[ACG] Season of the Runelords - EmpTyger (Inactive)

Game Master EmpTyger

Adventure Path Completed!

  • Salim/Nathan Davis
  • Urgraz/Yewstance
  • Ezren/Hawkmoon269
  • Yoon/dinketry

Loot:
Sihedron Medallion
Spoiler:
Loot Item 1
Traits: Accessory Magic Sihedron

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
Spoiler:
Item B

Traits:
Divine
Magic
Object

To Acquire:
Wisdom/Divine 10

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


Impaler of Thorns
Spoiler:
Loot Weapon 2
Traits:
2-Handed
Magic
Melee
Piercing
Spear

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.


Medusa Mask
Spoiler:
Loot Item 2
Traits:
Accessory
Magic

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.


Snakeskin Tunic
Spoiler:
Loot Armor 2
Traits:
Light Armor
Magic

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.


Ward of Enervation
Spoiler:
Loot Item 3
Traits:
Arcane
Magic
Wand

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:
Loot Weapon 4
Traits:
2-Handed
Bludgeoning
Club
Magic
Melee

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

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:
Loot Weapon 5
Traits:
Magic
Melee
Slashing
Sword

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:
Loot Item 4
Traits:
Book
Magic

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:
Loot Item 5
Traits:
Magic
Staff

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:
Ally 6
Traits:
Enshrouded

To Acquire:
Charisma/Diplomacy 13

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.


Robes of Xin-Shalast
Spoiler:
Loot Item 6
Traits:
Clothing
Magic
Sihedron

Reveal this card to add 2 to an Arcane or Divine check. You may use another item on this check.
When you take Combat damage, reveal this card to shuffle up to 2 cards into your deck instead of discarding them.
Reveal this card and discard an item to search your deck and choose an item to add to your hand.


Runewell's Echo
Spoiler:
Loot Blessing P
Traits:
Divine
Blessing
Lissala

Discard this card to add 1 die to any check.
Discard this card to add 1d12 to any non-combat check.
After playing this card, you may play another blessing on this check.

Summoned Henchmen:
Ancient Skeleton
Spoiler:
Monster Henchman B
Traits:
Skeleton
Undead

To Defeat:
Combat 8

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.


Bandit
Spoiler:
Monster Henchman B
Traits:
Human
Bandit

To Defeat:
Combat 8

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


Charmed Faceless Stalker
Spoiler:
Monster Henchman 2
Traits:
Aberration

To Defeat:
Combat 11

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.


Goblin Raider
Spoiler:
Monster Henchman 1
Traits:
Goblin

To Defeat:
Combat 8

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


Graul Ogrekin
Spoiler:
Monster Henchman 3
Traits:
Giant
Ogrekin

To Defeat:
Combat 13

When you encounter the Ogrekin, roll 1d4:
1. The difficulty to defeat the Ogrekin is increased by 2; damage dealt by the Ogrekin is reduced by 2.
2. Damage dealt by the Ogrekin is increased by 2.
3. The Ogrekin may not be evaded.
4. After the encounter, put the Ogrekin on the bottom of the location deck.
If defeated, you may immediately attempt to close this location.


Poison Trap
Spoiler:
Barrier Henchman B
Traits:
Poison
Trap

To Defeat:
Dexterity/Disable 5

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.


Sandpoint Devil
Spoiler:
Monster Villain 1
Traits:
Outsider

To Defeat:
Combat 20
THEN
Combat 20

After the encounter, banish The Sandpoint Devil.

"After what we heard up on the roof--the clomping and snorting and that terrible, terrible tearing--I ain't ashamed to say I kept right here between the sheets and didn't even thing about coming out till morning. We lost three cows and my favorite porker


Skinsaw Cultist
Spoiler:
Monster Henchman 2
Traits:
Cultist
Human

To Defeat:
Combat 11

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


Wrathful Sinspawn
Spoiler:
Monster Henchman 1
Traits:
Aberration

To Defeat:
Combat 9

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.


Zombie Minion
Spoiler:
Monster Henchman 2
Traits:
Undead
Zombie

To Defeat:
Combat 9

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.


Party Tracker


51 to 100 of 393 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Deck Handler // Searching for: Armor 6

breaking the streak: 1d20 ⇒ 18


Posted the update, but note that Salim still has a summoned Goblin Raider to encounter from Ezren's turn.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Before I forget, I"m taking Concordance Faction Reward Elemental Scholar


2-1F
Hawkmoon: 1d20 ⇒ 5


Let me know upgrades, and make your d20 roll if you haven't yet.
I'll have the next adventure set up by tomorrow, and hopefully tonight!

2-1F reward: 1d20 ⇒ 11
Nope


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

1d20 ⇒ 4


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

1d20 ⇒ 18

Taking a +1 to my Charisma, and an Ally 2 upgrade.


If you haven't yet, choose your upgrade and skill feat, make your d20 roll, choose your starting location, and draw your opening hand!

2-2A reward: 1d20 ⇒ 8
Nope


2-2A
Hawkmoon: 1d20 ⇒ 5

Silver Crusade RPG Superstar 2014 Top 16

Hello my dear box runners and players!

I’d first like to say thank you so much for participating in the first Cards Against Gnomanity event. It’s truly been a fantastic showing by our burgeoning online community, and the box runners should be commended for putting up with a system that is still having some major wrinkles ironed out.

Cards Against Gnomanity officially ends this coming Sunday, August 12th, at 11:59 PM Eastern time. If you have a game ongoing that you’d like to continue past this time, that’s fine with us, but any game that ends after 11:59 will not be counted as being part of this event. However, we have another event that is starting up RIGHT AFTER this one! I’m talking about Play-By-Post Gameday VII. This event will include the multi-table special Assault on Absalom in slot 2, which runs from October 1st-November 12th. As of this moment, there are two slots left at tables for that special on the ACG side, so if you haven’t signed up yet, go check out the Specials Sign-up Sheet.

If you plan to continue a game and would like sessions reported between August 13th and September 30th to count as part of GameDay VII (and therefore be eligible for ACG boon rolls), please email me at cartmanbeck@orgplayonline.com with your screenname, the link to the paizo.com forum thread where you’re running the game, and the game number in the ACG online database BEFORE Cards Against Gnomanity ends on Sunday night.

When the first slot of GameDay VII ends on September 30th, if you are running or playing in any tables of Assault on Absalom, I will ask that you try to wrap up as many of your tables as possible in order to free up time and energy to devote to the Assault on Absalom run. We want this to be a huge success! Andrew (Hawkmoon 269) will be the lead for this event, so if you have questions about how it will run, email him at hawkmoon269@orgplayonline.com.

As of now, I’m seeing 75 sessions of ACG in our reporting sheet for Cards Against Gnomanity (I’ll note that I’m behind on reporting a few sessoins myself, but will get that taken care of later today). If you have not yet filled out the reporting sheet for your games, PLEASE do so as soon as possible! Reporting Sheet

Once the event ends and we've confirmed that all sessions have been added to the reporting sheet, I'll be doing a drawing for a small number of paizo.com gift certificates. Each player and box runner will have one chance at getting these, so it doesn't matter how many games you played, you have an equal shot. I'll also be looking over the total number of convention rewards/boons that we gave out to see how close to 10% we got... if the random number generator was a bit greedy, I may randomly hand out a few more of those as well.

Thank you all again, and feel free to email me with questions.

Tyler (Box Runner Nalshene/Cartmanbeck)


2-2B
Hawkmoon: 1d20 ⇒ 6


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

1d6 ⇒ 1


Let me know upgrades, feats, and starting locations for the new scenario. Don't forget to roll your d20!

(khazkhaz, looks like you rolled a d6 instead of a d20? At least you got the right thread; I posted my 2-2B roll in the wrong game, but it was a 17.)

2-2C will be our last scenario under Cards Against Gnomanity, but I'll be continuing to run for GameDay VII. And I'll recruit additional players after 2-2C.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Oops!

1d20 ⇒ 8


Ezren's Hand || Ezren's Deck

I'm taking 2 spell 2s and the power feat to add 2 to my recharge checks.

Aqueous Orb and Object Reading are my spells.


I've posted the game.
Still need khazkhaz's power feat and 2nd upgrade (if wanted), so please choose before you take your turn.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

I'll take power feat to incrase my hand size to 7. I won't take the 2nd upgrade for now.


Balazar / khazkhaz wrote:
I'll take power feat to incrase my hand size to 7. I won't take the 2nd upgrade for now.

You can't go back and choose later. If you want the second upgrade, now is the time to take it.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

For the record I'm taking a Spell 2 for my second upgrade, replacing Summon Minor Monster with Charm Monster.


Hello! Welcome to Play By Post Gameday VII. As part of the festivities for this event, we have a few rewards you can win. After your table completes a scenario, win or lose, each participant (player and/or box runner) rolls 1d20. If your result is 1 or 20, you win. Select your reward from the list below and inform your Box Runner of your choice. We’ll make sure you get the reward sent to you.

Remember, Session 1 runs from August 13th, 2018-September 30, 2018. Your table must complete the scenario between those dates to roll for a reward. During Session II (October 1-November 12th) we’ll be running the multiple table interactive special Assault on Absalom.

Box Runners: If you have any questions about how to report, please contact me.

Have fun!

Gameday VII Adventure Card Game Rewards
Season of Tapestry’s Tides Reward #1
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.

Season of Tapestry’s Tides Reward #3
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Choose your upgrade*s* (you each get 2) and roll your d20s!
The next scenario isn't ready just yet, as I need to have the new players added into the database.

2-2C reward: 1d20 ⇒ 6
Nope


Deck Handler // Searching for: Armor 6

Taking no upgrades.
2-2 Reward: 1d20 ⇒ 9
Nada


Ezren's Hand || Ezren's Deck

2-2C Reward
Hawkmoon: 1d20 ⇒ 19


Database is ready! I'll have the scenario up in about 4 hours.
Thanks for your patience!

And just to wrap up CAG*: confirming that only khazkhaz is taking the upgrades?
(I suppose it'll technically be a GameDay game, since it finished on Monday)


Ezren's Hand || Ezren's Deck

Correct. No upgrade for me.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Also a quick confirmation; is there an Ally 1 Cleric of Nethys in the Summoner Class Deck? I know it appears in Ultimate Magic, but as an Ally 2; just confirming khazkhaz didn't make a mistake with his card upgrades.

I'd check the Summoner Deck Cardlist, but the one on the store page links to the Warpiest Deck Cardlist, and has done so for well over a year according to reports. And I'm not at home to check my own copy.


Deck Handler // Searching for: Armor 6

He’s playing with Ultimate Magic


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

I know; but as stated, it's an Ally 2 in Ultimate Magic. I'm very certain of that; 3 of my PFSACG players use Ultimate Magic, and all of them want that excellent ally.


Scenario is posted! Thanks for your patience.
Starting location choice is less a matter of where than with who.

I've also added into the header a link to a spreadsheet that can track scenario rewards, in case it would be helpful with the bigger party.


Yoon Deck Handler

Is anyone using the Sihedron Medallion? Yoon has it as part of her deck, but I could be persuaded to swap it for something else, especially if someone has a better ability than me to recharge it.


Yoon Deck Handler

The Cleric of Nethys is an Ally 2 in the Occult Adventures 2 deck. I don't know why I know that...


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3
Urgraz - The Patient wrote:

Also a quick confirmation; is there an Ally 1 Cleric of Nethys in the Summoner Class Deck? I know it appears in Ultimate Magic, but as an Ally 2; just confirming khazkhaz didn't make a mistake with his card upgrades.

I'd check the Summoner Deck Cardlist, but the one on the store page links to the Warpiest Deck Cardlist, and has done so for well over a year according to reports. And I'm not at home to check my own copy.

Thanks for pointing it out. You're right. I'll just change it to an Apprentice.


Urgraz - The Patient wrote:
So a Defensive Stance scenario? Curious, though the scenario rules alternate between calling it a "Siege Deck" and a "Robber Deck".

Sorry about the confusion. I initially went back and forth on whether to refer to a "robber deck" (matching the scenario) or a "siege deck" (matching the database), before settling on the former.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

No worries. By the way, is there a Google Hangouts for this table? I note a lack of discussion in the Discussion thread, which made me assume they may have been.


Deck Handler // Searching for: Armor 6

Yeah it looks like there was an attempt to add you


Deck Handler // Searching for: Armor 6

EmpTyger tried to add you, Yewstance, but I haven’t seen you in chat yet. Either way it’s your turn.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

1d20 ⇒ 12

These are Balazar's desired upgrades in no particular order.

Blessing 2 - Abadar
Item 1 - Wand of Detect magic
Ally 2 - Bound Elemental
Ally 2 - Cleric of Nethys
Spell 2 - Fly
Spell 1 Warding
Spell 1 - Locate Object


Deck Handler // Searching for: Armor 6

Weapon 2: Flaming Scimitar +1, replacing Dogslicer +1.
Card Feat: Armor 2 (add Gambeson)

Am I the 10%?: 1d20 ⇒ 20

And the crowd goes wild!

I’ll pick Reward #1 and hold it for a future character.


Deck Handler Item 4 > Ally 4 > Spell 4 > Item 3 > Spell 3

Taking a Card feat. Adding a Warding spell to my cards.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

For Scenario 2-1D: The Idol of Sycorius ...

Urgraz 2-1D Boon Roll: 1d20 ⇒ 10

For Urgraz's Card Feat, he'll take Ally [X]1.

For Urgraz's Card Upgrade, he'll take:

  • Armor 2: Replace Scale Mail (Hell's Vengeance 1) with Corruptive Half Plate (Hell's Vengeance 1).

Urgraz will fill his empty Ally slot with Masque (Ultimate Intrigue).

Corruptive Half-Plate:
Traits
Heavy Armor
Magic
Elite

Powers
Recharge this card to reduce Combat damage dealt to you by 3.

Banish this card to reduce all damage dealt to you to 0; if proficient with heavy armors, bury it instead.

If proficient with heavy armors, you may recharge this card to add or ignore the Corrupted trait on a card for the rest of the turn.

If proficient with heavy armors, you may recharge this card when you reset your hand.

Masque:
Traits
Human
Bard
Basic

Powers
On your check, instead of rolling the normal die for a skill, recharge this card to roll a die that another character at your location has for that skill.

Discard this card to explore your location. During this exploration, you may recharge a card to evade your encounter.


Yoon Deck Handler

Yoon is making some changes (i.e. incorporating Ultimate Wilderness - UW - into her deck).

She's taking the Armour 2 upgrade from the last adventure, and taking an Armour Deck upgrade. With that upgrade, she'll take the Jawbreaker Shield from UW.

She's also back-swapping her Item 1 for the previous Item B slot (displacing the Helpful Haversack). She'll take the Cloud Puff from UW in that slot.

The most changes will take place in her blessings. She's swapping one Basic blessing - Blessing of the Gods #2 for the Blessing of the Elements from UW. She'll also swap her Blessing of Sarenrae for a Blessing of Gozreh from UW, and lastly, the Blessing 1 Sign of the Stranger will be swapped out for the Blessing of Milani from UW.

Reset hand and ready to go.


Ezren's Hand || Ezren's Deck

2-D Reward
Hawkmoon269: 1d20 ⇒ 6

Card feat is Spell.
Upgrade is Spell 1: Charm Person (Ultimate Intrigue)


Yoon Deck Handler

Boon for Yoon?: 1d20 ⇒ 14

Boo.


Next setup is up. I think we just need Balazar's and Urgraz's starting locations. And if anyone wanted the Medusa Mask.
2-2D reward: 1d20 ⇒ 14
Nope


“Devilish” rules question from the hangout:

Quote:

Also, rules question, though it won't be directly relevant; if someone's in a check, can I play Blessing of the Archdevils to provide a die to their check, and recharge Corruptive Half-Plate to give the Corrupted trait to a normal blessing, and reveal that second blessing so that Blessing of the Archdevils is recharged rather than discarded?

It's an issue with 'only playing cards that are relevant' and the timing thereof, which is one of my rules hangups that I get lost on at times. Do I have the 'opening' to 'make' a blessing corrupted in between playing Blessing of the Archdevils and discarding/recharging it? It's clearly directly relevant, just like removing the Corrupted trait on a card that's currently being played is.

Well, it's actually not clearly directly relevant. Making a blessing corrupted isn't relevant, revealing a blessing that IS corrupted is.

But it seems weird that I can ignore a Corrupted trait on the fly with that effect to prevent a consequence, but I cannot add it on the fly to prevent a consequence (or more accurately; enable a benefit), though I understand there's a slightly longer mechanical chain of effects to follow.

I’m not certain, but, I don’t think you can? Going by the wordings on your deck tracker, you’re not ever playing the second blessing in your hand; it’s not “revealed”, just “had”. And by the time you’ve played Blessing of the Archdevils, you’ll have had to ipso facto already discarded or recharged it.

(I think it would have to have read something like, “After playing this card, you may reveal another blessing with the Corrupted trait to recharge this card instead of discarding it.” in order for Corruptive Half-Plate to be “on-the-fly” relevant.)


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5

Sadly, that's my thoughts as well. But the Corrupted trait and timing requirements (as can be seen from some of the rules threads I've made) come across as some of the most arbitrary rules definitions I ever see in PACG.

Which actually reminds me of another point, because I'm not entirely sure. When I use a card to "add or ignore the Corrupted trait on a card", does that card have to be in my hand or not? I've debated on one side of the argument before, but other statements (such as those made in this very early thread on the matter) seem to give differing opinions, and I cannot find clarification in my time digging through the forums.

Some have said, implicitly, that it can be any card; for example, the top card of the blessings discard pile. I can't find a direct post by anyone challenging this, but generally cards that you're doing something to have to come from your hand unless stated otherwise. If there isn't an official say on the matter, may I have your opinion, GM?

Also, whilst it's a bit late NOW, I'd like to change my card upgrade if it turns out I, for example, cannot add the corrupted trait to the top card of the Blessings Discard pile with Corruptive Half-Plate. That's the only real reason I got it, because it's otherwise worse than the other Armor 2 I have access to, and I can ignore the Corrupted Trait on my cards by recharging anything anyway, so it has virtually no other use to me.

(For the record, it has been mentioned that if you CANNOT add/subtract the Corrupted Trait from the top of the blessings discard pile with some of these cards, the cards are virtually worthless, like Holy Phylactery... but that might just be templating issues, because there's also the 'worthless' power of Mythic Archmage in the same set which has also been assumed to be template errors. These seem like issues that were never conclusively resolved or debated to conclusion on the forums, at least from my Googling and forum-searching)


I don't see any reason why you couldn't choose the top discarded blessing or why a chosen card would have to be in your hand, going by cards do what they say/don't do what they don't say.

And after playing, say, a Blessing of Shax (going by the wording in your deck tracker), I don't see any reason why you then couldn't play Corruptive Half-Plate to corrupt the top discarded blessing, since that directly affects the situation without playing another card (causes Blessing of Shax to be recharged).

(And if in the morning/when someone who knows better comes along and can provide such a reason: I would certainly allow you replace your upgrade!)


And while we're clarifying rules: I'll admit that I'm not familiar with how Ultimate decks get added. Dinketry, you'll need to reset your deck.
If that changes what card feat/upgrade you wanted from 2-2D, please feel free to switch those.


Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5
EmpTyger wrote:
I don't see any reason why you couldn't choose the top discarded blessing or why a chosen card would have to be in your hand, going by cards do what they say/don't do what they don't say.

The rule that might define why you can't is the following.

Mummy's Mask Rulebook, Page 9, Emphasis added wrote:
If you are instructed to play, reveal, display, discard, recharge, bury, banish, or otherwise manipulate a card, that card must come from your hand unless otherwise specified. You may not activate a power or play a card that doesn’t apply to your current situation. For example, you may not play a card to reduce damage when damage is not being dealt, and you may not play a card to evade a monster when you are not encountering a monster. When something refers to “any number” of cards, that number must be at least 1.

Though, again, statements have been thrown around the forum on more than one occasion which suggests you can ignore/add the corrupted trait to the top card of the blessings discard pile, and I cannot find any post objectively challenging these assumptions.

Though, the wording "recharge, bury, banish or otherwise manipulate" implies, to me, that 'manipulate' might specifically mean to "move from one zone to another", not "Change the text". Again, I can't seem to find clarifications on this.


Interesting! At the risk of overthinking the linguistics, this might need errata? (Yewstance or Hawkmoon: how did you submit the Qualzar evasion ability for errata consideration a few months back? Admittedly, this is incredibly minor, but perhaps someone at paizo would enjoy fixing something that isn’t the website.) Regardless, Yewstance, for the immediate purpose of this game, no change from last night: we can assume the Corruptive Half-Plate works as you want; if we get official word otherwise, you can retroactively change that upgrade.

So I don’t think the Corruptive Half-Plate is grammatical as written. I would guess that what happened editorially was that the template for an existing “ignore” card (Holy Phylactery?) was taken, and “add or” inserted in. But “add” needs the preposition “to” in this context.

Also, “add” and “ignore” seem to be different effects, rather than antonyms. Ignoring a trait to a card doesn’t manipulate the card; it affects the player. But adding a trait to a card does affect the card. Aside from the rule about choosing cards, there’s a difference in effect. If you add the trait onto a uncorrupted card, the card would then become corrupted for all characters. Whereas if you ignore the trait on a corrupted card, the card is uncorrupted only for your character. Which might make sense flavorwise: the armor either corrupts something, or corrupt you so that you don’t have a problem using a corrupted something.

So, I think it should have one of the following wordings, depending on the intended behavior.
1) “If proficient with heavy armors, you may recharge this card to add the Corrupted trait to or ignore the Corrupted trait on a card for the rest of the turn.”
2) “If proficient with heavy armors, you may recharge this card to treat a card as having the Corrupted trait or ignore the Corrupted trait on a card for the rest of the turn.”
3) “If proficient with heavy armors, you may recharge this card to add or remove the Corrupted trait on a card for the rest of the turn.”

51 to 100 of 393 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [ACG] [CAG] Season of the Runelords - EmpTyger Discussion All Messageboards

Want to post a reply? Sign in.