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ComicJunkie’s Secret Stash: The Forgotten Realms: Baldur’s Gate 3 SLOP
Hey realmsers,
In honor of finally getting 100% platinum on BG3 what better way to celebrate than with a SLOP event. Behold…
PRESS RELEASE
Trouble stirs in Faerun. It will take the greatest heroes and villains of the Forgotten Realms to stand against the forces that would bring an end to all free will. Celebrating the record number of game of the year awards and paying tribute to the D&D inspired modern day classic, Forgotten Realm Clix: Baldur’s Gate 3 SLOP event brings the excitement and versatility of the hit video game to the game table for this multi-week event! Choose your origin character or accept the random roll of the dice as you fight your way from the Mindflayer colony ship back to the heart of Baldur’s Gate. Spread across three Acts, each Act brings its own full size set to collect as well as event participation and championship prizes. Each 4 figure booster comes with a treasure chest containing valuable loot and equipment befitting the bravest adventurers. Stop the Absolute and free the world…or subjugate it.
FORGOTTEN REALMS: BALDUR’S GATE 3 EVENT/PRODUCT SCHEDULE
ACT 1: I WANT TO LIVE (A=Attendance E=Equipment P=Prize)
Act 1 Origin Pack (Chosen at Event Registration)
Week 1: Dream Guardian (A) / Deathstalker Mantle (E) / Phase Spider Queen (P)
Week 2: Dhourn (A) / Staff of Mourning Frost (E) / Spectator (P)
Week 3: Sovereign Glut (A) / Phallar Aluve (E) / Bulette (P)
ACT 2: THE POWER
Act 2 Origin Pack (As Registered At Start of Event)
Week 4: Elminster (A) / Blood of Lathander (E) / Vlaakith, The Lich Queen (P)
Week 5: Kith’rak Voss (A) / Silver Sword of the Astral Plane (E) / Red Dragon (Prize)
Week 6: Mizora, Mindflayer Captive (A) / Nautiloid Chamber (E) / Myrkul (Prize)
ACT 3: SONG OF BALDURAN
Act 3 Origin Pack (As Registered At Start of Event)
Week 7: Valeria (A) / Blackguard Armaments (E) / Baal (P)
Week 8: Duke Ravengard (A) / Gontr Mael (E) / Bane (P)
Week 9: Balduran (A) / Balduran’s Giant Slayer (E) / Ansur (P)
FINALE EVENT
Week 10: Armored Owlbear (A) / Netherstones (E) / The Absolute (Grand Prize)
EPILOGUE
‘Good’ Ending / ‘Bad’ Ending Origin Packs
UNCOMMON 1-6
1. Potion of Greater Healing
2. Elixir of Hill Giant Strength
3. Thieves Tools
4. Wyvern Toxin
5. Scroll of Invisibility
6. Rope
RARE 7-12
7. Darkfire Shortbow
8. Staff of Arcane Blessing
9. Scroll of Fireball
10. Moonlantern
11. Scroll of Wall of Fire
12. Cloak of Protection
SUPER RARE 13-16
13. Incandescent Staff
14. Knife of the Undermountain King
15. Killer’s Sweetheart
16. The Potent Robe
CHASE 17-20
17. Circle of Bones
18. Moon Devotion Robe
19. Reaper’s Embrace
20. Signed Trade Visa
Setlist Act 3: Song of Balduran
ORIGIN PROMOTIONALS
O1c. The Dark Urge
O2c. Laezel
O3c. Shadowheart
O4c. Astarion
O5c. Gale
O6c. Wyl
O7c. Karlach
Each week is a 2 Booster Sealed event with the following rules:
When each player registers for the event they pick an origin character to use for the entirety of the event, regardless of how many weeks participated. At the beginning of each Act players are given an origin pack containing their chosen character. Their force does not have to include the origin character but another origin character cannot be on their starting force unless the starting force already includes their chosen origin character.
Treasure Chests: Treasure chests are special objects that are not unique. At the beginning of the game you may place an object or equipment from your Sideline on the card of each Treasure Chest on your force. A character occupying or adjacent to a Treasure Chest may be given POWER to roll 2d6: if the result is at least the point value of the object on its card it may be equipped or picked up at no cost. No points are scored for that object this game.
Feats: At the beginning of each Act players may choose one Feat card. Feats may be assigned to any character but feats assigned to their chosen origin character have a point cost of ‘0.’ A force may only include one Feat for Act 1, two for Act 2, and three for Act 3.
Feat List: Ability Improvement (10) - at the beginning of the game choose a combat value other than damage. The assigned character modifies the chosen combat value +1. Actor (10) - Shape Change, but only on ‘6’. If they can already use it instead modify the result +1. Alert (10) - When determining first player increase the result +1. Athlete (10) - close attacks made by the assigned character cause KNOCKBACK. Charger (10) - Charge, Running Shot. If the assigned character can already them do not halve speed instead. Crossbow Expert (10) - Range attacks made by assigned character cannot be reduced below 1. Defensive Duelist (10) - When assigned character has less than 2 action tokens modify Defense +1. Dual Wielder (10) - When assigned character uses Flurry it can use Close Combat Expert for the second attack. Dungeon Delver (10) - When the assigned character picks up terrain roll a d6: 4-6- heal that character 1 damage. This character ignores the effects of opposing terrain markers. Durable (10) - once per game when assigned character would be dealt damage it may take one unavoidable damage instead. Elemental Adept (10) - when assigned character deals penetrating damage increase the damage dealt +1. Great Weapon Master (10) - When assigned character makes a close attack it may choose to modify its Attack -1 and Damage +2. Heavily Armoured (10) - the assigned character reduces penetrating damage. Heavy Armor Master (10) - Defense powers if the assigned character have Safeguard: Outwit. Lightly Armored (10) - If assigned character can use Toughness modify Defense +1. Lucky (10) - once per turn this character may ignore the result of a single d6 roll and roll again. Mage Slayer (10) - Safeguard: Mystics team ability. Magic Initiate (10) - Mystics team ability. If they can already use it the damage is unavoidable instead. Martial Adept (10) - Assigned character has all prerequisite keywords for the effects of assigning equipment. Medium Amor Master (10) - When assigned character rolls for Impervious once per turn it may ignore the result and roll again. Mobile (10) - +1 Speed. If assigned character can use Charge or Running Shot it may instead use ‘POWER: Halve Speed. Make a CLOSE or RANGE as FREE then move.’ Moderately Armored (10) - if assigned character can use Invulnerability modify Defense +1. Performer (10) - POWER: until your next turn characters that can draw line of fire to the assigned character may only draw line of fire to the assigned character. Polearm Master (10) - If assigned character can use Giant Reach it can use Flurry. Resilient (10) - When assigned character uses Impervious or Willpower increase the result +1. Ritual Caster (10) - Empower, Enhancement. If they can already use it adjacent friendly characters modify Attack +1. Savage Attacker (10) - When assigned character uses Blades/Claws/Fangs any result of ‘1’ is rerolled. Sentinel (10) - Defend, but only when opposing characters make close attacks. The first time each opponent’s turn that an opposing character becomes adjacent to the assigned character it may immediately make an attack at no cost. Sharpshooter (10) - When assigned character makes a ranged attack you may choose to modify its Attack -1 and Damage +2. Shield Master (10) - Once per turn when missed by a close attack after resolutions make a close attack targeting the attacker. Skilled (10) - When building your force choose a keyword for the assigned character to possess this game. Spell Sniper (10) - If the assigned character has the Mystical keyword Attack +1. Precision Strike, but only when making range attacks. Tavern Brawler (10) - Assigned character increases the damage dealt by Terrain Attacks by one. Tough (10) - Toughness. Protected: Outwit. War Caster (10) - when assigned character has 1+ action tokens it increases the result of its single d6 rolls +1. Weapon Master - Assigned character modifies Attack +1 while equipped. FREE: Replace this character’s equipment with another equipment from your Sideline with an equal or lower point value.
#O1a Unique The Dark Urge
Real Name: Chosen of Bhaal
Team: No Affiliation
Range: 4
Points: 25
Keywords: Assassin, Balduran’s Blessed, Baldur’s Gate, Dead Three, Dragonborn, Herald, Monster, Mystical, Sorcerer
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You Awaken With No Memory Of Your Past: Safeguard: Outwit. When Dark Urge KO’s a character with an attack after resolutions choose a standard power from that character’s card for Dark Urge to use for the rest of the game. In A Pool of Blood…Not Yours: Dark Urge may target friendly characters of an equal or lower point value with close attacks. When he does, if that character is KO’d an opponent scores its points.
#O1-1 Unique Sceleritias Fel
Real Name: Sceleritas Fel
Team: Mystics
Range: 0
Points: 25
Keywords: Dead Three, Herald, Monster
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Movement: Blocking, Characters, Elevated The Dread Butler: When building your force Sceleritas Fel possesses the keywords of friendly characters named The Dark Urge and, if your current force includes a character with that name Sceleritas Fel’s traits have SIDELINE ACTIVE. Oh The Sweet Misery You’ve Forgotten: Perplex, Probability Control, but only to target friendly characters named The Dark Urge regardless of range or line of fire. When he does at the end of your turn, if no character was KO’d this turn, deal Sceleritas Fel one unavoidable damage. To Serve With Pleasure: Sidestep, Shape Change, Stealth. When an opposing character is KO’d with a close attack after resolutions you may place Sceleritas Fel adjacent to the attacker and heal both of them 1 click. Clean Up: Poison, even if he has been moved or placed this turn. When he does and actions resolve each character dealt damage is healed 1 click.
DM NOTES
The Dark Urge, as well as every other origin character, are completely customizable save for appearance, in which only he and Tav can be of any race. This set goes as close to ‘cannon’ for a game based on choice by using default races, classes, and subclasses. For Durge here it means Male White Dragonborn Storm Sorcerer excelling in Charisma with the other powers being based upon his narrative. Origin packs are an homage to REV spread throughout the campaign and each will bring a flavorful game element with them this case being the Dread Butler.
As to keywords each class and race getting their own is likely the easiest. It worked for LOTR. As far as the adventuring party from BG3 I tried to go with something more serious than what they’re called online (Team Tadpole, Tav’s Party, The Tavpoles) and since Tav technically isn’t canonical to the events of the game I had to find another common denominator amongst them. Balduran’s Blessed is what we’re going with here. It’s spoilery but if you’re here and have read the setlist this is likely nothing you don’t already know.
We Must Journey To The Crčche : When a friendly character moves, if they only move in a direction closer to an opposing starting area modify their Speed +1. Battle Master: Giant Reach: 2. FREE: Choose a standard attack power not yet chosen this game for Laezel to use this turn.
#02-2 Unique Losiir
Real Name: Losiir
Team: No Affiliation
Range: 0
Points: 25
Keywords: Armor, Fighter, Gith, Swordsman, Warrior
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Thank Vlaakith I Found You: When building your force Losiir possesses the keywords of friendly characters named Laezel and, if your current force includes a character with that name his traits have SIDELINE ACTIVE You Know What She Seeks: When a friendly character that is adjacent or named Laezel makes a close attack once per turn you may reroll a single d6 of the attack roll, or both d6 if the target is equipped. Mage Hand: Telekinesis, but only to make terrain attacks. Once per game Telekinesis as FREE. To The Helm: Toughness. When closer to an opponents starting than your own, Impervious. // When Losiir is KO’d choose a friendly character with an equal or lower point value. For the rest of the game the chosen character reduces damage by 1 in addition to other effects. Protected: Outwit
DM NOTES
There are changes to the narrative of varying significance depending on which Origin character gets played. As Laezel is the initial quest giver in all other play throughs that role needed to be filled by another and Losiir fills said role when playing her origin. Two fighters that early on trivialized the opening mission and likely the rest of Act 1 so he meets an untimely end as the prologue closes. Oh well, Shart needed that armor anyways.
#O3a Unique Shadowheart
Real Name: Intentionally Forgotten
Team: No Affiliation
Range: 4
Points: 25
Keywords: Armor, Balduran’s Blessed, Baldur’s Gate, Cleric, Cult of Shar, Half-Elf, Herald, Mystical
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Divine Mission: Shadowheart begins the game holding Mysterious Artifact at no cost. Secrets of the Night Mother: FREE: choose a yellow standard power for Shadowheart to use until you choose again. Trickery Domain: Mind Control, Stealth Guiding Bolt: RANGE: make a range attack. After resolutions hit targets modify Defense -2 until they take damage.
S-O3 Mysterious Artifact, Special Object, 5 points
INDESTRUCTIBLE Affinity: Mysterious Artifact cannot be used in terrain attacks.
EFFECT: While on the map characters within 3 squares of Mysterious Artifact cannot be replaced or generated and modify Defense +2 when targeted by Mind Control. When this object is being held that character can use ‘opposing characters within 3 squares cannot be replaced or generated and friendly characters within 3 squares modify Defense +2 when targeted by Mind Control’ instead.
Pfft, It Was One Time And You’re Still Alive: FREE: Deal an adjacent friendly character 1 unavoidable damage and heal Astarion 1 click. // Modify Astarion’s Combat values +1 if he has been healed since your last turn. No Need To Get Our Hands Dirty: POWER: Generate either a Mage Hand or Mage’s Familiar construct if no other construct generated by this character is on the map. Arcane Trickster: Sidestep, Stealth. Damage dealt by Astarion is penetrating when he occupies hindering terrain.
#O4-2 Mage Hand
Real Name: N/A
Team: No Affiliation
Range: 0
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CONSTRUCTS: Immediately KO this Construct if it is not within 6 squares of the character that generated it. // Constructs do not block line of fire, do not require opposing characters to break away, and opposing characters don't stop moving when they become adjacent to a Construct. Constructs can't be chosen for Mastermind or have their combat values modified by other characters. For Those Hard To Reach Spaces: Telekinesis, but only to place terrain.
#O5a Unique Gale
Real Name: Gale Dekarios
Team: Cosmic Energy,Mystics
Range: 6
Points: 25
Keywords: Balduran’s Blessed, Detective, Herald, Mystical, Waterdeep, Wizard
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Targeting: Adjacent, Hindering I Have This Condition You See: At the end of your turn, if Gale made an attack you may KO an object equipped to a friendly character. If you do not deal Gale 1 unavoidable damage and he cannot be healed this game until you do. Evocation Wizard: When Gale attacks other friendly characters cannot be dealt damage. Protected: Pulse Wave // At the beginning of your turn you may choose a standard power not yet chosen this game for Gale to use until your next turn.
O5-2 In Case of Death Special Terrain Marker, 15 points It Is Imperative I Am Revived: If your starting force includes a character named Gale or Gale of Waterdeep this terrain may be added to your force at no cost but only characters with that name may be chosen by its effect this game.
EFFECT: At the beginning of the game choose a friendly character and place this marker on its card. This game when the chosen character is KO’d generate In Case of Death in a square it last occupied. A friendly character holding this terrain may be given POWER to KO it and generate the chosen character from your KO area on its starting line used this game and for the rest of the game it can use ‘When this character is KO’d immediately end the game. Protected: Pulse Wave.’
#O6a Wyll
Real Name: Wyll Ravenguard
Team: No Affiliation
Range: 5
Points: 25
Keywords: Balduran’s Blessed, Baldur’s Gate, Emerald Grove, Herald, Mystical, Warlock, Warrior
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Mizora’s Bargain: Wyll may equip any number of objects. When he KO’s an equipped character it’s equipped objects become equipped to Wyll. The Fiend: When Will KO’s another character heal him 2 clicks. Blade of the Frontier: Charge, Running Shot
#06-2 Infernal Robes, Equipment, 10 points
Qualifying Name / Keywords: Wyll / Mystical
EQUIP: Any UNEQUIP: Drop Clothes: This object cannot be used in terrain attacks.
EFFECT: Defense +1. Equipped character takes no damage from Energy Explosion or Poison and can use the Mystics team ability, but only when targeted by close attacks.
Infernal Engine: Mystics team ability, but only when targeted by close attacks. Battle Rage: Battle Fury. FREE: Make a terrain attack.
#O7-2 Unique Scratch
Real Name: Scratch
Team: Team Player
Range: 0
Points: 15
Keywords: Animal, Balduran’s Blessed, Baldur’s Gate, Herald
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You Can See He Has Taken To His New Surroundings: SIDELINE ACTIVE: At the beginning of the game choose a friendly character that shares a keyword. Once per game that character can use POWER: place Scratch in an adjacent square. If Scratch began the game on the map this action is FREE instead. Who’s A Good Boy?: When Scratch moves after resolutions place any objects he is carrying in adjacent squares. EQUIP actions of adjacent friendly characters are FREE.
#01a Grove Druid
Real Name: Various
Team: No Affiliation
Range: 4
Points: 45/30/15
Keywords: Animal, Druid, Dwarf, Emerald Grove, Mystical
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Wildshape: 1: Grove Druid begins the game with a Wildshape token. FREE: Remove Grove Druid’s Wildshape token and replace her with a character with the Wildshape keyword on its orange starting line. When that character is KO’d place Grove Druid in the square it last occupied. Protected: Pulse Wave.
#01b Unique Nettie
Real Name: Nettie
Team: No Affiliation
Range: 0
Points: 35
Keywords: Animal, Detective, Druid, Dwarf, Emerald Grove, Mystical
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Guards!: FREE: Place a friendly character that shares a keyword in an adjacent square. If Nettie has been attacked since your last turn that character may make an attack at no cost. Offered Mercy: Support. When she does after resolutions you may deal the target unavoidable damage up to the result healed.
#02a Duergar Slaver
Real Name: Various
Team: No Affiliation
Range: 0
Points: 55/30
Keywords: Cult of the Absolute, Duergar, Soldier, Underdark
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Duergar: Battle Fury, Stealth Chain The Gnomes: Plasticity. Adjacent characters with a lower point value cannot use Speed powers.
#02b Unique Gekh
Real Name: Gekh Coal
Team: No Affiliation
Range: 0
Points: 70/45
Keywords: Cult of the Absolute, Duergar, Fighter, Soldier, Underdark
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Duergar: Battle Fury, Stealth Slave-Hunter’s Antidote: Poison. Opposing characters with a lower point value cannot be healed. Exterminator’s Axe: Blades/Claws/Fangs, Flurry. When Gekh uses Blades/Claws/Fangs place a Fire smoke terrain marker in a hit target’s square. At the beginning of your turn, even if this power is lost, deal any characters occupying a Fire marker placed by Gekh one penetrating damage and then remove it from the game.
#03a Giant Spider
Real Name: Various
Team: No Affiliation
Range: 4
Points: 60/30/0
Keywords: Animal, Monster, Wild Shape
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Movement:00>, Blocking (Outdoor), Elevated Venomous Bite: When Giant Spider attacks hit targets roll a d6: 1-2) Give it a Venom token. // Poison, but only to deal damage to opposing characters with a Venom token as if they were adjacent. Web: POWER: Generate a Web debris marker in a square within range and line of fire and each square adjacent to it. Remove them at the beginning of your turn. // Characters occupying a square with a Web terrain marker halve speed and when they move must roll to break away as if they were adjacent to Giant Spider.
#03b Phase Spider
Real Name: Various
Team: No Affiliation
Range: 5
Points: 70/35
Keywords: Animal, Monster, Underdark
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Movement: Blocking, Characters, Elevated Targeting:00> Venomous Discharge: Energy Explosion. Poison, even if moved or placed this turn. When Phase Spider attacks hit characters are considered adjacent when using Poison this turn.