BSG (Baltar)
Pass.
Mayor ,'Lies My Parents Told Me'
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BSG (Baltar)
Pass.
BSG
Everyone passes on interrupts. Will Apollo find the food stores to be as pliant as the Quorum?
Die roll: 1. Fail.
The people have spoken! With their mouths stuffed. Take that, liberals!
No, wait, better idea. Take this. Baltar's crisis card is:
Heavy Assault
Cylon Attack
And the first order of business is that both basestars immediately attack Galactica.
Basestar 1: 5. Hit!
Basestar 2: 2. Miss.
Citizen Baltar, as current player, it's your choice: does the basestar hit Galactica or Pegasus?
BSG (Baltar)
Pegasus.
Wait, wait, let me hold on to everything.
holds on to everything
Okay, proceed.
BSG
Proceedings underway. Will the basestar send a certain floppy-haired citizen in search of an understanding nurse? It hits... Airlock. Gee, just as well no one was being executed just then, they might've been hurt.
That concludes Baltar's turn. Hoshi's cards are going out. Admiral Hoshi, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 3.4 - Baltar
Locations and Hands
Hoshi: Command; 4 cards, 1 miracle token, 1 mutiny card
Helo: Research Lab; 7 cards, 1 miracle token, 1 mutiny card
Apollo: Quorum Chamber; 10 cards, 1 miracle token, 0 mutiny cards
Baltar: Pegasus CIC; 6 cards, 1 miracle token, 0 mutiny cards
Main Board Sectors
Sector 1: 1 Basestar
Sector 2: 1 Basestar
Sector 3: Empty
Sector 4: Civilian A
Sector 5: Civilian B
Sector 6: 1 RSV, Civilian C
Resources
Fuel: 6
Food: 6
Morale: 8
Population: 12
Viper Reserves: 6
Damaged Vipers: 1
Raptors: 4
Assault Raptors: 1
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 4
Galactica Damage: Airlock
BSG
Administrative note: Hoshi's card draw exhausted the Leadership deck. I've reshuffled the discards.
BSG (Admiral Hoshi)
Well crap in a bucket, ain't this a fine mess we have here. Our one pilot plays next, and final round of Loyalty cards just went out, and nobody has shown to be toasterly. So I have great apprehension to XO our pilot.
Any thoughts? I'm thinking my OPG, and activating CIC, Weapons, and Command.
Another thought would be a Nuke, but I think that would be best if they spit out some Raiders, in case we get lucky with the roll.
I'm open to other ideas. We need to minmize those Basestars! If they start spitting out Raiders, we are fracked!
Meanwhile, in not-BSG news, I've been playing Ryan through the D&D 5th ed adventure, Hoard of the Dragon Queen. His party is now 5th level. (He named them all after his classmates. The party leader is Ryan the dragonborn sorcerer, who is pretty thrilled that he now gets to toss around empowered fireballs. He rolls for the others in the party, and we work out together what they'll do.)
Anyway, over the weekend we had a fun gaming session. He couldn't get a long rest for a little while, and Ava the cleric was running low on spells. She was down to a single 3rd level slot when they found themselves fighting a shambling mound. Oh, and she won initiative.
First action, Ryan decided Ava would cast Inflict Wounds on it. Good choice against a shambler, they have a bunch of energy resistances and such, but not against necrotic. In 5th ed, Inflict Wounds does 3d10 damage. However, it's a 1st level spell, and she only had that 3rd level slot. If you cast it at a level above first, you add an extra d10 for each bump, so now she's going to do 5d10 on a hit. Not bad.
Ryan rolled a critical hit. I have now made the discovery that Ryan can hold 10d10 at one time if he uses both hands. Ryan has discovered that he really really really likes doing 55 points of damage in one hit.
So that was nice. (Oh, Ava is a nature cleric too, so when the shambler engulfed the party barbarian - a dwarf named Lachlan - she could charm it to make it give him back.)
That's awesome, BT.
Mattias' party is still level 3 (we finally played last weekend after not being able to for awhile). Like you with Ryan, I let Mattias roll all the dice for his party. They raided a necromancer's tower to recover a magic gem to get Rex's (his barbarian character) buddy from his criminal days out of trouble with the local Thieves' Guild. They fought a bunch of skeletons in the courtyard, made their way through a bunch of animated armor in the main corridor and Rex got his hand's on a magical greatsword that one of them was wielding. They then rescued a Faerie Dragon the necromancer had imprisoned, who told him about the knight he'd seen the necromancer's zombies drag into the dungeon a few days previously. After fighting some zombies and an ogre zombie, they rescued the knight, a paladin named Sir Gawain (he's descended from one of my long-time player's paladins, Roland. Every time he plays a paladin of this family, he names them after a famous knight or paladin, so Gawain was fitting.) Sir Gawain wanted to bring the necromancer Grenwald in to face the king's justice, but acknowledged Rex's argument that he was unlikely to surrender.
Entering Grenwald's sanctum, they discover him talking the image of a hooded figure in a mirror on the wall, whom he refers to as "Master". Grenwald's master declines to offer him any aid, telling him he has no need for servants unable to protect their own strongholds and vanishes from the mirror. Sir Gawain orders Grenwald to surrender, at which the necomancer simply laughed, calling forth skeletons from the grave dirt of his sanctum floor.
The fight is on, and I have to say that wizards can still hang in there, even with the lesser spell slots. Grenwald, through a combination of mage armor, mirror image, and shield was able to ward off most of the party's attacks, though Sir Gawain managed to hit him with a critical smite for a massive amount of damage. Grenwald then returned the favor by hitting Sir Gawain with a critcal hit Vampire Touch, dropping the paladin and restoring a good chunk of his own health. Grenwald managed to maintain his concentration on the spell despite a couple hits from Rex, and struck him with a normal hit from the spell before the party finally took him down.
Amerielle, the cleric (also of Nature) gets Sir Gawain back on his feet, and they return to town with the gem and the necromancer's remains. As thanks for their rescue, Sir Gawain offers to put the party up at an Inn, The Knight's Rest, for a few days and informs them that his commander may want to speak with them once he tells her all that has happened.
Which is where I left it as I need to come up with a new mission for Rex and company. Mattias also wants to play a character with an animal companion, but wants to keep playing Rex, so we're in discussion of who his new Ranger would replace in the party, as I really don't want to deal with more than four party members with only one player.
That's an excellent adventure. Ryan's party has six characters; I think you've taken a sensible option limiting it to four.
Like you with Ryan, I let Mattias roll all the dice for his party.
As it should be. Because rolling handfuls of dice is awesome, and kids understand this.