a lung or two laughing so much from this game. We always warn each other not to drink anything when playing this game, because in this game in particular one of us laughed so much that the other was sprayed with whatever the other was drinking. And I have to say it was sticky. Not gonna say who got sprayed though.

So by the end of the game I won by 4 points. It was a close game too. But during the game I was frowning and laughing at the same time. It was weird. When I won I screamed it out, “YAAAAAAASSSSSSSS” main reason is Fei Fei is shit. His attack never triggers and I had to rely on his counter-attack which is ok =L.

In the next game with the three of us playing I did not win but the game was still very funny.

Game 2 = 3 player free for all. Caps Vs Me Vs Evil (Sagat Vs E. Honda Vs Zangief)

This game was very punishing, especially to me. I started the game and there was a lot of removal cards. Sonic boom, Sagat’s eye patch and even Gohadoken. I had a 3 power start so I got the Sonic boom. And since Evil got the worst start which was the 2 power start I also got the eye patch. Caps got the Gohadoken. But Evil still bought a Juri on the first turn.

I managed to remove 5 basic cards but turn 5. It was amazing, my deck was very streamlined. I got my Ultra somewhere in midgame. Like I said before I like to buy the really expensive cards first then buy the locations which have more points overall but the first location was the worst one in my opinion, Hong Kong. This location gets you equipment cards from the main deck for free but it never triggers.

Strangely enough this game it trigger 3x. Evil was the one who got the location and both me and Caps were perplexed. I got only one location in the entire game, Japan. You get hero cards for free from the main deck. There are 8 locations and Caps got 4 of them and Evil had two during the game and he was also the one who ended the game. (It should have been me *3*).

In this game we all had a lot of back and forth attacks. Most of the Balrogs were hitting me since I no longer had any punch cards. I had removed 15 basic cards from my deck. Yes, you might be thinking “Wait you only start with 10 basic cards 7x punch and 3x vulnerable” well my friend Evil, kept giving me his. With his Ultra. So I had to keep removing cards during the game.

Here is the worst memory of this game, it was Caps’ turn and he had his Ultra in hand with 2 removal cards ready to active. He used his gohadoken to remove 1 basic from his bin (discard pile) and drew a mystic yogi card. This now meant he could pull some BS by removing a lot of cards then attacking with his Ultra. I did not have a defence card since I used it the previous turn to block Evil’s attack. Caps managed to remove 6x cards some of which weren’t basics then attacked. Evil blocked it and I got 13x weakness cards. So we all laughed (I raged X~X) at the result of the attack.

So for most of the game I had to pass my turn, due the fact I had 3 – 5 weakness cards in hand. At times I would be attacked and gain more weakness cards. This was the game of many that we actually ran out of weakness cards. Most were in my deck and hand T_T.

The score was 69 vs 34 vs 93, Caps vs me vs Evil respectively. [sigh~~~] I was raped so to speak.

Princes of the Apocolypse Part 8

PotAcover

Welcome back readers, I know I’ve been posting more than before but here’s the thing. I have just gotten more time lately and now is the time to spam some short posts. I won’t be able to do this all the time and there is about 3 months’ worth of stuff I should have posted but problems keep me away from doing so.

Anyway in this session, Randal had just shot down something from the sky and strange objects started to fall down. Statues, furniture and crates. The rest of the crew needed to evade the debris while using their spare time arguing about who was evil or not. The teams were still split in two but most of the team were now with the rangers. While the witch hunter and wizard were still in the centre of the valley.

Now here’s the thing. Many DMs structure their encounters via the roll table. I set up my encounters present. I choose what they encounter beforehand. Now that might be the same as others but I have my player use their checks to see if they see the enemy/creature. If they do see it, it is their decision whether they fight, talk or run away from them. Sometimes I would design an encounter where they would meet dangerous creatures and just talk about a deal.

A good example of this is their encounter with the hill giants on the plains where there was very think mists. I had designed this encounter to be one to gather information. I know it’s insane but to be thematic of the terrain and of the party, this was a challenge for Rock to talk to them about the land or challenge them to another strength contest to get the same information. Or have the rangers’ investigate the reason for why the hill giants were so far from their home. I was trying to set up grounds for the players to explore. But of course a few failed critical rolls had them start a fight.

Team A

  • Randal level 4 ranger
  • Lothram level 3 ranger
  • Grizilla level 3 cleric
  • Rock level 4 fighter
  • Apollo level 4 warlock

Team B

  • Gevauden level 3 witch hunter
  • Adran level 3 wizard

So here is the short version of the story.

Team A

  1. A box?
  2. Stone pillars?
  3. Please aid me in finding my crew
  4. Daemon is polite
  5. Kriv is annoying
  6. We hate Lillianna
  7. Dwarven chef
  8. Where is Fredrick?
  9. The TUB?

Team B

  1. Time to heal
  2. Hey come back with ma stuff!!
  3. Halfling!
  4. A store in a cave?
  5. Worthy information
  6. Bird tribe for safety
  7. A guide?
  8. Returning to the bandit camp

 

I’m almost done with the Full version of Princes of the Apocalypse Part 3. So it might be a long while before you see the Full story of this. Sorry, my readers. I can only type as fast as my computer can process.

Full Story coming later…

 

Princes of the Apocolypse Part 7

PotAcover

Welcome back readers, this session the guys continued their encounter with the hill giants. The team was – of course – split up in to two groups. One group consisted of 2x rangers + 1x cleric and 1x fighter. The other group consisted of a wizard, a warlock, a witch hunter and an owlbear mount. So it was a bit hard for me to progress the questing when both were headed in the same direction but just had different details of the quest. I had designed it so that even though they didn’t like each other as characters they would gain somewhat of a camaraderie. But it still now brings lots of conflict. Anyway the first team needed to deal with the hill giants, while the second needed to navigate the valley (without a ranger or map).

1st team

  • Lothram level 3 ranger
  • Randal level 3 ranger
  • Grizilla level 3 cleric
  • Rock level 4 fighter
  • 6x wild horses
  • dire wolf

2nd team

  • Apollo level 4 warlock
  • Gevauden level 3 witch hunter
  • Adran level 3 wizard
  • a horse
  • an owlbear

Both teams had simultaneous fights and encounters. Here is the short summary.

1st team

  1. Hills giants up ahead
  2. Communication broken
  3. Fight!
  4. Secure the horses
  5. Griffon in the air + 6x horse = Random Stampede
  6. Dire wolf on the plain
  7. The mists clear
  8. What did I just shoot?

2nd team

  1. The terrain of the Valley
  2. My owlbear senses are tingling
  3. Manticores? Can I tame it?
  4. Escape
  5. I knew this was a bad idea?
  6. Into the plains…
  7. Only one manticore left… wait why is there a werewolf?
  8. I think the goliath was more gentle?

Note: I ran this session in 3.5 hrs. That’s a normal session. It was funny and crazy at the same time.

 

Full story coming soon…