[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


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

For Scenario 2-5B: A Legacy of Ooze...

For his Power Feat, Urgraz checks off...
Hand Size 5 [X] 6 [X] 7

As mentioned on Hangouts, I'm happy considering my deck upgrade priorities to be lower than other party members for a bit, as thanks for the Ally 5.

Urgraz's Deck Upgrade preferences are as follows...

  • Weapon 5: Shadowless Sword with Vampiric Backsword +3 (Ultimate Intrigue). Low Priority: 1d1 ⇒ 1
  • Armor 5 (for an Armor 4): Corruptive Half-Plate with Spell Ward Shield (Ultimate Intrigue). Low Priority: 1d1 ⇒ 1
  • Item 3 (for an Item 2): Ring of the Hellion (Redeemed) with The Asmodean Disciplines (Hell's Vengeance 1). Low Priority: 1d1 ⇒ 1

    And Urgraz will simply add Charm Person back in for his empty spell slot afterwards.

    Card texts are below.

    Vampiric Backsword +3:
    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic

    Powers
    For your combat check, reveal this card to use your Strength or Melee skill + 1d6+3. If proficient with weapons, add another 1d6. If the check is to defeat a monster, if the monster is defeated, you may put this card on top of your deck to recharge a random card from your discard pile.

    Spell Ward Shield:
    Traits
    Shield
    Magic

    Powers
    At the start of any turn, display this card. While displayed, all damage dealt to you is reduced by 2, or 4 if the damage is dealt to you before or after you act. While displayed, the difficulty of your checks to defeat is increased by 1d4, or by 1d4-1 if proficient with heavy armors.

    While displayed, at the end of any turn, you may recharge this card. If you do not, succeed at a Strength or Melee 6 check or discard this card.

    The Asmodean Disciplines:
    Traits
    Book
    Magic
    Asmodeus
    Corrupted

    Powers
    Recharge this card and banish a blessing to add the top card of the blessings discard pile to your discard pile; if this card has the Corrupted trait, bury this card instead. If the blessing you added has the Asmodeus or Corrupted trait, you may put it on top of your deck instead. After playing this card, you may succeed at a Wisdom or Knowledge 11 check to reveal this card instead of recharging it.

    Banish this card to redeem a card.


  • Yoon Deck Handler

    For Power feat, Yoon will boost her self-heal power via: "bury 1 ([X] or bury 1 from your hand),...."

    For deck upgrade, Yoon prefers the following (in order):

    Spell 4: 1d1000 ⇒ 755
    Ally 4: 1d1000 ⇒ 361
    Spell 5: 1d1000 ⇒ 259

    Since there are 3 Spell 5s and 1 Spell 4, she assumes that she gets at least one spell. She'd also like one of the Ally 4s, if possible.

    She's only taking one upgrade.


    Deck Handler // Searching for: Armor 6

    Okay here's the way I'm reading the rolls!

    1st Round
    Yoon: Spell 4
    Ezren: Spell 5
    Salim: Armor 5
    Urgraz: Weapon 5

    2nd Round
    Yoon: Ally 4
    Ezren: Spell 5
    Salim: Weapon 4
    Urgraz: Item 3

    Note that there's a leftover Spell 5 if Urgraz wants it instead of Item 3.


    Deck Handler // Searching for: Armor 6

    Replacing Captain's Cutlass with:

    Sawtooth Saber + 2 :
    Traits
    Sword
    Melee
    Slashing
    Finesse
    Magic
    Veteran

    Powers
    For your combat check, reveal this card to use your Strength or Melee Skill + 1d6+2; you may additionally discard this card to add another 1d8 plus the scenario's adventure deck number. If not proficient with weapons, the difficulty of this check is increased by 4. If you succeed at your first check to defeat a bane that requires sequential checks to defeat, the difficulty checks to defeat during this encounter is decreased by 5.

    Replacing Lockpick Shield (and no longer using Snakeskin Tunic):

    Armor of Skulls:
    Traits
    Light Armor
    Magic

    Powers
    Reveal this card to reduce all damage dealt to you to by 2.

    When a character at your location encounters a non-villain monster, recharge this card to allow that character to evade it; if the monster is not immune to the Mental trait, you may shuffle it into any open location deck.

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

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


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

    As mentioned in Hangouts, if there's a spare Spell 5 that's not desired, then Urgraz will Replace Cure with Steal Soul as a higher priority than his stated Item 3.


    Ezren's Hand || Ezren's Deck

    Dropping Scorching Ray for Spite Cloud. Dropping Augury for Mass Displacement.

    Power Feat: +2 applies to acquiring allies.


    Yoon Deck Handler

    Dropping Primal Attunement for Pyrokinesis.


    Yoon Deck Handler

    Just so that everyone is aware: I will be away from tomorrow through until Dec 27th. I won't have easy access to the Internet, and I won't be posting regularly (if at all) to the forums.

    Happy the Holidays!

    -Dink


    Deck Handler // Searching for: Armor 6

    Item 5: 1d1000 ⇒ 981
    Weapon 5: 1d1000 ⇒ 227


    Ezren's Hand || Ezren's Deck

    Item 5 but only if literally no one else wants it: 1d1000 ⇒ 935


    Yoon Deck Handler

    Well, it does appear that these henchmen are going to be a problem for Yoon, but this is exactly why Primal Attunement (Tier 1) is such a valuable spell. I'm going to downgrade my Cauterize spell (i.e. drop Cauterize) and take Primal Attunement again. If I can't do that, well, then...

    Item 5: 1d1000 ⇒ 64
    Weapon 5: 1d1000 ⇒ 492


    I believe you would (paradoxically) need to spend an upgrade to downgrade. Since there were no spell upgrades earned this scenario, Yoon wouldn't be able to alter her spell selection.


    Yoon Deck Handler

    I figured that I would need to spend an upgrade slot to downgrade, but damn! no spell selections for this scenario?

    So, in other words, I cannot get back my previous lower tier spell? That seems like an oversight - it also doesn't seem reflective of how Pathfinder works, but I recognise that we're not playing Pathfinder.


    Deck Handler // Searching for: Armor 6

    Given the current rolls/stated preferences, Salim is getting an Item 5. Replacing Candle of Comity with Gloves of Dueling

    Gloves of Dueling:
    Traits
    Accessory
    Magic
    Swashbuckling

    Powers
    When you encounter a bane, discard this card to recharge any number of cards, then draw the same number of cards.

    After playing this card, you may reveal a card that has the Finesse or Swashbuckling trait to recharge this card instead of discarding it.


    Yoon Deck Handler

    Right. It looks like no one is interested in either the spare Item 5 or the Weapon 5. I will defer on the Item 5 and take the Weapon 5, if it pleases the team.

    I'll swap my Quarterstaff of Vaulting for a Thorn Bow.

    Thanks. Sorry for the confusion.


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

    It looks like Urgraz is getting Item 5 after all, then! I just need to redeem it, now...

    Urgraz replaces Ring of the Hellion (Redeemed) for Book of the Damned.

    Book of the Damned:
    Traits
    Book
    Magic
    Divine
    Corrupted

    Powers
    Banish this card to allow each character to shuffle 1d4 random blessings from the box into the blessings deck. If this card has the Corrupted trait, discard any that do not have the Corrupted trait.

    After playing this card, you may banish a loot to discard this card instead of banishing it.

    In the meantime, I can just dump some Loot cards to use it instead.


    Yoon Deck Handler

    I'd like a Spell 5, Ally 4, or Blessing 3. I'll be taking an Ally card feat.

    Spell 5: 1d1000 ⇒ 777
    Ally 4: 1d1000 ⇒ 950
    Blessing 3: 1d1000 ⇒ 361


    Ezren's Hand || Ezren's Deck

    Spell 5: 1d1000 ⇒ 959 That will be Symbol of Fortune.
    2nd upgrade will be any deck 5 that is left over.

    Ally card feat. That leaves me short an ally. I'm 99% sure I'm taking Alaeron to fill in the empty spot.


    Deck Handler // Searching for: Armor 6

    Item 5: 1d1000 ⇒ 445
    Blessing 3: 1d1000 ⇒ 957
    Ally 3: 1d1000 ⇒ 589


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

    For Scenario 2-5D: The Moldering Dregs...

    During the scenario, Urgraz banished Charm Person and Sihedron Medallion (traded from Harrow Deck), leaving him with an empty Spell slot and an empty Item slot.

    For his Card Feat, Urgraz checks off...
    Item [X] 3

    Urgraz's Deck Upgrade preferences are as follows...

  • Item 5: Empty Item Slot with Belt of Physical Might (Hell's Vengeance 1). Item 5: 1d1000 ⇒ 608
  • Armor 4 (I'll take the Armor 5 if it's free, for the same upgrade): Corruptive Half-Plate with Spell Ward Shield (Ultimate Intrigue). Armor 4: 1d1000 ⇒ 779
  • Spell 5: Empty Spell Slot with Symbol of Fortune (Ultimate Intrigue). Spell 5: 1d1000 ⇒ 672

    And Urgraz will add The Asmodean Disciplines back into his deck for his empty Item slot afterwards. If there's an additional empty Item slot, he'll throw in Belt of Giant Strength.


  • Deck Handler // Searching for: Armor 6

    Total Takings:

    Round 1
    Salim Blessing 3
    Yoon Spell 5
    Ezren Spell 5
    Urgraz Item 5

    Round 2
    Salim Ally 3
    Yoon Ally 4
    Ezren Spell 5 or Armor 5
    Urgraz Armor 4


    Deck Handler // Searching for: Armor 6

    Card Feat
    Item 3 [X]4 [ ]5

    Upgrades
    Replacing Blessing of Zun-Kuthon with Blessing 3: Blessing of the Midnight Lord

    Blessing of the Midnight Lord:
    Traits
    Divine
    Zon-Kuthon

    Powers
    Discard this card to add 1 die to any check.

    Discard this card to add 2 dice to any Constitution check

    Discard this card to add 2 dice to any check that has the Finesse trait. If it is your check, recharge this card instead.

    Discard this card to explore your location. During this exploration, on your check, you may banish any number of allies to add 1d6 for each ally banished.

    After you play this card, if the top card of the blessings discard pile has the Zon-Kuthon trait, recharge this card instead of discarding it.

    Replacing Psychometrist with Ally 3: Harbinger Disciple

    Harbinger Disciple:
    Traits
    Human
    Oracle

    Powers
    Recharge this card to add 1d6 to your Diplomacy or Divine check.

    Discard this card to explore your location. During this exploration, add 1d6 to your Diplomacy and Divine checks.

    Adding a new Item to the deck, but will generally be replaced by Emerald Codex. Item 3: Mask of Stolen Mein.

    Mask of Stolen Mien:
    Traits
    Accessory
    Magic

    Powers
    When you defeat a monster and would banish it, display this card to display that monster next to this card instead. While displayed, when you attempt a check to defeat a monster, add a die if that monster shares a trait other than Basic, Elite, or Veteran with the monster displayed next to this card. When you move, banish the displayed monster and recharge this card; if you have the Craft or Stealth skill, you may draw this card instead.


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

    Thanks for the roundup. Forgot to clarify that I'll actually fill my empty spell slot with Confidence Boost from Ultimate Intrigue. Card text of all of my added cards will be in my next Gameplay post when I'm taking Loot.


    Intro to the next scenario is posted. Finalize your feats and upgrades, and choose starting locations.


    Yoon Deck Handler

    Taking Ally card feat. Adding Blood Kineticist to my deck. Replacing Cauterize with Dragon’s Breath. Card text to be added to the deck handler.


    Moving a rules discussion from hangout onto the forum.
    I'm untangling Urgraz's ability as best I can. Here's how I've ruled, but I'd appreciate clarification if anyone else has insights.

    For reference:
    Urgraz wrote:
    When another character at your location would banish or bury a card from her hand for its power, you may bury a boon to put that card in your hand.
    MM rulebook p8-9, "Playing Cards" wrote:

    When you reveal a card, it does not leave your hand. When you display a card, it leaves your hand immediately. When you play cards by performing any other actions, set them aside while you process their effects. For example, a spell might tell you to discard it, then allow you to succeed at a check to recharge it instead; set it aside until you resolve the check that determines whether or not you recharge it. Do what each card requires in the order you set them aside. While set aside, a card does not count as being in your hand, your discard pile, your deck, or anywhere else.

    [...]
    Cards often have instructions that you need to follow after you play the card; follow these instructions even if the card is no longer in your hand (even if the card is out of your sight, such as in the box or in a deck).
    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.
    Haste wrote:

    Discard this card to explore your location.

    If you do not have the Arcane skill, banish this card.
    Succeed at an Arcane 10 check to recharge this card instead of discarding it.
    Celestial Armor wrote:
    Banish this card to reduce all damage deal to you to 0; if proficient with light armors, bury it instead.

    For Celestial Armor:
    1) Salim banishes Celestial Armor from his hand.
    2) Because of the "if" clause, Salim buries Celestial Armor from his hand instead.
    3) Urgraz uses his ability, since a card is being buried from a player's hand for its power, to put Celestial Armor into Urgraz's hand.
    4) Celestial Armor is set aside while its effects are being processed.
    5) Instructions are followed even though Celestial Armor is no longer in Salim's hand.
    6) Celestial Armor is no longer set aside and is put into Urgraz's hand.

    For Haste:
    1) Salim discards Haste from his hand.
    [Urgraz cannot use his ability; Haste is being discarded]
    2) Haste is set aside while its effects are being processed.
    3) Instructions are followed even though Haste is no longer in Salim's hand. Haste is banished.
    [Urgraz cannot use his ability; Haste is not in Salim's hand]
    4) Haste is no longer set aside and put back in the box.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Brief Foreword: I'm happy to play with EmpTyger's ruling, and am always happy to follow any BR ruling in all contexts. The following describes my opinion of the rules, and should not be construed as an argument against the BR's ruling.

    =============================

    My stance remains the same; I believe the intent is that ultimately a card can only leave your hand to go to one place (displayed, banished, buried, recharged, etc) as the result of a single power. If you had a character power that said "when you discard a spell, draw a card" and another that said "when you recharge a spell, draw a card", you could never trigger both at once by playing a spell; it's either banished, recharged or discarded, and anything that changes that was a replacement effect.

    (Note that I've not said "For its power", since I'm using terminology more like what Vika or Seltyiel (S&S) have, but the point still stands either way.)

    As a result, banishing a spell because you don't have the adequate skill is the equivalent of banishing a spell for its power, from my understanding.

    (As another point of reference; compare the Plants from Ultimate Wilderness, such as Angelstep. If you had a power that triggered on banishing or burying an Alchemical card, you'd need to choose not to attempt to recharge it, or fail that attempt, for it to trigger. Equally, if you had a power that triggered on recharging an alchemical card; it works even though you had to recharge it from being 'set aside' due to the checks it requested. The specific time it was set aside doesn't really change the result; the end movement simply replaced the initial 'cost'.)


    And likewise, let me say that I don't intend my ruling to ipso facto be the definitive final say on the matter! I posted about this in the discussion thread for *discussion*. Urgraz isn't going away any time soon, so I want clarity on how his ability works for the next times it comes up, for my sake, if nothing else. :)

    Found another relevant section in the rulebook:

    MM rulebook p23, "Boon Cards" wrote:

    Powers: Each power is presented as a complete paragraph. Powers allow you to perform a specified action to cause an effect, such as discarding the boon to add to a check. (Common actions include revealing, displaying, discarding, recharging, burying, and banishing, but other actions may be specified.) When you perform an action with the card to cause an effect, you are playing it for its power. (See Playing Cards, p. 8).

    If a paragraph on a boon doesn’t require you to perform an action with that boon to cause an effect, that paragraph is not a power; do what it says at the appropriate time. For example, if a paragraph says “After you play this card, if you have the Divine skill, recharge it instead of discarding it,” and you have the Divine skill, you must recharge the card after you play it. If a card says “If proficient with light armors, you may recharge this card when you reset your hand,” and you are proficient with light armors, then when you reset your hand, you may recharge that card. When you are required to do something with the card as part of the effect (rather than to cause an effect), that does not count as playing it. So in either of the previous examples, recharging the card does not count as playing it.

    This reminds me of a rules issue that came up in our Plundered Tombs game, with Chain Lightning/Scorched Obelisk. Chain Lightning could be topdecked after being displayed, or after a displayed power was used. But it could not be topdecked after the end-of-turn banish/discard/recharge.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    When we get input from Hawkmoon, I'd also like his perspective on the following example of this same issue (or a similar one)... since it's highly relevant for the character I'll be playing in the Cosmic Captive special.

    Blessing of the Gobs & Ekkie:
    Blessing of the Gobs, emphasis added wrote:

    You may automatically acquire this card. If you do, and you do not have the Goblin trait, you are dealt 2 Mental damage that cannot be reduced.

    You may treat this card as if it had the same powers as the top card of the blessings discard pile.

    If you have the Goblin trait, after you play this card you may discard the top card of the blessings deck; if that card is a blessing, you may bury this card to automatically acquire it, then recharge it.

    Ekkie wrote:
    When you discard ([ ] or bury) 1 or more cards, you may draw a card.

    Blessing of the Gobs will most likely be discarded for its power (by duplicating the top of the blessings discard pile), then you may take additional actions and bury it after you play it. If you discard it, then later bury it to acquire the top card of the blessings deck with that final power, does it count as discarding it for the purposes of Ekkie's power? I would assume so, because it explicitly says that the bury happens after you play it: which means you played the blessing, and discarded the blessing, for a full power to occur, start-to-finish... right?

    If it does count as discarding a card, then if you discard it for its effect and then bury it to get the additional blessing... does that count for both sides of Ekkie's power (post power-feat), and she'd draw two cards? You can only use a power once per check or step, but that's explicitly excluded if the power lists "When you X", much like Valeros' "recharge instead of discard weapons" power.

    EDIT: No, I'm wrong. The wording here is the exact same as it is for most spells (I was thrown off by moving back-and-forth from the old RotR templating). So by the same logic as spells, the Blessing of the Gobs would be set aside until its effects finish, which also means that Ekkie wouldn't get to draw a card until after the exploration, right? And she'd only draw one card either way, by the same logic I"d applied to Urgraz before.

    An example of how I think it would work.

    1. Ekkie sets aside Blessing of the Gobs (cloning, say, Blessing of Sarenrae) to explore.
    2. The exploration fully resolves, whatever that entails.
    3. Ekkie chooses whether or not to discard a card from the blessings deck.
    4a. If she does not, Blessing of the Gobs officially enters her discard pile, and she draws a card.
    4b. Alternatively, Ekkie discards a card from the blessings deck, then buries Blessing of the Gobs to acquire and recharge it. Ekkie now draws a card, if she's spent the appropriate power feat.

    Correct?

    Side-question. If you cloned a blessing that would recharge, bury or even banish for its power, could you still bury the Blessing of the Gobs for its second power? I assume so in all cases, except maybe bury?


    My gut is that Salim banishes Haste immediately. But I think this is a spot where the rules/card text don't make exactly what is happening super clear. I think however EmpTyger wants to go with it is fine.

    For the question about Ekkie, yeah, I think you've got it. And yeah, you could bury the Blessing of the Gobs no matter what action you'd performed from copying the top blessing.


    Since Ekkie was brought up, could I have a quick lesson on how the “When” power works there? Those still I admit trip me up, as I only learned about them recently.
    In particular, “1 or more” seems to imply something about timing; otherwise, it could have just been “1”, presumably?

    (Disclaimer: I know practically nothing about the imminent Core revision.)


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.
    EmpTyger wrote:

    Since Ekkie was brought up, could I have a quick lesson on how the “When” power works there? Those still I admit trip me up, as I only learned about them recently.

    In particular, “1 or more” seems to imply something about timing; otherwise, it could have just been “1”, presumably?

    (Disclaimer: I know practically nothing about the imminent Core revision.)

    This FAQ entry should answer your questions. :)

    FAQ wrote:

    If I have a power that says it happens when I discard a card (or roll on the plunder table, or something else I might do a lot), can I really only do it once per check or step?

    If a power begins with "when [something happens]", you can do it every time that thing happens, even if it happens multiple times during a check or step.


    I think Ekkie says "one or more" so that it is clear that if you discard 4 cards as damage, you draw 1 card. i.e. it doesn't have to be exactly 1 card discarded and you don't draw 1 card for each card discarded.


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

    Right, overlooked that part of the question; yes, you still only draw one card in that case.

    Though if you have to discard a card and bury a card at the same time (there are some banes that, for example, say "draw 3 cards; then bury a card, recharge a card and discard a card"), do you draw 2 cards or 1?

    If we parse it as...

    "When you discard one or more cards" OR "When you would bury one or more cards", then you'd draw 2 cards.

    Otherwise...

    "When you (discard or bury) one or more cards", then you'd draw 1 card.

    I don't think the templates are that clear, but I think you're supposed to assume that the 'or' refers the immediate prior verb in PACG, as opposed to describing a new case entirely, so it would be the latter... I think?


    If something made you both discard and bury, I think you could draw 2 cards.


    So with something like a failed Poison Spiked Pit Trap. (“If undefeated, each character at this location is dealt 1d4 Combat damage, then 1d4 Poison damage, then end your turn.”)
    Could Ekkie draw 1 card between the first and second damages?
    Or could he draw 2 cards after both discards?
    Or would the forced end turn prevent the power from being used at all?


    I think Ekkie would:

    Discard for combat damage.
    Draw 1 card
    Discard for Poison damage.
    Draw 1 card
    End turn


    Interesting. Thanks for the clarifications!


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

    Whoa, a generous Adventure reward! I didn't feel like I had issues with healing myself (in fact, that's why I've been switching out my 'rechargeable' blessings like Blessing of the Archdevils in favor of ones that will more often give more dice) anyway, but this just further makes Urgraz incredibly self-sufficient even if he discards from his deck on every check.

    For Scenario 2-5E: ...I don't actually know the name of the scenario, as it was never posted.
    In that case, I dub the scenario name as follows: "That one where they jump into another portal. Like idiots"

    During the scenario, Urgraz banished The Asmodean Disciplines (Redeemed), Blessing of the Archdevils and Mokmurian's Club (traded from Menacing Backsword +1), leaving him with an empty Item, Blessing and Weapon slot.

    Urgraz has added the Adventure Reward to his 'additional rewards' section of his character skills/powers.

    From completing an adventure, Urgraz earns a die bump, and now has 3 die bumps in total.

    Urgraz officially Tiers up to Tier 6. My new deck upgrade preferences will be updated on my profile shortly.

    Urgraz's Deck Upgrade preferences are as follows...

  • Item 5: Empty Item Slot with Boots of Teleportation (Ultimate Intrigue). Item 5: 1d1000 ⇒ 246

    Urgraz will fill his empty card slots as follows (now that he's Tier 6, he can add in AD4 cards)...

  • Weapon Slot: Bloodblade (Hell's Vengeance 1)
  • Blessing Slot: Blessing of the Vaultmaster (Ultimate Intrigue)
  • Item Slot (if Urgraz doesn't get the Item 5): The Asmodean Disciplines (Redeemed) (Hell's Vengeance 1)


  • Deck Handler // Searching for: Armor 6

    Ally 5: 1d1000 ⇒ 859
    Item 5: 1d1000 ⇒ 737
    Weapon 5: 1d1000 ⇒ 953


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

    I'll be travelling over the next 4 days; whilst I've got arrangements in place to hopefully access a PC for posting purposes at least once a day, my overall posting frequency is uncertain.


    Oops. It was Scenario E: Summoning Sloth.


    Yoon Deck Handler

    Yoon will happily take the Blessing 1 that we got for her upgrade. She'll swap out Sign of the Lantern Bearer for Blessing of Chaldira Zuzaristan.

    New die bump! Yay.

    Is Ezren taking the Staff of Hungry Shadows? I would hope so.


    Looks like everyone gets their first upgrade choice.
    Finalize upgrades and any loot substitutions, pick starting locations, draw opening hands.
    Let me know if any changes to turn order if not continuing with Ezren.

    I’ll try to get Adventure 5 chronicle sheets up next week.


    Deck Handler // Searching for: Armor 6

    Upgrade!

    Replacing Harbinger Disciple with Ally 5: Heister

    Heister:
    Traits
    Human
    Mesmerist

    Powers
    Recharge this card to add 1d12 to a check against a barrier by a character at your location. If that character succeeds at the check, you may draw an item from the box.

    Discard this card to explore your location. During this exploration, if you encounter a barrier, you may evade it and put it on the bottom of its location deck, then explore again.


    Ezren's Hand || Ezren's Deck

    Upgrading Snick to Secret Broker.
    And yes, I plan to take the Staff of Hungry Shadows. I'm also happy to take the Wand of Enervation still, but if someone else wants it and has a good chance to recharge it, I'm also willing to give it up.

    It is an Arcane 8 to recharge the Wand of Enervation (instead of burying it) roll 1d12+4+2+2.


    Yoon Deck Handler

    No. Yoon wouldn't likely do well to recharge that wand. You take them, please.


    Yoon Deck Handler

    Yoon will choose Item as her bonus card to the pile.

    Yoon will take a skill feat in Constitution because maxing out is fun!


    Yoon Deck Handler

    Yoon would very much like one of this Item 6s. She would very much like a Spell 6 as her second card, but she will defer if it would be a better choice for others.


    Deck Handler // Searching for: Armor 6

    Item 6: 1d1000 ⇒ 981
    Weapon 6: 1d1000 ⇒ 387 This is going to Urgraz no matter what, just stating an eventual desire.
    Spell 6: 1d1 ⇒ 1 I'm not going for this until everyone else has spells, just stating an eventual eventual desire.
    Item 5: 1d1000 ⇒ 465
    Weapon 5: 1d1000 ⇒ 470

    1st Round (no matter what)
    Yoon: Item 6
    Salim: Item 6
    Urgraz: Weapon 6
    Ezren: Spell 6

    2nd Round
    TBD

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