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Category Archives: Deck Building

This is the play-by-play version of the previously posted story mode.
Brigandoom!

If a monster’s power requires you to discard one or more cards, do so, then draw the same number of cards

  • Seoni – Rin figurine
  • Seelah – Saber figurine

Locations:

  • Waterfront – Seoni start
  • Farm House
  • Wooden Bridge
  • Woods – Seelah start

Seelah opening hand:

  1. Standard Bearer
  2. Blessing of the Gods
  3. Cure
  4. Chain Mail (favored card type)

Seoni starting hand:

  1. Blessing of the Gods
  2. Invisibility
  3. Guide
  4. Troubadour
  5. Force Missile (favored card type)
  6. Sage’s Journal

Seoni 1st turn

Encountered Night Watch – Charisma 7

d12 (+1) rolled a 4, total of 5, not enough


Seelah 1st turn

Encountering Goblin Commando

Encountered a Goblin Commando – Combat 9 Before the encounter the Goblin does 1 Ranged Combat Damage to you (discarded Chain Mail)

d8 (+2), used special to discard top card of deck for a d6, and discarded Blessing of the Gods for extra d8, rolled 9 (two 2s and one 5) for total of 11, Goblin Commando defeated

Drew Blessing of the Gods and Mace

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Seoni scanned the crowd. Unsurprisingly the Waterfront was teeming with activity, and Seoni wished Seelah’s message had arrived intact. The only thing Seoni had been able to make out on the location was that it began with a “w” which could mean Waterfront, Woods, Wooden Bridge or perhaps there was an inn or tavern nearby with a “w” name. From her travels, Seoni knew anything was possible.

“Keep your eyes open for a female paladin,” Seoni said to her companions.

Trevin absentmindedly plucked at a few strings on his lute. “I have a feeling I’ll have material for a new song by the end of the day.”

Gilsa scowled at the troubadour. “Let’s try to stay focused.” Then she pointed off to their left. “I say we start that way.”

Seoni didn’t have a preference on direction, so she deferred to her guide.

As they turned the corner, their way was blocked. By his uniform, he appeared to be from the Night Watch, and Seoni wondered what he was doing out so early.

“This area is closed until further notice,” he said almost in a drone which meant he must have been saying it for a while now.

Seoni smiled charismatically. “Our apologies,” she said sweetly. “We’re looking for our friend. Perhaps -”

The Night Watch looked annoyed. “This area is closed until further notice.”

Her smile disappeared, and she gestured to her allies to move along.

“That usually goes better,” Trevin noted.

“Indeed,” Seoni replied, hoping the closed area wasn’t connected with Seelah.


Seelah signaled her Standard Bearer to stand back, then she moved forward through the woods to investigate. She’d barely taken two steps when a Goblin Commando leapt out from behind a tree, and threw something at her. Thankfully her chain mail blocked whatever it had been.

Seelah tossed aside her pack to give herself more maneuverability, and counterattacked. Her strength was no match for it, and it soon lay crumpled at her feet.

“Looks like things are getting exiting,” she said, only now taking the time to draw her mace.

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In our first play through I chose the Rogue (Merisiel) without hesitation. I’ve always loved rogues for a few reasons: Lots of Skills, High Dexterity = Hard to Hit, and the ability to do well on their own (usually via Sneak Attack)
Merisiel had 4 skills (Acrobatics, Disable, Stealth, and Perception) and a D12 for Dexterity with the option to get it to +4. She also had the ability to Backstab in the form of when she is “the only character at [her] location, you may recharge a card to add 1d6 (upgradable to +2) to your combat check, or discard it to add an additional 1d6.”

As Chubby Unicorn mentioned, we followed the Suggested Deck Lists in the rule book, so Merisiel started with:

  • Weapons
    • Dagger
    • Dart
  • Armor
    • Leather Armor
  • Items
    • Caltrops
    • Crowbar
    • Potion of Glibness
    • Potion of Vision
    • Thieves’ Tools x2
  • Allies
    • Burglar
    • Guard
  • Blessings
    • Blessing of the Gods x4

Some things I didn’t like about her:

  • Favored Card: Item – with only 2 weapons to start with, I sometimes had to scramble to find a weapon.
  • Starting Weapons – if I was playing her again, I would have dropped both of those weapons for a pair of Light Crossbows (1d8 > 1d4)
  • Starting Items – in hindsight, I would have dropped the (single use) potions for a Codex and a Sage’s Journal

After completing Adventure 3, I chose the Thief role. This opened up some great additional powers. My favorite? When you play a blessing to add to your Dexterity check, you may recharge it instead of discarding it. I grabbed the Use Magic Item power (You may use Charisma in place of any skill on any check to recharge an armor, item, or weapon with the Magic trait.) early and never got a single successful use out of it. I didn’t realize how useful the Sabotage Location power (Add 2 to your noncombat check to close a location.) was, but once I got it, it proved a big help.
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Previously for Pathfinder I played Kyra (female, human, cleric), and this heavily influenced my decision to play as Seoni (female, human, sorcerer).

For cards, Kyra begins with:

  • 2 weapons
  • 3 spells
  • 2 armor
  • 1 item
  • 1 ally
  • 6 blessings

Starting Deck:

  • Weapons
    • Mace
    • Quarterstaff
  • Spells
    • Cure
    • Guidance
    • Mending
  • Armor
    • Chain Mail
    • Wooden Shield
  • Item
    • Holy Water
  • Ally
    • Guard
  • Blessings
    • Blessing of the Gods x6

I ended up with:

  • 4 weapons (max)
  • 5 spells (max)
  • 3 armor
  • 2 items (max)
  • 2 allies (max)
  • 7 blessings

Ending Deck (Adventure Number in Parens):

  •  Weapons
    • Runechill Hatchet +2 (4)
    • Greatclub +3 (4)
  • Loot Weapons
    • Mokmurian’s Club (4)
    • Karzoug’s Burning Glaive (6)
  • Armors
    • Magic Full Plate (3)
    • Reflecting Shield (4)
    • Invincible Breast Plate (5)
  • Allies
    • Charmed Red Dragon (4)
    • Sacred Killer (5)
  • Spells
    • Holy Light (B)
    • Swipe x2 (3)
    • Major Cure (3)
    • Sign of Wrath (6)
  • Items
    • Belt of Physical Might (6)
  • Loot Items
    • Ordikon’s Staff (5)
  • Blessings
    • Blessing of Sarenrae x4 (B)
    • Blessing of Sarenrae (C)
    • Blessing of Pharasma (B)
    • Blessing of Abadar (2)

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Professor and I recently finished playing Pathfinder Rise of the Runelords (the Adventure Card Game, based on the RPG Campaign of the same name). Before we started playing, we had to each pick a character. For me, it was tricky because I didn’t really know what to expect. I think I mostly chose based on the character’s story instead of stats.

There were many, many times the dice tried to kill me, and sometimes we forgot about special abilities or conditions of a particular location or scenario. We failed a few times (amusingly we failed the Local Heroes scenario), but thankfully we didn’t die.

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Space Cat chose to play this game from our game library.

Professor and I have played the base game a few times, and it is hard.  We were soundly beaten by the villains the first time (which may have been due to a learning curve), but we’ve really struggled to win this game in the past.

Energy cards:

  • Strange Alien Artifact
  • First of Your Kind

Because we received a boost for having a gender in our heroes names, we all made sure we had that.

  • Space Cat – Spooky Girl
  • Chubby Unicorn – Star Girl
  • Professor – Spider-Man

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