[ACG] [CaG] [SoFF] Season of Factions' Favor Adventure 4+ (Inactive)

Game Master Hawkmoon269

POTENTIALLY SUMMONED CARDS:

Natron Zombie:
Natron Zombie
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
The Natron Zombie is immune to the Mental and Poison traits.
The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number.
After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile.

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
The difficulty to defeat is increased by the scenario's adventure deck number.
If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result.
If defeated, you may immediately attempt to close the location this henchman came from.

Aghash:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck.
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer a scourge.
If defeated, you may immediately attempt to close the location this henchman came from.

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Crawling Hands:
Crawling Hands
Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
The Crawling Hands are immune to the Mental and Poison traits.
If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12. For each roll of 1, that character buries a card.

Giant Sand Eel:
Giant Sand Eel
Henchman Monster B

Traits
Animal
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, shuffle this card into a random open location and discard a card.
If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
The Graven Guardian of Nethys is immune to the Mental and Poison traits.
The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number.
You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys.
If defeated, you may immediately attempt to close the location this henchman came from.

Silver Chain Smuggler:
Silver Chain Smuggler
Henchman Monster 2

Traits
Human
Rogue

Check
Combat
12

Powers
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

Voices of the Spire:
Voices of the Spire
Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box.
If defeated, you may immediately attempt to close the location this henchman came from.

Forgotten Pharaoh Cultists:
Forgotten Pharaoh Cultists
Henchman Monster B

Traits
Veteran
Human
Cultist

Check
Combat
10
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
If defeated, you may immediately attempt to close the location this henchman came from.

SCOURGE TABLE:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.



NEW RULE: FAVORS:
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

RULES: TRADERS:
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

Trader

Sunburst Market


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I'm about to head out of town as well. How about we pick back up on Sunday (I'll be back then) and we put Raheli 3rd in turn order so the other 2 can go and we should be ready for Raheli when she returns.

The Concordance

Deck handler link
Hawkmoon269 wrote:
I'm about to head out of town as well. How about we pick back up on Sunday (I'll be back then) and we put Raheli 3rd in turn order so the other 2 can go and we should be ready for Raheli when she returns.

Works for me, however if you put me 4th it will allow most speed. Rahali will visit the Sunburst market and get remove curse. Also she would take the Golden armband if no one else wants it. As I don't yet have the +AD on recharge power yet it is not essential


deck handler Searching for:

I considered trying to keep playing with you guys but my options all look bad.

1. Play Grazzle leveled up to tier 4. I would have no feats at all and nothing in my deck above tier 2.

2. Play Alahazra again. I can never upgrade her in any way. She won't get better until you hit tier 6 when I can switch to the tier 5 version of her.

Both seem worse then you guys just playing with 3 players.

The Concordance

Deck handler link

Really tough set of choices :-(
Grazzle would get you a blank role card, however you get to build cards from AD2 or below. Will be permanently gimped as you can never earn the missing Feats :-(
OTH Having a grazzle in the party is AWESOME!!! (Looks over at the ease at which the other party is TRASHING skulls & shackles)

Not being able to progress Alahazra pregen between sessions is BORING for me

Your call, but my vote is for Grazzle :-)


deck handler Searching for:

Remember no feats means no feats. No skill boosts, a 15 card deck, and no powers beyond the starting ones.

An argument could be made for me applying this scenario to him as his first one at tier 4. So I could bump his charisma to +1 and upgrade one of his spells to 3.

Silver Crusade RPG Superstar 2014 Top 16

1 person marked this as a favorite.

The guide is incorrect, because there is just NO WAY they would expect you to make a Tier 4 character with zero feats of any kind. I'm CONSIDERING issuing a ruling, for situations like this in the play-by-post space:

Proposed ruling on building a higher-than-tier-1 character wrote:


The final sentence of the first paragraph of page 9 of the PFSACG Guild Guide currently says "Your character (and role card, if you're playing a scenario with an adventure deck number of 4 or higher) can't have any feat boxes checked when you start play." This makes for an unplayable character, and after speaking to Keith Richmond about it, is unlikely to match the intent.
When playing at a table of higher than Tier 1, if you do not currently have a character within 1 of the table's tier, you may instead treat that last sentence as if it said: "Gain a number of Skill feats, power feats and card feats equal to the scenario's adventure deck number -1. If the scenario is Tier 4 or higher, your character also gains a role card and an additional power feat."

This means that people who wish to play with a higher-tier character will have one that is at least partially viable, but definitely still underpowered compared to other options. This will allow players to play with the character that they want to use, but said characters will still be significantly less powerful compared to a character who had actually played through the earlier adventures to get to that Tier, because they'll have no rewards, loot cards, or card upgrades.

I'd like to hear feedback from you all on this before I say "this is what we're doing in the online region" for sure. What do you think?

EDIT: I want to point out that I spoke to Keith Richmond about this to try to determine intent, and his reaction was "That seems mighty strange" and "makes sense, fix it says me."


Grazzle's Deck Desired loot Blessing 4

Under that ruling I don't think anyone would object to me playing Grazzle.

It would be 3 of each feat for the first 3 tiers, Apply a role card plus 1 power feat. Then apply the pregen credit for my first scenario at tier 4 gaining 1 skill feat, the upgrade of a spell to 3, and access to that medallion. Though sadly no access to the Sunburst Market.

Assuming everyone is okay with that it brings up the question of what role to play.

Bone Diviner has the ability to consistently reveal the top card of multiple location decks but I can't take the feat that would protect me from triggers until after the next scenario.

Bog Medic has a larger hand size and can let me avoid discarding my cures.

I'll have a deck built before we start again. I do know the spell 3 will be Restorative Touch. Pick a character at my location to banish up to 2 curses/scourges and heal 1d4 +1.

Edit: It took less time to build a deck then I thought.

Weapon
Djinni Quarterstaff

Spells
Restorative Touch
Cure
Aqueous Orb
Pyrotechnic Blast
Holy Light
Find Traps
Fire Snake
Marionette

Armor
Armor of the Sands
Shark Skin Armor

Item
Helpful Haversack

Ally
Druid of the Flame

Blessing
Blessing of Pharasma x3
Blessing of Abadar
Blessing of Isis

Edit #2 Missed some cards so not final list.


+1 Vote
Makes sense to me. Still penalizes players who jump in as your feats will be AD-1 and your card will be AD-2 (as per guide), which is necessary so that there is some advantage for actually playing through

The Concordance

Deck handler link
Rahali - Witch- Matsu Kurisu wrote:
Hawkmoon269 wrote:
I'm about to head out of town as well. How about we pick back up on Sunday (I'll be back then) and we put Raheli 3rd in turn order so the other 2 can go and we should be ready for Raheli when she returns.
Works for me, however if you put me 4th it will allow most speed. Rahali will visit the Sunburst market and get remove curse. Also she would take the Golden armband if no one else wants it. As I don't yet have the +AD on recharge power yet it is not essential

Actually, If Grazzle has restorative Touch, Rahali will pick elemental treaty


Grazzle's Deck Desired loot Blessing 4

Pick as in how? The restorative Touch is the spell 3 upgrade I took.

Here is the updated deck list. I'm leaning towards Bone Diviner.

Weapon
Djinni Quarterstaff - Lets me shuffle my location deck

Spells
Restorative Touch - remove 2 curses and cure
Cure - cures 1d4 +1
Pyrotechnic Blast - divine +2d4 but can be used vs locks or obstacles (Not sure on this one)
Aqueous Orb - Odd wording but baseline Divine +3d6
Holy Javelin - divine +2d8, divine +2d12 vs the scarier enemies
Find Traps - add 2 dice to anyone's check vs a barrier
Fire Snake - use my divine skill in place of any of my non-combat check
Ghost Whip - divine +2d8 +1d8 more vs incorporeal

Armor
Armor of the Sands - can recharge instead of bury when preventing all dmg
Hide Armor of Fire Resistance - Mostly in here to recharge when my hand refreshes

Item
Helpful Haversack - Look at my top card of my deck each turn and put it on the bottom or draw it. (Not sure how to do this using the deck handler so will use a physical deck.)

Ally
Druid of the Flame - Adds 2 + adventure Deck # to my combat rolls when discarded to explore.

Blessing
Blessing of Pharasma x3 - adds 2 dice to spells
Blessing of Abadar - adds 2 dice to defeat a barrier
Blessing of Isis - adds 2 dice to intelligence checks or acid spells.

I am still real new to actually playing the game so am open to suggestions on card changes.

My desired card upgrades are mostly higher tier spells but there are 2 cards of note that are high priority.

Reflecting Shield (armor 4) - Reveal to prevent 2 dmg of nearly all types and can be used on multiple instances. Suck it Elemental Arachnid.
Channel the Gift (spell 4) - Discard to let any player search their deck for a spell and put it in their hand. Want your best combat spell before a boss fight? Need that Find traps when facing a barrier? Horribly cursed and need me to Restorative Touch you? Sooo good. And the recharge 14 means nothing to Grazzle.

The Concordance

Deck handler link

I was refering to the sunburst market traders. Swap in a basic card to replace any other card

Your deck reasoning looks solid. Only query I have is handy haversack, however as Grazzle is a real combo deck (needing the cure to get going) I can see it being useful
re put on bottom, just use the recharge section of the sheet. Last card is the bottom of your deck


Grazzle's Deck Desired loot Blessing 4

Not a lot of good low level items for me. The other decent option is Binder's Tome.

The Concordance

Deck handler link

Most of the decks I play are not too concerned about particular cards and have smaller hand sizes so Clogging 1 card can get expensive
Having had a Grazzle in my other game I can see the how it could be useful for you


Glad you are sticking around after all and with a character you will enjoy playing. I like Tyler's suggestion.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

43439-1001

Put "Andrew" on the chronicle please (it's how I do all of mine). Andrew Roberts is my real name.

Gain: Spell 4
Success, not replaying, Tier 4.

Notes: Skill Feat (+1 Wisdom), Card Feat (+1 Blessing) (From the initiate reward)

(It's her first scenario at tier 4 so she got the skill feat)

(Replacing Augury with Scrying, and adding Blessing of Milani from the card feat)

Acquired Cards:

Blessing of Maat 1 Blessing 2
Blessing of Maat 2 Blessing 2
Blessing of Thoth Blessing 1
Elemental Mastery Spell 3
Blessing of the Ancients Blessing B


Grazzle's Deck Desired loot Blessing 4

I'm still waffling on role.
Recharging my spells and blessings to examine gives me less cards in hand to actually help exploring. Maybe it is better to just go healer and we can just use blessings freely.

As for my deck I will hopefully have it nailed down by tomorrow.

Edit. I think Bog Medic will be simpler for me to play.

So for my sheet.

#145373-1002
Real name Edward
Character Grazzle
Role added Bog Medic
Feats Skill feat +1 to charisma, Power feat +1 hand size.
Gained access to the 2 traders (You didn't add what they trade for.), and the amulet
Loot Upgrade spell 3

Btw do they ever repeat trader access? Or is the sunburst market blocked from me forever?


Grazzle's Deck Desired loot Blessing 4

Finished my deck. Going Bog Medic and chose +1 hand size for my first power.

Silver Crusade RPG Superstar 2014 Top 16

OK then we're going to call what I posted up above an official ruling for Online PACG Organized Play, which applies ONLY to our region, at least until the guide gets updated.


Grazzle's Deck Desired loot Blessing 4

After drawing some sample hands I'm wondering if an 8 card hand is a good idea. I have 5 blessings + an ally. So plenty of chances to explore if I want. But do I want to?

Here are the spells I have right now.

1. Holy Javelin - Crazy good as a second level attack spell
2. Aqueous Orb - Another good attack spell
3. Ghost Whip - not quite as good as the other two
4. Restorative Touch - Cure + banish 2 curses
5. Cure - healing yay
6. Fire Snake - Use my divine skill (1d8 +7) in place of any non combat check
7. Find Traps - Add 2 dice to any check to defeat a barrier

8. ??? - I only have 3 attack spells in an 18 card deck. Grazzle has d6s for physical stats and isn't trained with weapons so a weapon won't help.
So I could use a versatile attack spell such as Pyrotechnic Blast.
But with a massive hand size, 5 blessings in my deck that I often won't use to explore but which should be used on other players checks, and keeping everyone healthy with my healing power I could burn through my deck fast.

I'm also considering taking a power other then +1 hand size. Either the one that lets me skip my explore to cure myself or the one that let's me recharge divine spells I discard to my healing ability so I keep my cures.

It occurs to me that Bone Diviner solves some of my issues. I can recharge unused blessings or utility spells before my turn to explore locations. On my turn if I don't have an attack spell I can just move to a location with a boon. If every location has a monster I can move to a closed location and hide.

I will go with Bone Diviner. Final answer. And power feat will be the examine power with the intent of getting the immune to trigger powers after this scenario.
Oh and I'm taking Pyrotechnic Blast over the 2nd Cure.

The Concordance

Deck handler link

Agreed. Unless you have some damage reduction or ability to recharge lots of cards if you hit unexpected damage, I wouldn't go 8 hand size ahead of power enhancements


I added a google sheet for traders to the campaign header. Let me know which ones you have access too (and reduced cost at) and I'l mark them off.


Grazzle's Deck Desired loot Blessing 4

In my case I just have access to the two we just got and at normal cost.

The Concordance

Deck handler link

@Grazzle & @Enora
Rahali only has two cards in hand so why don't you move to the other locations and I can handle the last card and close by only discarding 1 card


Grazzle's Deck Desired loot Blessing 4

Check.


Female gnome Arcanist | Tier 4.5

Too late!

The Concordance

Deck handler link
ACG - Enora wrote:
Too late!

No problems :-)

Does make me wonder what happens to the Rolling Stone if there are no OTHER open locations


Female gnome Arcanist | Tier 4.5
Rahali - Witch- Matsu Kurisu wrote:
ACG - Enora wrote:
Too late!

No problems :-)

Does make me wonder what happens to the Rolling Stone if there are no OTHER open locations

It gets banished, since you ignore powers that are impossible. :)

The Concordance

Deck handler link

Great! I will remove it tomorrow morning when I do my turn. Worst case I will only lose one card.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Remember to use my Find Traps! And a blessing if you need it.


While I remember, I have to leave the country for a bit to extend my Visa, so I will be in Mexico from 2 August to 10 August. Uncertain of level of internet availability. Should be able to post once a day


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

I will be going to Gen Con next week (Heading over there Wednesday, August 1). Not sure if others here will be, but it will be hard to post during that time.


Female gnome Arcanist | Tier 4.5

I won't be at Gencon, but one of my VA's, Ray, will be, and he'll be running card game the whole weekend, so make sure to go say hi! :)


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

I'm playing in the 11 AM slots on Friday and Saturday for the card game. I'll hopefully be wearing the nametag "Yiroep (GM Andrew)" so online peeps can recognize me.

The Concordance

Deck handler link

Great work Grazzle!!


Grazzle's Deck Desired loot Blessing 4

Thanks. I had some good rolls this scenario. Pity about the loss of the spell 4 but Enora tried hard.

faction boon?: 1d20 ⇒ 13

My second scenario at tier 4 so for my feat I'm taking the immunity to triggers power.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Boon: 1d20 ⇒ 4

Nice job! That one went a lot better than the last one.


Grazzle's Deck Desired loot Blessing 4

Loot of note.

Spell 2
Spell 3
Spell 3
Armor 3


Grazzle's Deck Desired loot Blessing 4

First spell 3: 1d1000 ⇒ 621

Second spell 3: 1d1000 ⇒ 111

Hoping to upgrade from Cure to Major Cure. And hoping to use Eruption in place of my Ghost Whip.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Think we're all going to be fighting for the same stuff here.

Spell 3 1d1000 ⇒ 113

Spell 3 1d1000 ⇒ 249

Spell 2 1d1000 ⇒ 889

Looks like I'm probably getting Spell 2, which is fine.

The Concordance

Deck handler link

Second Adventure in Teir 3 for Rahali = Power feat = [x] Plus items highest AD number

Faction boon: 1d20 ⇒ 8

Leaving first Spell 3 to Grazzle = Super healer gets what they need :-)
Happy to let him have Eruption as well
I am going to want to continue taking Golden Serpent Armband
Does anyone want to take Elemental Skin?
Assuming Enora is also going to want spells, so Rahali will bow out of the spell chase :-)

I will take a Blessing B upgrade


Female gnome Arcanist | Tier 4.5

boon?: 1d20 ⇒ 18

I don't need any of those upgrades, so I'll go without. This is also a replay for me, so I already have the reward. :)


4-4B Reward
Hawkmoon: 1d20 ⇒ 1
I'll take Freedom Fighter.


Not sure why, but new messages here weren't showing up for me.


4-4B
Success
Grazzle - Spell 3, Power feat
Zarlova - Spell 3, Power feat
Raheli - Blessing B, Power feat
Enora - None, Replay

Let me know if that looks right.

The Concordance

Deck handler link
Chronicle Sheet Info wrote:

4-4B

Success
Grazzle - Spell 3, Power feat
Zarlova - Spell 3, Power feat
Raheli - Blessing B, Power feat
Enora - None, Replay

Let me know if that looks right.

Yes, looks correct to me


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Looks right to me.

Replaced Fireblade with Volcanic Storm.

Power feat: [X] Add 2 to your check that has the Attack trait.


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Should get a post up in an hour or so.

The Concordance

Deck handler link

Suggest we leave one person at each location and everyone else start going to find and kill the Villain.
Rahali will stay at Garden 4


Grazzle's Deck Desired loot Blessing 4

Acquired cards above B. I think.

Spell 1
Spell 3
Spell 3
Spell 4
Spell 4

Item 1
Item 3
Item 4

Weapon 4

Blessing 1
Blessing 4

A good haul indeed. Gazzle would like to add Channel the Gift to his deck so...

Spell 4 #1: 1d1000 ⇒ 417
Spell 4 #2: 1d1000 ⇒ 832


4-4C
Hawkmoon: 1d20 ⇒ 18

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