[ACG] Season of the Runelords (Inactive)

Game Master MorkXII

Turn Order:
Lirianne/yamasaki
Seoni/Merisal The Risen
Reta/Redelia
Kyra/redeux
Raz/Chris
Acquired Loot:

Sihedron Medallion
Spoiler:
Sihedron Medallion
Loot Item 1

Traits
Accessory
Magic
Sihedron

Check

Powers
Discard this card to reduce damage dealt to you by 4.
Succeed at an Arcane or Divine 9 check to recharge this card instead of discarding it.


Holy Candle (One time use remaining: Liranne, Seoni, Reta, Kyra, Raz)
Spoiler:
Holy Candle
Item B

Traits
Object
Magic
Divine

Check
Wisdom
Divine
10

Powers
Bury this card to shuffle 1d6 random cards from the blessings discard pile into the blessings deck.


Medusa Mask
Spoiler:
Medusa Mask
Loot Item 2

Traits
Accessory
Magic

Check

Powers
When you encounter a monster, you may display this card and put the monster atop it; the monster is neither defeated nor undefeated. At the end of your turn, put the monster on top of its original location deck and bury this card.


Impaler of Thorns
Spoiler:
Impaler of Thorns
Loot Weapon 2

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d8+2; you may additionally discard this card to also reduce the difficulty to defeat the bane by 2 until the end of the turn. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice. You must take the second result.


Snakeskin Tunic
Spoiler:
Snakeskin Tunic
Loot Armor 2

Traits
Light Armor
Magic

Check

Powers
Reveal this card to add 1 to your Dexterity check.
Recharge this card to reduce Combat or Poison damage dealt to you by 1.
Banish this card to reduce all damage dealt to you to 0; if you are proficient with light armors, bury this card instead.
If you are proficient with light armors, you may recharge this card when you reset your hand.


Wand of Enervation
Spoiler:
Wand of Enervation
Loot Item 3

Traits
Wand
Magic
Arcane

Check

Powers
Bury this card to decrease the difficulty of a combat check by 2d4, or 1d4+4 if you have the Arcane skill.
Succeed at an Arcane 8 check to recharge this card instead of burying it.


Mokmurian's Club
Spoiler:
Mokmurian's Club
Loot Weapon 4

Traits
Club
Melee
Bludgeoning
2-Handed
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die +1d10+2; you may additionally discard one other card from your hand to add another 1d10. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If you defeat a monster while playing this weapon, recharge a random card from your discard pile.


Robe of Runes
Spoiler:

Loot Item 4

Traits
Clothing
Magic

Check

Powers
Reveal this card to add 2 to your Intelligence check. You may play another item on this check.
Recharge this card to add a spell of your choice from your discard pile to your hand.


Fanged Falchion
Spoiler:
Fanged Falchion
Loot Weapon 5

Traits
Sword
Melee
Slashing
Magic

Check

Powers
For your combat check, reveal this card to roll your Strength or Melee die + 2d4+2; you may additionally discard this card to add another 2d4. If you aren't proficient with weapons, the difficulty of this check is increased by 4.
If any d4 rolled using this weapon is a 4, count it as 6.


Emerald Codex
Spoiler:
Emerald Codex
Loot Item 4

Traits
Book
Magic

Check

Powers
Banish this card to add 3 random Divine spells from the box to your hand. You may instead bury this card to place the spells faceup next to your character card, you may banish any of these cards for its effect as though you had played it as a spell. Banish any that remain at the end of the scenarion.


Staff of Hungry Shadows
Spoiler:
Staff of Hungry Shadows
Loot Item 5

Traits
Staff
Magic

Check

Powers
When you play a spell with the Attack trait, you may reveal this card and discard a spell to add 1d8+2 to your check. If you succeed at the check, recharge a random card from your discard pile.
Reveal this card and discard a spell to roll your Arcane die and decrease the difficulty of another character's combat check at your location by that amount.


Morgiv
Spoiler:
Morgiv
Ally 6

Traits
Enshrouded

Check
Charisma
Diplomacy
13

Powers
Discard this card to examine the bottom 3 cards of a location deck. You may put them back in any order.
Discard this card to explore your location.

Summoned Henchmen:

Bandit
Spoiler:
Bandit
Henchman Monster B

Traits
Human
Bandit

Check
Combat
8

Powers
Before the encounter, recharge a card of your choice from your hand.
If defeated, you may immediately attempt to close this location.


Goblin Raider
Spoiler:
Goblin Raider
Henchman Monster 1

Traits
Goblin

Check
Combat
8

Powers
If undefeated, bury 1 item or weapon of your choice from your discard pile.
If defeated, you may immediately attempt to close your location.


Poison Trap
Spoiler:
Poison Trap
Henchman Barrier B

Traits
Trap
Poison

Check
Dexterity
Disable
5

Powers
If undefeated, discard the top card of your deck. Then, each character at this location must succeed at a Constitution or Fortitude 7 check or be dealt 1d4-1 Poison damage.
If defeated, you may immediately attempt to close your location.


Ancient Skeleton
Spoiler:
Ancient Skeleton
Henchman Monster B

Traits
Undead
Skeleton

Check
Combat
8

Powers
The Skeleton is immune to the Mental and Poison traits.
If your check to defeat the Skeleton has the Slashing or Piercing trait, the difficulty to defeat the Skeleton is increased by 3.
If defeated, you may immediately attempt to close this location.


Wrathful Sinspawn
Spoiler:
Wrathful Sinspawn
Henchman Monster 1

Traits
Aberration

Check
Combat
9

Powers
Before the encounter, Succeed at a Wisdom 6 check or the difficulty of your checks is increased by 1 for the rest of the turn.
If defeated, you may immediately attempt to close this location.


Skinsaw Cultist
Spoiler:
Skinsaw Cultist
Henchman Monster 2

Traits
Human
Cultist

Check
Combat
11

Powers
If undefeated, shuffle to top card of the blessings deck into this location deck.
If defeated, you may immediately attempt to close this location.


Scarecrow Golem
Spoiler:
Scarecrow Golem
Henchman Monster 2

Traits
Construct
Golem

Check
Combat
12

Powers
You may not play spells with the Attack trait.
If defeated, you may immediately attempt to close this location.


Zombie Minion
Spoiler:
Zombie Minion
Henchman Monster 2

Traits
Undead
Zombie

Check
Combat
9

Powers
The Zombie Minion is immune to the Mental and Poison traits.
Damage dealt by the Zombie Minion is reduced by half (round up).
If defeated, you may immediately attempt to close this location.


Charmed Faceless Stalker
Spoiler:
Charmed Faceless Stalker
Henchman Monster 2

Traits
Aberration

Check
Combat
11

Powers
Before the encounter, succeed at a Wisdom 7 check or the difficulty to defeat the Faceless Stalker is increased by 2.
If undefeated, the Faceless Stalker deals no damage; bury the top card of your deck.
If defeated, you may immediately attempt to close this location.


The Sandpoint Devil
Spoiler:
The Sandpoint Devil
Villain Monster 1

Traits
Outsider

Check
Combat
20
THEN
Combat
20

Powers
After the encounter, banish The Sandpoint Devil.




Hi everyone!

I'm recruiting up to 4 players to play a play-by-post version of the Pathfinder Society Adventure Card Guild Adventure #2-1: Dark Waters Rising (from Season of the Runelords). I hope to be able to play through the whole adventure path over time, but we'll start with Adventure 1 and see how it goes.

This game will be played with a play-by-post format, and will follow the Organized Play rules. If you're not familiar with those rules, you can find them here, and if you're looking to see how play-by-post works for the card game, you can have a look at the Cosmic Captive special that was played in June/July here.

In order to play:
1. You will need to own one of the Pathfinder Adventure Card Game Character Decks. I won't be providing card text for your entire deck, so you'll need to be able to refer to the cards for your posts. Feel free to use any character you have, but once we have our 4 players, it might be a good idea to work together to pick a team of characters.
2. You'll need to be able to post at least once a day on weekdays. More often is better, but I'm hoping we can maintain at least that pace.

You can track your hand/deck however you like, but there is a Google Sheets document you can use. It has some features for things like generating random cards from your deck and and creating a nicely formatted post of your current hand and character details. It's a little tricky to set up, but I can hopefully help you out with that if you need help.

Just post below if you would like to play, and I'll be taking the first four interested players. I'm excited to be running this game, and I can't wait to get started!

Grand Lodge

Interested thinking dwarf bard


Interested, thinking emil (assassin) from hells vengeance 2 but have several class decks and could be flexible for party.


Great! I'd like to wait for at least one more person, but hopefully two. If we only get one, either we can run with a party of 3, or I could possibly pick a character and play as well.


I am interested, but I wanted to give other people the possibility to join (I am already in Cartmanbeck's goblin ACG game). I have several character decks

Liberty's Edge

Interested. I want to play as Lirianne :)


Magabeus wrote:
I am interested, but I wanted to give other people the possibility to join (I am already in Cartmanbeck's goblin ACG game). I have several character decks

Thanks, Magabeus. I also would like to get as many people trying it as possible. Let's give it a little more time, and if no one else joins, then you are welcome to play.

Silver Crusade

1 person marked this as a favorite.

I'd be interested, if you're willing to help out a newby. I've played the game (Rise of the Runelords) as it comes in the box, but have not tried organized play for the card game. I only own the goblin class decks; is that OK?


Have fun Redelia!

Silver Crusade RPG Superstar 2014 Top 16

Glad to see so much interest! I'm the recently-chosen Venture Captain for organized play of the PACG online, so if you have any questions about how to play, feel free to PM me. Mork should be able to give you a good idea of the basics, though. Have fun!!
Tyler


1 person marked this as a favorite.
Redelia wrote:
I'd be interested, if you're willing to help out a newby. I've played the game (Rise of the Runelords) as it comes in the box, but have not tried organized play for the card game. I only own the goblin class decks; is that OK?

redelia--

I'm always willing to help out party members so that's at least 1 person to assist and I'm sure the GM+ others would mirror this (if not I can take the responsibility for helping out).

First off - Check out the organized play guide here:
http://paizo.com/products/btpy98no?Pathfinder-Society-Adventure-Card-Guild- Guide

That will discuss how things will work organized play. For the most part, it's pretty similiar to the boxed sets with the exception that when we acqurie cards during a scenario--we don't keep them. At the end of the scenario we will set them aside and then each of us will claim one of the cards. We will then take a card of similar type and level from our class deck. So if I claim an item4, I would go to my class deck and get an item4 or less). We still get skills/power/card feats, just a little differently. Have a read through the guide and if you have questions feel free to ask us or myself!

for all --
Thinking I may need to change my character selection since we will have a gunslinger who is dex focused. Depending on whom Redelia picks I might opt for either a intel-based character or a cleric. Will have to look through my options later (I own 7 basic CDs + Tales + HV1 + HV2)


Redelia wrote:
I'd be interested, if you're willing to help out a newby. I've played the game (Rise of the Runelords) as it comes in the box, but have not tried organized play for the card game. I only own the goblin class decks; is that OK?

Welcome to the game, Redelia!

I personally don't have a problem with the goblin decks, but a few of the goblin characters can be a little... unfriendly to their party-mates (Zibini, for example). If you have a specific character in mind, it might be a good idea to make sure everyone else is ok with the mayhem that character can cause. :)

Silver Crusade

I downloaded and printed the guide and read it in the past; I will have to check that it's the latest version.

Silver Crusade

Reta or Mogmurch look rather straightforward, and unlikely to harm party members. I will play whichever of those gives better party balance.


So, we have:
Lirianne - Gunslinger
Meliski - Bard
Reta - Commando (Archer or Finesse Melee) or Mogmurch - Arsonist (Alchemist)

The only divine caster in there is Meliski, and I don't think there are a lot of Cures in the Bard deck (and Meliski doesn't start with any weapons, so he might need those spell slots for attack spells anyways). I'd recommend that a divine or melee/divine character would probably be the best fit for rounding out the group.

Liberty's Edge

I'm also new to forum games! But I am familiar with PFS ACG and run scenarios for Season of the Runelords for the local guild.


Bard deck has 2 cures (B, 1) and Safe Harbor (2), Holy Feast and Major Cure (4), and raise dead (5). So quite a bit there if Merisal wants to build that way, though I was also thinking that a cleric would round out the group well in that they could provide both STR and divine. Kyra is the obvious candidate but I'm also entertaining the idea of Lazzero (HV1). He's not quite as strong as Kyra in STR but i like some of his utility. So for now let's say I'm going Cleric, either Lazzero or Kyra.


I guess I should have checked first - I haven't looked at the Bard deck in a while. :)

Anyways, I will be sending you all a Private Message shortly asking for your email addresses so I can share the Google Sheets document (you can use it or not, up to you). Once everyone has locked down a character and picked their starting decks, we can get started!

Grand Lodge

I am going to actually play Seoni as I appear to have banished some of the cards to my bard deck. Keeps a charismatic arcane caster.


I'll be going with Kyra.

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