C-SAS06
Puzzle
“Fangs, pills, and brigandooms!”
Card Game Trivia | 4 Words
Clue
Hover over the clues if you require!
Clue 1: Or, slightly more accurately, Brigandoom, Pill and Fang's.
Clue 2: Where are these three scenarios from? Not just the chapter name, but the full adventure?
Answer and Explanation
Answer: Rise Of The Runelords
Explanation: In the deck Rise of the Runelords, a Pathfinder adventure path, the Prologue chapter ('Perils of the Lost Coast') contains three scenarios, called Brigandoom, The Poison Pill and Black Fang's Dungeon..
⚠️BEWARE: THIS IS DECLASSIFIED INFORMATION. WARY EYES ONLY. ENTER AT OWN RISK.⚠️
Summary of Receipt
The Other Cafe plays Shadow Story. The only thing to note is that the Unseen is completely undetectable via eyesight or magical sight, but the Unheard simply makes no sound. Thus, the game plan would likely be to focus on the Unseen first and kill it, then the Unheard should go down pretty easily.
NUMBER: SAS06
PRIORITY: CAFE
DATE: 12-11-17
CUSTOMER & ORDER: GEMINI, COFFEE BLACK
SERVER: BARISTA
HELLLLLL YEAH TEAM DARK BREW!!! thats how you get it done! i was (to be fair) totally expecting a tpk but you guys did it! (i did a lot of it but still!!!!) i WAS recording the game on my cadcom.... not to show my cafe and diner. mm. no. but to... read it back. yes. and to narrow in on the strats for unseen & unheard. heres an abridged transcript of the parts that i think will be the most important for an irl encounter with the twin xoanons.
S.O.T.
Fire Caller: Right, so is Gemini here?
Story Master: You can't tell. You don't see them or hear them.
Cartomancer: Can I use my detect presence spell?
Story Master: Yep! Draw the top three cards of your deck.
Cartomancer: Okay… ace, seven, four. So, twelve.
Story Master: Mm…
Miracle Worker: HANG ON!
Story Master: Says the mysterious and charming Miracle Worker.
Miracle Worker: I cast Rechance! Just in case that wouldn't be enough to succeed this check.
Cartomancer: Haha, okay. Um, two, king, queen. So, twenty-seven?
Story Master: Wow. Strong pull. You do detect a presence though you can't see it. Suddenly the Druid is caught off guard as something unseen attacks from behind. 3d4 Darkness damage.
Druid: Ouch. How could I have avoided that?
Story Master: Hard to say. You can't SEE the Unseen. So you can't really know where it'll attack.
Druid: But it is a physical entity?
Story Master: Yes.
Druid: I want to use change form to become a giant spider.
Story Master: Interesting… I like it.
Druid: As a spider, I weave a strong web around the area.
Story Master: Okay, you weave a web around the room, being careful to avoid your Team's feet. Suddenly you notice a tug on the web towards the Maledict.
Maledict: EW! Excuse me?
Story Master: An unseen enemy is tangled in the web, missing their next attack.
Fire Caller: Your turn, love.
Maledict: Um, I cast "hex fire?"
Story Master: You know Hex Fire will hit everyone in the room, right?
Maledict: Okay… so I cast the dark thorn thingy.
Story Master: Which will cover the room in dark thorns for everyone.
Maledict: Do all of my stupid spell thingies hurt everyone?
Story Master: You… are a Maledict, to be fair. Enclosed spaces aren't your friend. Uh… Hm…
Miracle Worker: HANG ON! I've got you!
Story Master: The beautiful and wise Miracle Worker cried out heroically.
Miracle Worker: I cast Wonder Shield! Protecting all of Team Dark Brew until broken. Use your Hex Fire!
Maledict: Okay. I do that.
Story Master: Okay, that's 3d12.
Maledict: Which one is a 12 again?
Story Master: It's that one.
Maledict: Okay… uhhhh, that's like… 21.
Story Master: What's your Hex counter at?
Maledict: Six… right?
Story Master: Okay, so your hex fire deals 126 damage to everyone in the room, though the Miracle Worker's Wonder Shield shielded your allies.
Water Caller: It hit everyone?
Story Master: Yes.
Water Caller: Even the Unheard?
Story Master: If the Unheard was here, yes.
Water Caller: Is it not here?
Story Master: You don't know. You haven't seen it yet, and you can't hear it either.
Water Caller: It is not a big room.
Story Master: No, it's not.
Water Caller: Okay, I want to use my turn to look around for the Unheard.
Story Master: You look around though you don't see the Unheard.
Water Caller: That is very strange. They are usually together.
Druid: It's a trick.
Water Caller: Yes! It simply must be a trick of some sort!
Druid: The Unheard doesn't need to move, does it?
Story Master: Not necessarily.
Druid: And it makes no sound? None?
Story Master: Correct.
Druid: Can the Unheard shapeshift or hide itself?
Story Master: It's very possible.
Druid: Can "Detect Presence" detect the Unseen?
Story Master: Hehe… no. It can't. It's unseen by eye and magic.
Druid: So, it's here then.
Fire Caller: Bloody hell, you're aces at this Big Guy. 'Ave, you played this before?
Druid: No. But it's a game. So there has to be a trick to it.
Story Master: Yeah, usually. So, the Druid has figured out that Detect Presence detected the Unheard, though you can't quite figure out where or what the Unheard is as it makes no noticeable sound or movement. It's the Fire Caller's turn.
Fire Caller: Right. I turn to the Miracle Worker and ask 'er how often she can do that little shield trick.
Miracle Worker: Only once a day, er well, night. It's a lunar spell.
Fire Caller: Choice. You said earlier that if things got too dangerous, you could pull us out of 'ere, right?
Miracle Worker: Yes… I can technically teleport us out of this room, though doing so would probably allow the Unseen and Unheard and Dumbra to escape.
Fire Caller: Do it. But leave me in there.
Miracle Worker: What are you planning on doing?
Fire Caller: What I do best, mate. Start fires.
Miracle Worker: You'll die. I can't let you-
Water Caller: WE WILL NOT LEAVE YOU HERE!! We can do it!
Fire Caller: Oi, Water Caller, is it? You can conjure water from the air, right?
Water Caller: I can!!! We can make everything wet, and then we can splish and-
Fire Caller: Just try and cover me with water.
Water Caller: Okay, I cast Bubble!
Story Master: The Water Caller encased the Fire Caller in a bubble of water. Just as this happens, the Unseen breaks free from the webbing.
Fire Caller: Right, get everyone out now!
Miracle Worker: Alright… I trust you. I teleport everyone but the Fire Caller out and back to our base in Castor.
Fire Caller: You have to. I cast Explosion.
Story Master: Okay, you know that will hit you, right?
Fire Caller: Leidenfrost effect. Does that work in this game?
Story Master: It sure does when I'm Story Master! Alright, roll your 5d20 plus 25. Though if you deal over 85 damage, you'll still take damage as the Water Caller's Bubble can only insulate so much.
Fire Caller: Lovely. 10… 11… 14… 14… damn. 13. 87.
Story Master: It could be worse. You take 3 damage, though the Unseen and Unheard take 87.
Fire Caller: Is that it? Did we do it?
Story Master: For the purpose of this game—yes. Technically they have individual health, but you did kill the Unseen, and without the Unseen, the Unheard would go down pretty quick.
Maledict: So, like, we need to take out the Unseen first?
Story Master: Usually, yeah. Though focusing too hard on the Unseen leaves you very open to the Unheard. If the Fire Caller, sorry [The Manager] didn't pull that ridiculous stunt with Explosion, Unheard would've attacked for probably a killing blow next turn.
Druid: What about the reward?
Story Master: Reward?
Druid: The King promised a reward.
Water Caller: He did! He did, in fact, promise us a very nice reward!!
Story Master: Oh! After you guys took out the Unseen and Unheard, I thought we were done.
Druid: No. We should get our reward. And we need to pick up the Fire Caller as he's still Black Keep.
Story Master: Okay! Let's keep going then…
E.O.T.