[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 2-6A: A Grim Contingency

During the scenario, Urgraz banished Mokmurian's Club (traded from Sinderbos (Redeemed)), leaving him with an empty Weapon slot.

Urgraz earns a Skill Feat from Tier Progression, and checks off...
Wisdom d8 [X] +1 [X] +2 [ ] +3

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

  • Weapon 6: Empty Weapon Slot with Heart's Bane (Hell's Vengeance 1). Weapon 6: 1d1000 ⇒ 739
  • Item (whatever the highest AD# left over is): Belt of Physical Might with The Asmodean Disciplines (Redeemed) (Hell's Vengeance 1). Item 2+: 1d1 ⇒ 1

    Card Texts are below.

    Heart's Bane:
    Traits
    Sword
    Melee
    Slashing
    Magic
    Corrupted
    Veteran

    Powers
    For your combat or Diplomacy check, reveal this card to use your Strength or Melee skill + 1d8+3; you may additionally recharge this card to add another 1d6 and the scenario's adventure deck number. If you have the Antipaladin trait, add an additional 1d10 and the Fire trait. If not proficient with weapons or if this card has the Corrupted trait, the difficulty of this check is increased by 4.

    The Asmodean Disciplines (Redeemed):
    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.

    I now have Urgraz's ultimate weapon, the Heart's Bane. With his melee skill and no additional bonuses, that's...
    2d8+1d10+10 (Average 24.5 on reveal)
    2d8+1d10+1d6+16 (Average 34 on recharge)

    But that can be used for either combat or Diplomacy checks. Dice like that should blitz any printed Diplomacy check in RotR (against bane or boon), so once it's in hand he should almost auto-acquire allies (his decent Wisdom even helps against animals).
    Plus, it adds the Fire trait (so I can kill Trolls and the like), but only as a secondary function so I can just use it without the 1d10 if against a Fire-immune enemy.

    The downside is that you basically can't be proficient with it whilst it's corrupted, but my power can negate that and I'll be redeeming it next scenario anyway.


  • Yoon Deck Handler

    Upgrades so far....

    Round 1:

  • Ezren: Spell 6
  • Salim: Weapon 6
  • Urgraz: Weapon 6
  • Yoon: Item 6

    Round 2:

  • Ezren: ???
  • Salim: Item 6
  • Urgraz: Item 5
  • Yoon: I would like the Spell 6.

    Spell 6: 1d1000 ⇒ 639

    I will replace my Wayfinder with a Goblin War Drum.

    I will await Ezren's roll to see if I get a Spell 6 as my second upgrade.


  • Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5
    Yoon - Dinketry wrote:

    Upgrades so far....

    Round 1:

  • Ezren: Spell 6
  • Salim: Weapon 6
  • Urgraz: Weapon 6
  • Yoon: Item 6

    Round 2:

  • Ezren: ???
  • Salim: Item 6
  • Urgraz: Item 5
  • Yoon: I would like the Spell 6.
  • Some corrections...

    Round 1:

  • Ezren: Spell 6
  • Salim: Weapon 6 Item 6 (there's only 1 Weapon 6 available)
  • Urgraz: Weapon 6
  • Yoon: Item 6

    Round 2:

  • Ezren: ???
  • Salim: Item 6 Item 5 (his second preference that's still available)
  • Urgraz: Item 5 (or lower; I'm using it to grab an Item 2)
  • Yoon: Would like the Spell 6


  • Deck Handler // Searching for: Armor 6

    Skill Feat
    Dexterity d8 [X] +1 [X] +2 [X] 3 [X] +4

    Upgrades
    Removing Magic Spyglass and Mask of Stolen Mien with Item 6: Belt of Physical Might and Item 5: Boots of Teleportation.

    Belt of Physical Might:
    Traits
    Accessory
    Magic

    Powers
    Reveal this card to add 2 to your Strength, Dexterity, or Constitution check. You may play another item on this check.

    Boots of Teleportation:
    Traits
    Clothing
    Magic

    Powers
    Recharge this card to move. You automatically succeed at any check required to move. You may not play this card during an encounter.


    Ezren's Hand || Ezren's Deck

    Spell 6: 1d1000 ⇒ 306

    Yoon gets it.

    Dropping Aqueous Orb for Disintegrate.
    Skill feat in Wisdom.


    Yoon Deck Handler

    Cool!

    Yoon takes Shapechange in place of Elemental Mastery.

    Shapechange:
    (Magic Arcane Divine): Display this card and choose one: treat your Strength, Dexterity, and Constitution skills as 1d12+2, or treat your hand size as 3, 7, or 10. At the end of the scenario, if you do not have the Arcane or Divine skill, banish this card.


    I do see Yewstance’s point regarding Cannibal Haunt, but I think Urgraz still needs to banish a card.

    Cannibal Haunt:
    Henchman 6
    Type: Monster
    Traits:
    Dwarf
    Undead
    To Defeat:
    None Before the encounter, banish either a card of your choice from your hand or the top card of your deck.
    Place the Haunt next to your character card. For each Haunt next to your character card, the difficulty of your checks is increased by 1. At the end of the scenario, banish all Haunts.
    When you encounter the Cannibal Haunt, you may immediately attempt to close this location.

    It doesn’t seem proper to have it both ways: update only the “before the encounter” part of the card to the modern timing rules, while leaving “when you encounter” at the original RotR wording. I believe the “Before You Encounter” -> “Before You Act” change was to clear up ambiguity in S&S forward, not to change functionality in the existing RotR cards.

    (If banishing a card would affect your decision to encounter the Cannibal Haunt, we can redo Urgraz’s turn.)


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

    Actually, I have a reliable source that states otherwise. "When you encounter" effects appear to be before "Before the Encounter" effects - in fact, they're before you even get a chance to evade, bizarrely (so you could close off the Cannibal Haunt and, if you failed the close, even evade him).

    (And yes, the timing of "Before The Encounter", despite the confusing name, is identical to the timing of "Before You Act"; it wasn't changed in functionality, it was solely renamed to make it clearer to people. As that linked thread details.
    Yes, I'm aware that that means that "before the encounter" literally occurs during an encounter, and always has. Hence why they changed the silly wording.)

    It's odd, but that linked forum covers it very well.

    It doesn't matter, though - if I have to banish a card I'll just banish Mokmurian's Club, which is a non-issue.


    Hm. I'm not convinced that that's the correct interpretation, but I am convinced that it's murky enough to not warrant a retcon. :)


    Yoon Deck Handler

    Yoon will add an Ally to the pile.

    Yoon would like an Ally 6 and a Blessing 6 (in that order).

    Ally 6: 1d1000 ⇒ 448
    Blessing 6: 1d1000 ⇒ 395

    She will take the following power:
    [X] When another character encounters a bane, you may move.

    I recognise that that's going to make the game a bit slower, so I'll do my best to provide forward strategy so people can move me around as needed to aid with checks.

    Yoon will replace Gom-Gom. He's an Item B after all.


    Deck Handler // Searching for: Armor 6

    Scenario Reward
    I'll Add Ally to the pile unless we have 2 Ally 6s and Ezren doesn't want one. In that case, I will add Armor to the pile.

    Upgrades
    Ally 6: 1d1000 ⇒ 971 Isiem would replace Evangelist
    If Armor 6: 1d1000 ⇒ 125 Ophidian Armor would replace Celestial Armor
    If another Ally 6: 1d1000 ⇒ 40 Eyebiter would replace Sorrowsoul
    If literally no one wants a Spell 6: 1d1 ⇒ 1 Seek Quarry would replace Cure
    Ally 5: 1d1000 ⇒ 606 Fortune-Teller would replace Evangelist
    If the only thing I got above was an Ally 5, Ally 5: 1d1000 ⇒ 204Secret Broker would replace Sorrowsoul
    Weapon 5: 1d1000 ⇒ 629 Dancing Scimitar +2 would replace Sawtooth Saber + 2

    Power Feat
    ☑At the start of your turn, if you do not have a blessing (☑ and a spell) in your hand, you may draw a card. (☑ You may shuffle your deck first.) This should work well since I'll often know the top card from the start of turn business


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

    Well I'd really like the great Hawkmoon to weigh in on the "When you encounter the Cannibal Haunt, you may immediately attempt to close this location" vs "Before the encounter, banish either a card of your choice from your hand or the top card of your deck" (and explain what I misunderstood with the above linked forum thread, if necessary), but either way there's no difference to my deck upgrades.

    I'm also really happy to see that power from Yoon; I request that she always move to Urgraz's location before the start of his turn if there's nobody already there (so I can do Suurlahetas, Emerald Codex or similar tricks).

    For Scenario 2-6B: Feast of Famine

    During the scenario, Urgraz banished The Asmodean Disciplines (Redeemed) and Mokmurian's Club (traded from Bloodblade), leaving him with an empty Item and Weapon slot.

    For the scenario reward, Urgraz will draw whatever is most in demand.

    Urgraz earns a Power Feat from Tier Progression, and checks off...
    When a character at your ([ ] or any) location is dealt damage when you fail a check, you may increase the damage by 1 to draw a card ([X] or by 2 to draw 2 cards) after the check.

    Between that power and Spell Ward Shield; BYA/AYA damage (as long as it includes a check that I can actually fail) has never been more profitable!

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

  • Blessing 6: Blessing of Dispater with Blessing of Mephistopheles (Hell's Vengeance 1). Blessing 6: 1d1000 ⇒ 936
  • Armor 5: Lockpick Shield with Armor of Skulls (Ultimate Intrigue). (Though I'm actually tempted by the Armor 3 Diviner's Blight, since healing isn't really limiting me - just buries.) Armor 5: 1d1000 ⇒ 554

    Additionally, Urgraz will fill his empty card slots with...

  • Empty Item Slot with The Asmodean Disciplines (Redeemed) (Hell's Vengeance 1).
  • Empty Weapon Slot with Scizore +3 (Hell's Vengeance 1).


  • I've assumed that, lacking Armor and Blessing slots, Ezren will be picking Ally.
    Finalize your choices. I'll try to have the next scenario intro up in a few hours.

    Cannibal Haunt tangent:
    First of all, always welcome to have Hawkmoon- or anyone- weigh in! And also glad to continue discussion. I by no means consider myself the final authority on PACG rules.

    To me, it's less a matter of misunderstanding, and more that the rules themselves were in a grey area. "When you encounter" didn't originally seem to be a step in RotR; at best it seemed a sequence of steps (if it had any exact definition).
    And to apply the Mike Selinker-blessed Hawkmoon example in that thread you linked:

    So, for instance, if Merisiel is at the Warrens and on her turn she explores and encounters the Enchanter her actions would look like this: If Urgraz explores and encounters the Cannibal Haunt:

    Merisiel evades the Enchanter and shuffles her back into the location deck Urgraz does not evade the Cannibal Haunt. It is encountered.
    Merisiel does not apply the 1 Force damage "before the encounter" effect from the Encahnter, because she evaded and the Enchanter is no longer in front of her for this step. Urgraz banishes a card from hand or deck.
    Merisiel does not attempt the check because she evaded and the Enchanter is no longer in front of her for this step. Urgraz places Cannibal Haunt next to his character card. There is no check to defeat.
    Merisiel does not attempt the next check, because she evaded and the Enchanter is no longer in front of her for this step (and there isn't one) There is no 2nd check to defeat.
    Merisiel does not apply the 1 Fire damage "after the encounter" effect from the Enchanter, because she evaded and the Enchanter is no longer in front of her for this step. There is no "after the encounter" effect.
    Merisiel does not resolve the encounter, because she evaded and the Enchanter is no longer in front of her for this step. (And there was no check to defeat the bane, so there was nothing to resolve. And this step is either that she banishes a defeated bane or shuffles the undefeated bane back whence it came, but she's already shuffled away the evaded card.) There was no check to defeat, and the Cannibal Haunt is no longer in front of Urgraz, so there is nothing to resolve.
    Merisiel does place a random monster on top of another random open location, because she did encounter a monster. She just decided to evade it after encountering it. Urgraz may immediately attempt to close this location.

    And as mentioned later down in that thread, this would get revised for S&S, but changing it for RotR would mean needing to update too many cards.


    1 person marked this as a favorite.

    Haunt-wise, I think you are both right and both wrong.

    Technically, Yewstance is right on the order of the encounter. In RotR language, it would have been:

    When you encounter
    Evade
    Before the encounter
    Attempt the check
    Attempt the next check
    After the encounter
    Resolve the encounter

    So, the Haunt as we have it would do a lot of weird stuff.

    But EmpTyger is right that lots of things like this were murky in RotR. It probably isn't intended to work the way it technically does.

    But you are both wrong because apparently it was changed at some point. It appears in this blog but with different powers.

    I don't see an FAQ entry to make those changes and I double checked the physical card. I'm guessing it was updated for Pathfinder Adventures app but no FAQ was posted.


    Ezren's Hand || Ezren's Deck

    Spell 6: 1d1000 ⇒ 1>Ride the Lightning replaces Good Omen.
    Ally 6: 1d1 ⇒ 1
    Ally 5: 1d1 ⇒ 1
    Spell 6: 1d1 ⇒ 1
    Power feat: Recharge bonus to 3.


    Upgrades would be:
    Ezren: Spell 6, Ally 5
    Salim: Ally 6, Ally 6
    Urgraz: Blessing 6, Armor 5
    Yoon: Ally 6, [none]

    If Yoon wants a second upgrade, the remaining choices are Spell 6, Ally 5, Weapon 5, Item 4, Blessing 2.


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

    So I wasted the effort digging out so many Spell 6s, got it. :P


    Yoon Deck Handler

    Yoon will take a Spell 6 as a second upgrade purely for the deck number of the card. I’m not sure what I’m specifically swapping, but I’ll figure that out and post my opening hand soon.


    Deck Handler // Searching for: Armor 6

    Upgrades...

    Isiem:
    Traits
    Human
    Wizard

    Powers
    Recharge this card to add 1d6 and the Cold, Fire, or Poison trait to any combat check.

    Discard this card to examine the top 3 cards of your location deck. Return them in any order, then explore your location.

    Eyebiter:
    Traits
    Human
    Mesmerist

    Powers
    Recharge this card to examine the top card of your location deck; ignore any power on it that happens when examined.

    Discard this card to explore your location. During this exploration, you may add 2d6 and the Mental trait to your combat and Perception checks.


    Ezren's Hand || Ezren's Deck

    Taking Heister as my Ally 5. Dropping Alaeron.


    Yoon Deck Handler

    Yoon took Nexian Channeler in place of Vampire Squid and Aspect of the Dinosaur in place of Object Reading.


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

    As an aside, I just remembered that there's scenario-long Aspects, like Aspect of the Bull, which I think was AD4. It'd be banished at the end of each scenario, but there's nothing stopping Yoon from just putting it back again each time for free, adding free dice to her first exploration every turn.


    Yoon Deck Handler

    New baby was born 3 days ago. Mum and new peanut are both doing well. Sleep is coming sparingly; I do appreciate all y'alls patience. I'll get to posts, but I'll simply be slower about it.

    Thanks!


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

    For Scenario 2-6C: The Opus Sundered

    No Tier reward for 6.3.

    Not even the slightest bit of interest in the ally. What a junk end-game ally by today's standards with Ultimate Add-On decks backing us up.

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

  • Weapon 6: Scizore +3 with Corrosive Backsword +4 (Ultimate Intrigue). Weapon 6: 1d1000 ⇒ 615
  • Item 5: The Asmodean Disciplines (Redeemed) with Vestments of False Faith (Ultimate Intrigue). Item 5 - Low Priority: 1d1 ⇒ 1

    Note that I'm willing to step aside on the Weapon 6 if it is Salim's first preference, since I've already got a Weapon 6 this adventure.

    I also lightly recommend the Aspect of the Bull card for Yoon. It lasts an entire scenario, and you can refill it between scenarios if you banish it because it's an AD4 spell, so it doesn't matter that it's Divine.


  • Deck Handler // Searching for: Armor 6

    Thanks Urgraz!

    Weapon 6: 1d1000 ⇒ 589
    Spell 6 if literally no one wants it: 1d1 ⇒ 1

    If somehow Ezren and Yoon don’t want Spell 6, I’ll take that and let Urgraz have Weapon 6


    Yoon Deck Handler

    That’s a good call on the Aspect of the Bull. I’d take a Spell 4 upgrade and replace Kinetic Blast with it, but there’s no Spell 4 upgrade to be had.

    *sad trombone*


    Deck Handler // Searching For: Item 6 > Blessing 6 > Item 5
    Yoon - Dinketry wrote:

    That’s a good call on the Aspect of the Bull. I’d take a Spell 4 upgrade and replace Kinetic Blast with it, but there’s no Spell 4 upgrade to be had.

    *sad trombone*

    Then feel free to take a Spell 5; nobody else wants it. :)

    (Yep, you can use a Deck Upgrade to fill your deck with the same card type up to the Adventure Deck Number of your chosen upgrade, not exclusively the exact same number.)


    Yoon Deck Handler

    Done. Took a Spell 5. Swapped out Aspect of the Bull for Kinetic Blast.


    Ezren's Hand || Ezren's Deck

    Ally 6 (since it seems no one else wants it). Saying goodbye to Rodrick for Isiem.


    Deck Handler // Searching for: Armor 6

    Replacing Cure with Spell 6 Seek Quarry

    Seek Quarry:
    Traits
    Magic
    Divine

    Powers
    Discard this card to examine the top 5 cards of any location deck. When you put them back, you may set aside 1 examined villain or henchman. Shuffle the remaining examined cards and put them on the bottom of the location deck; put any card you set aside on top of the deck.

    After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 15 check to recharge this card instead of discarding it.


    With the holiday weekend over, I want to check in with everyone about posting expectations. I believe everyone here (certain including myself) had had some real-life circumstances over the past month that led to the deprioritization of this table, and/or prioritized other tables with their PACG time because of events. (And let me stress that this is completely okay!)

    I am okay to continue running this table, with whatever rate of play everyone is comfortable with, or pausing or halting play if that is what people prefer. I want to make sure that everyone is all on the same page: confirm interest in continuing, establish posting expectations, decide when it's okay to bot or prod someone, anything else.


    Deck Handler // Searching for: Armor 6

    I am definitely in until the end and am okay with longer waits between turns. I think if more than a few days go by, a non-urgent reminder of who's turn it is would probably be a good idea.


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

    I'm interested in continuing; we're so near the end of the season after all!

    I know that Andrew/Hawkmoon has a lot on his plate at the moment, but I'll leave it up to him how he wants the table to handle that. We could call a hiatus until things calm down, set up botting rules, etc. (Dinketry also has a lot on his plate, but Yoon's turns have been pretty consistent regardless.)

    I do, however, have a preference that we aim to complete the AP before Core hits store shelves everywhere, but I know that may not be plausible.


    Ezren's Hand || Ezren's Deck

    I'd like to finish this out, with how close we are to the end. I know I'v been the hold up more than a few times, so I appreciate everyone's graciousness with that.


    Yoon Deck Handler

    I'm all good for the.....hood?

    Seriously, I'm happy to continue. I agree with Urgraz that I'd like to complete this before the new Core set drops.


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

    For Scenario 2-6D: Escape from the Gravevault

    Tier Reward (6.4): Urgraz earns a Card Feat, and checks off...
    Armor: 3 [X] 4 [ ] 5

    Scenario Reward: Urgraz earns a Skill Feat, and checks off...
    Wisdom d8 [X] +1 [X] +2 [X] +3

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

  • Item 5: The Asmodean Disciplines (Redeemed) with Vestments of False Faith (Ultimate Intrigue). Item 5 - Low Priority: 1d1 ⇒ 1

    Urgraz will fill the empty slots of his deck as follows...

  • Empty Armor Slot: Gambeson (Ultimate Intrigue)

    (It's basically the only use of a Card Feat I can think of that doesn't just make my deck worse. I can't take any more blessings, allies, items or spells and I don't WANT another weapon or armor... but at least that Armor can just be displayed and largely forgotten about.)


  • Deck Handler // Searching for: Armor 6

    Tier Reward
    Item 3 [X]4 [X]5
    Whatever card I pick would always be replaced by Emerald Codex, But Boots of Teleportation are now available

    Scenario Reward
    Charisma d8 [X] +1 [X] +2 [X] +3

    Upgrade
    Replacing Weapon 5 Sawtooth Saber + 2 with Weapon 6 Corrosive Backsword +4

    Corrosive Backsword +4:
    Traits
    Sword
    Melee
    Acid
    Slashing
    Finesse
    Magic

    Powers
    For your combat check or your check against a barrier, reveal this card to use your Strength or Melee skill + 1d6+4. If proficient with weapons, you may additionally discard this card to add another 2d6. If the check is to defeat a barrier, if the barrier is defeated, you may examine the top card of your location deck.


    Yoon Deck Handler

    Yoon will take:

    Card Feat: Spell (restore Object Reading)
    Deck Upgrade: Spell (4 or higher) (restore Kinetic Blast)
    Skill Feat: Dexterity +1


    Ezren's Hand || Ezren's Deck

    Skill feat: Charisma +1
    Card feat: Ally
    Upgrade: Spell 6. I'll drop Mass Displacement and take Bewilder.

    I'm short an ally, so I'll pick up Elyana (deck 4) from Tales.


    And that's that. Congratulations!


    Yoon Deck Handler

    I'm very excited about our rewards!

    #1: Adventure Path Reward: Each player chooses one of his Pathfinder Society Adventure Card Guild characters. That character may treat the loot Runewell’s Echo as if it is in his Class Deck box.

    Runewell's Echo:
    Loot P
    BLESSING
    DIVINE
    LISSALA
    RUNEWELL’S ECHO
    POWERS
    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.

    #2: Adventure #6 Reward: Each player unlocks the ability to play Mavaro from the Mummy’s Mask Character Add-On Deck using the Inquisitor Class Deck.

    Very cool, both!

    Thanks, BR!!!


    Yoon Deck Handler

    Got new games coming up....could this game me marked inactive, BR?

    Thanks again.


    For the sake of finishing the chronicle sheets, I'll assume that everyone is forfeiting the final scenario upgrade. Once I post them, I'll mark the thread as inactive.

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