[ACG] [CaG] [PluTo] Adventure 3-5: The Sepulcher Soars Anew by Kiya Toren (Inactive)

Game Master Kiya Toren

Scourge Table:

1-2. Curse of Poisoning
3. Curse of Vulnerability
4. Curse of Daybane
5. Curse of the Ravenous
6. Curse of Withering
7. Curse of Fevered Dreams
8. Curse of the Sphinx
9. Curse of Blindness
10. Curse of the Mummy

Note: there are 8 Curse of Poisoning cards in the box, and it is the only curse that stacks with itself.
Curse of Poisoning:

Spoiler:
Scourge B
Traits: Curse Poison
Powers:
While displayed, after you reset your hand, recharge a random card.
Curse of Vulnerability:
Spoiler:
Scourge B
Traits: Curse
Powers:
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.
You may only have 1 copy of this card displayed.
Curse of Daybane:
Spoiler:
Scourge B
Traits: Curse Undead
Powers:
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.
You may only have 1 copy of this card displayed.
Curse of the Ravenous:
Spoiler:
Scourge 1
Traits: Curse
Powers:
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1 - Blessings
2 - Allies
3 - Spells and Weapons
4 - Items
You may only have 1 copy of this card displayed.
Curse of Withering:
Spoiler:
Scourge 2
Traits: Curse
Powers:
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.
You may only have 1 copy of this card displayed.
Curse of Fevered Dreams:
Spoiler:

Scourge 3
Traits: Curse Arcane
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards. If you already have Curse of Fevered Dreams displayed, banish this card.
Curse of the Sphinx
Spoiler:

Scourge 4
Traits: Curse Sphinx
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card. If you already have Curse of the Sphinx displayed, banish this card.
Curse of Blindness
Spoiler:

Scourge
Traits: Curse
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck. If you already have Curse of Blindness displayed, banish this card.
Curse of the Mummy
Spoiler:

Scourge
Traits: Curse Undead Mummy
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage. If you already have Curse of the Mummy displayed, banish this card.

Trader Rules:

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

Traders Available:
Hadden Hoppert (offers spells for 2 boons)
Smiths of Wati (offers weapons for 2 boons)
Sunburst Market (offers any Basic boon for 1 boon)
Cards offered by the Sunburst Market
Auction House (offers allies for 2 boons)
Falsin Deek (offers items for 2 boons)
Ghoul Market (offers armors for 2 boons)
Udjebet (offers items with the Magic trait for 3 boons)
Agymah (offers spells with the Arcane trait for 3 boons)
Shardizhad (offers weapons with the Melee trait for 3 boons)
Efni Raan (offers weapons with the Ranged trait for 3 boons)
Naheeba (offers spells with the Divine trait for 3 boons)

Swaps Available (must be of same type):

Remove Curse
Spoiler:

Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane 8 OR Wisdom Divine 6
Recharge this card to banish a displayed card that has the Curse trait_ After playing this card, if you do not have either the Arcane or Divine skill, banish it_
Spear of the Watchful Guardian
Spoiler:

Loot 1
Type: Weapon
Traits: Spear Melee Piercing 2-Handed Magic
To Acquire: None
Reveal this card to add 1d6 to your Perception check_ For your combat check, reveal this card to roll your Strength or Melee skill + 1d6+1; you may additionally recharge this card to add 1d6_ If you fail a combat check with this weapon, you may discard this card to ignore the result and reroll the dice; take the new result_
Scarab Buckler
Spoiler:

Loot B
Type: Armor
Traits: Shield Alchemical Healing
To Acquire: None
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3_ If proficient with light armor, you may play another armor on this check_ Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait_
Tablet of Languages Lost
Spoiler:

Loot 1
Type: Item
Traits: Object Magic
To Acquire: None 0
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check_ Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item_
Elemental Treaty
Spoiler:

Spell B
Traits: Magic Arcane Divine Basic
To Acquire: Intelligence Arcane Wisdom Divine 4
Display this card next to your location_ While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1_ When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check_ If you succeed, recharge this card; if you fail, discard it_
Game of Afterlife
Spoiler:

Loot B
Type: Item
Traits: Object Gambling
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait_ When you would fail a check, bury this card to reroll 1 die; take the new result_ After playing this card, you may succeed at an Intelligence 8 check to recharge it instead of burying it_
Akhentepi's Armor
Spoiler:

Loot 1
Type: Armor
Traits: Light Armor Magic
To Acquire: None
Recharge this card to ignore a non-villain bane's power that happens before you act_ Bury this card to reduce Cold, Combat, Electricity, or Poison damage dealt to you to 0_ If proficient with light armors, discard this card instead_ If proficent with light armors, you may recharge this card when you reset your hand_
Natron Fang
Spoiler:

Loot 2
Type: Weapon
Traits: Sword Melee Slashing Magic
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8+1; if the bane has the Undead trait, you may additionally discard this card to add another 2d8 and the Bludgeoning trait. If not proficient with weapons, the difficulty of this check is increased by 4.
Mask of the Forgotten Pharaoh
Spoiler:

Loot 2
Type: Item
Traits: Accessory Magic Mummy
To Acquire: None
Reveal this card to add 1 to your Intelligence or Wisdom check. If you have a role card, add an additional 1. Recharge this card to add a die to your check that invokes the Undead trait. Recharge this card to reduce Poison damage dealt to you by 2, or to banish a card that has the Curse trait displayed next to your deck.
Neferekhu
Spoiler:

Loot 2
Type: Ally
Traits: Mace Melee Magic Undead Mummy
To Acquire: None
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If the bane has the Undead or Outsider Traits, you may discard this card to add an additional 1d8. Reveal this card to add 2 dice to any Wisdom or Knowledge non-combat check by a character at your location; then succeed at a Diplomacy 8 check or suffer the scourge Curse of Withering.
Ushabti of the Willing Servant
Spoiler:

Loot 2
Type: Item
Traits: Object Undead
To Acquire: None
Bury this card to add 1d8 to a Strength, Dexterity, or Perception check at your location; you may succeed at a Craft 8 check to discard this card instead.
Hand of the Honest Man
Spoiler:

Loot 2
Type: Item
Traits: Accessory Magic Mummy
To Acquire: None
Bury this card to banish a displayed card that has the Curse trait; succeed at a Wisdom or Divine 8 check to recharge this card instead. Recharge this card to add a die to your Charisma or Diplomacy non-combat check.
Tetisurah
Spoiler:

Loot 3
Type: Ally
Traits: Sphinx Druid
To Acquire: None
At the start of your turn, reveal this card to shuffle any number of cards into your deck, then reset your hand. Discard this card to explore your location. During this exploration, add 1d12 to your checks against banes invoke the Cold trait or that have the Maftet or Sphinx trait.
Nefti the Bard
Spoiler:

Ally
Traits: Human Bard Aspis
To Acquire: Charisma Diplomacy 8
If you fail the check to acquire Nefti, banish an ally that does not have the Animal trait from your hand or discard pile. Recharge this card to add your Diplomacy or Stealth skill to your check to acquire an armor, weapon or item. During a character at your location's explore step, discard this card to allow her to explore her location.
Sun Falcon Pectoral
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to explore your location. If the top card of the blessings discard pile has the Basic or Fire trait, bury this card to add 2d6 to your combat check; add an additional 2d6 if the bane has the Undead trait.
Potion of Healing
Spoiler:

Item B
Traits: Liquid Alchemical Healing
To Acquire: Intelligence Craft 5
Banish this card and choose a character at your location. That character may shuffle 1d4 random cards from his discard pile into his deck.
Scarab Brooch
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to succeed at your check to temporarily close a location. When you fail a check to close a location, bury this card to reroll the dice; take the new result.
Scarab of Mummy Defense
Spoiler:

Loot 3
Type: Item
Traits: Accessory Magic
To Acquire: None
Recharge this card to examine the top card of your location. If it has the Undead trait, you may explore your location. Bury this card to banish any number of Curses displayed next to the deck of a character at your location.
Bronze Sentinel
Spoiler:

Loot 4
Type: Armor
Traits: Heavy Armor Construct Magic
To Acquire: None
Display this card to explore your location. While displayed, reduce all damage dealt to you to 0, and add 1d12 to your Strength checks, or 2d12 if proficient with heavy armors. At the end of your exploration, succeed at a Craft 13 check to discard this card; otherwise, bury it instead.
Mythopoeic Sphinx
Spoiler:

Loot 4
Type: Item
Traits: Object Sphinx
To Acquire: None
At the end of your turn, recharge this card to recharge any number of cards in your hand then reset your hand. Then you may search your deck for a spell and draw it. Banish this card to summon and acquire a loot ally that has the Sphinx trait.
Golden Serpent Armband
Spoiler:

Loot 4
Type: Item
Traits: Accessory Magic
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. You may play another Item on this check. Recharge this card to add your Strength or Melee skill to your combat check when you play a spell.
Life Lantern
Spoiler:

MM Loot 5
Type: Item
Traits: Object Attack Magic Divine
To Acquire: None
For your combat check, reveal this card and recharge a card that has the Divine trait to use your Divine skill + 3d6. If the bane has the Poison or Undead trait, add another 1d6. Display this card. At the end of the scenario, choose a dead character; that character is no longer dead.
Cartouche of Protection
Spoiler:

MM Loot 6
Type: Item
Traits: Object Magic Divine
To Acquire: None
Reveal this card to reduce damage dealt to you by 1. Bury this card to reduce all damage dealt to you by a bane to 0. Recharge this card to move.

Henchmen you might need:
Acid Pool
Spoiler:

Henchman B
Type: Barrier
Traits: Obstacle Acid Veteran
To Defeat: Intelligence Craft Wisdom Survival 9
The difficulty to defeat is increased by the scenario's adventure deck number_ If undefeated, the Acid Pool deals an amount of Acid damage to you equal to the difference between its difficulty to defeat and your result_ If defeated, you may immediately attempt to close the location this henchman came from_
Aghash
Spoiler:

Henchman B
Type: Monster
Traits: Trigger Outsider Curse Electricity Veteran
To Defeat: Combat 11 OR Divine 8
When you examine this card, discard a card from the blessings deck, then shuffle the villain Sandstorm into the blessings deck_ The difficulty to defeat is increased by twice the scenario's adventure deck number_ If undefeated, suffer a scourge_ If defeated, you may immediately attempt to close the location this henchman came from_
Graven Guardian of Nethys
Spoiler:

Henchman 1
Type: Monster
Traits: Construct Nethys Inquisitor Veteran
To Defeat: Arcane Divine 9 OR Combat 12
The Graven Guardian of Nethys is immune to the Mental and Poison traits_ The difficulty to defeat the Graven Guardian of Nethys is increased by the current scenario's adventure deck number_ You may discard a card that has the Nethys trait to defeat the Graven Guardian of Nethys_ If defeated, you may immediately attempt to close the location this henchman came from_
Natron Zombie
Spoiler:

Henchman B
Type: Monster
Traits: Undead Mummy Veteran
To Defeat: Combat 12
The Natron Zombie is immune to the Mental and Poison traits_ The difficulty to defeat the Natron Zombie is increased by the current scenario's adventure deck number_ After you act, if your check to defeat did not have the Electricity trait, bury a random card from your discard pile_
Voices of the Spire
Spoiler:

Henchman B
Type: Monster
Traits: Human Inquisitor Veteran
To Defeat: Combat 8 OR Charisma Diplomacy 7
The difficulty to defeat is increased by twice the scenario's adventure deck number_ If defeated by a combat check, or if undefeated, draw the scourge Curse of Vulnerability from the box_ If defeated, you may immediately attempt to close the location this henchman came from_
Theletos
Spoiler:

Henchman 3
Type: Monster
Traits: Trigger Outsider
To Defeat: Combat 18 OR Knowledge Diplomacy Divine 14
When you examine this card, if a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, suffer the scourge Curse of Fevered Dreams. All damage dealt by the Theletos is Mental damage that may not be reduced. If defeated, you may immediately attempt to close the location this henchman came from.
Silver Chain Smuggler
Spoiler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler. Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage. After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it. If defeated, you may immediately attempt to close the location this henchman came from.
Thriae Dancer
Spoiler:

Henchman 3
Type: Monster
Traits: Thriae Bard
To Defeat: Charisma Diplomacy 10 OR Combat 16
The Thriae Dancer is immune to the Poison trait. All damage dealt by the Thriae Dancer is Poison damage. If each character at this location reveals the henchman Stolen Larvae, you may evade Thriae Dancer. If defeated, you may examine the top card of any location deck.
Thriae Soldier
Spoiler:

Henchman 3
Type: Monster
Traits: Thriae Soldier
To Defeat: Combat 13 THEN Combat 13
The Thriae Soldier is immune to the Poison trait. All damage dealt by the Thriae Soldier is Poison damage. If your check to defeat exceeds 17, you are dealt 1 Poison damage.
Pure Legion Enforcer
Spoiler:

Henchman 4
Type: Monster
Traits: Human Ranger
To Defeat: Combat 13 OR Charisma Diplomacy Dexterity Stealth 7
Increase the difficulty by 3 if you have the Divine skill. For every card with the Divine trait played on your check to defeat, subtract 1 from each die on that check. If defeated, you may immediately attempt to close the location this henchman came from.
Beheaded
Spoiler:

Henchman 1
Type: Monster
Traits: Undead
To Defeat: Combat 12 OR Arcane Divine 10
The Beheaded is immune to the Mental and Poison traits. Before you act, roll 1d4. Each character at your location is dealt 1 damage of this type: 1. Fire 2. Acid 3. Cold 4. Electricity If defeated, you may immediately attempt to close the location this henchman came from.
Giant Sand Eel
Spoiler:

Henchman B
Type: Monster
Traits: Animal Veteran
To Defeat: Combat 11
The difficulty to defeat is increased by twice the scenario's adventure deck number. If undefeated, shuffle this card into a random open location and discard a card. If defeated, shuffle this card into a random other open location, and you may immediately attempt to close the location this henchman came from.
Warrior Dolls
Spoiler:

None Henchman 1
Type: Monster
Traits: Construct Swarm Veteran
To Defeat: Combat 10
The Warrior Dolls are immune to the Mental and Poison traits. The difficulty to defeat is increased by twice the current scenario's adventure deck number. If the check to defeat has the Fire trait, add 1 die. If you do not defeat the Warrior Dolls by at least 2, shuffle a random barrier from the box into a random open location deck. If defeated, you may immediately attempt to close the location this henchman came from.
Pairaka
Spoiler:

None Henchman 2
Type: Monster
Traits: Curse Outsider Trigger
To Defeat: Combat 13 OR Divine 9
When you examine this card, shuffle the top card of the blessings deck into your location deck. The Pairaka is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, suffer a scourge. If defeated, you may immediately attempt to close the location this henchman came from.
Usij Cultist
Spoiler:

None Henchman 5
Type: Monster
Traits: Cultist Human
To Defeat: Combat 20
When you encounter the Usij Cultist, roll 1d6. All damage dealt by the Usij Cultist has this type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, succeed at an Intelligence, Knowledge, Wisdom, or Divine 8 check or recharge 1d4 cards. If undefeated or if the result of the check to defeat is greater than 27, each character at your location is dealt 1d4 damage, then discard a card from the blessings deck.
Sepid
Spoiler:

None Villain 4
Type: Monster
Traits: Outsider
To Defeat: Combat 25 OR Divine 18
The Sepid is immune to the Fire and Poison traits. Before you act, each character at your location must succeed at a Dexterity or Acrobatics 12 check or be dealt 1d6 Combat damage. If the check to defeat has the Acid, Attack, Electricity, or Ranged trait, subtract 1 from each die.
Ghawwa
Spoiler:

None Henchman 5
Type: Monster
Traits: Aquatic Outsider Trigger
To Defeat: Combat 18 THEN StrengthConstitutionFortitudeDivine 5
When you examine this card or before you act, a random character summons and encounters the henchman Pairaka. The Ghawwa is immune to the Fire and Poison traits. If the check to defeat has the Acid or Electricity trait, subtract 1 from each die. After you act, for each of your checks to defeat that have the Melee trait, you are dealt 1d6 Combat damage. If defeated, you may immediately attempt to close the location this henchman came from.
Usij Ghul
Spoiler:

None Henchman 6
Type: Monster
Traits: Cultist Outsider Undead
To Defeat: Combat 25
The Usij Ghul is immune to the Mental and Poison traits. Roll 1d6. All damage dealt by the Usij Ghul is the following type: 1–2. Acid 3–4. Electricity 5–6. Fire Before you act, if you are the only character at your location, you are dealt 1d4 damage. After you act, each character at your location is dealt 1d4 damage. If undefeated, discard a card from the blessings deck.
Akvan
Spoiler:

None Henchman 6
Type: Monster
Traits: Outsider
To Defeat: Combat 35
The Akvan is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom 9 check or the difficulty of checks to defeat is increased by 4 until the end of the encounter. After this check, a character summons and encounters the villain Sepid. If the check to defeat has the Acid, Divine, or Electricity trait, subtract 1 from each die. If undefeated, you are dealt 2d4 Acid damage. If defeated and there are other cards in the siege deck, put the Akvan on the bottom of the siege deck.
Shira
Spoiler:

None Henchman 5
Type: Monster
Traits: Outsider
To Defeat: Combat 19 OR Divine 15
If another character at your location has more cards in his hand than you do, that character encounters the Shira instead. The Shira is immune to the Fire and Poison traits. Before you act, succeed at a Wisdom, Perception, or Stealth 8 check or bury a card. If the check to defeat has the Acid, Electricity, Melee, or Ranged trait, subtract 1 from each die. After you act, succeed at a Constitution or Fortitude 8 check or bury 1d4 cards from the top of your deck.
Druj Nasu
Spoiler:

Henchman 6
Type: Monster
Traits: Outsider
To Defeat: Fortitude Perception 6 THEN Combat Divine 15
The Druj Nasu is immune to the Fire and Poison traits.
Before you act, a character at your location summons and encounters the hen chman Beheaded.
If the check to defeat has the Acid or Electricity trait, subtract 1 from e ach die.
If defeated, you may immediately attempt to close the location this henchma n came from.

Defensive Stance:
When you would explore, instead encounter the top card of the siege deck as if it were the top card of your location deck. After the encounter, unless it is defeated or displayed, shuffle it back into the siege deck.
When you would examine cards in a location deck, you may examine them in the siege deck instead.
When you are dealt damage, if the damage is not reduced to 0, banish the top card of your location deck and each unoccupied location deck; when a location deck has no cards, that location closes automatically.

The current adventure number is 6.


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Welcome to Osirion, wkover, Myrddin1209, Wikwocket, Jeff Cook, & Mike O'Donnell!

Cards Against Gnomanity doesn't start until July 9, but there are a few things to set up in advance so that we're able to start gameplay right away on the 9th.

This thread can be used for any discussion about the game or anything else you want, while the Gameplay tab is generally reserved for in-character/gameplay posts. If you choose to post in-character in the gameplay thread, please use [ooc] tags to specify the cards & powers you're using.


Here's a few basics to get us started:

1. Choose your character: Looks like most everyone has a character picked. If you haven't picked your character yet, feel free to post here & the rest of us can help you out :) Once you have picked your character, I will need to know the character ID for them to add to your PFS #. If any of you are playing a character that has previously completed any scenarios, please send me a photo of the chronicle sheet for that character.

2. Verify Deck Ownership: Make sure you verify your class deck ownership as instructed here. If you have any accessories that give in-game perks (promo cards, t-shirts, character mats, etc) that you would like to use, please have those verified as well.

3. Google Hangouts: I would like to use Google Hangouts to facilitate game discussion. The Discussion thread of the Campaign page is fine when your question can wait for an answer, but when you really need to know if you can use someone else's blessing, or you've found the villain on turn 3 and you need everybody else to make a temp close check, it's just not ideal. It's also great just for letting everyone know that you've posted your turn and who's next. This really helps keep the game moving. Before we get started, I will send you a PM to confirm that you are willing to use hangouts and asking for your hangouts email address, and we will only use hangouts if all of you agree to use it.

4. Organized Play rules: If you're not familiar with the Organized Play rules, please read through the Organized Play Guide. If you have any questions, please feel free to ask!

5. Starting Deck: The next step is building your deck! The rules for building your starting deck are in the Organized Play Guide, but basically for new Tier 1 characters, all cards in your deck must come from your class deck (and/or any one Ultimate deck box) and be B-deck cards with the Basic trait.

6. Deck Tracker: In order to track your deck, you are free to use any method you like. The most common method is the deck handler found here (that post contains more detailed usage instructions), but I can also provide a version of that deck handler in Excel (which works in both the web & desktop clients) if anyone is interested. Many people use Column O in the "Don't Look" tab of the spreadsheet for the card text for your cards, so you don't need to keep the physical cards handy. Personally, I take a photograph of the cards in my initial deck, along with another photo of any cards I might want as upgrades for the current adventure. If you need any help setting things up, just let me know and I'd be happy to give you a hand.

7. Turn order: For at least the first few scenarios, I would like order turns based on timezone and when you are most likely going to be able to post a turn. Please let me know what time zone you are in, and what time(s) of day you're most likely to be active. I am in Pacific time (currently UTC-7), and generally available between 10 am & 10 pm.

8. Absences: Ideally, each player will be able to take a turn every 24 hours or so, but we all know life happens. If any of you know in advance that you will be unable to post for an extended period of time, please post in this thread to let us know. Personally, I will be attending GenCon August 2-5, so I may not be able to update the game until evening those days. I will likely also be slow to update on July 14.

Grand Lodge

Female Angelkin Magus

Hi all!

I am Wikwocket on the forums. I will play Talitha the Magus.

I am in Central time. I will be on vacation at Gencon at the week following, but will have sporadic web access that week.

Kiya, may I have a link to the Excel online deck tracker? I'd like to try it.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Hello! Radovan here. Really looking forward to the game. Eastern time for me.

Random notes:

I have lots of PACG experience, but this is my first PbF game. I'm using an offline deckhandler (Google issues), which I hope isn't a problem.

I'll be away from my computer for 3-4 days in late July. I'll be sure to give advance notice, and if someone wants to take a turn or two with Radovan while I'm offline that's fine with me. I don't want to slow down the party.

Having Tup in the group is awesome for me. :) If Tup + Radovan are the only characters at their location, Radovan (w/ Norge devil form) gets +4 to any check with no drawback because Norge provides immunity to fire. Except that Tup has to recharge a card each time, of course. Moreover, Radovan gets to display a monster (once per turn) every single time Tup hits him for fire damage - which in turn can be transformed into 1d8 + the banished monster's ADN for combat.

As an example, this is what Radovan's combat with a rapier looks like w/ Tup's help:

1d8 (base strength) + 2d4 (rapier) + 1d4 (non-two-handed bonus) + 4 (from Tup) + 1d8 (banished monster) + banished monster’s ADN + 1 (from Norge) = 2d8 + 3d4 + 5 + banished monster’s ADN. With an ADN of 1, the average result is 22.5. Not bad for a Tier 1 character!

In terms of turn order, Radovan should probably go after Tup just to maximize Tup's help. But I'm up for whatever the party decides, and understandably Tup may not want to recharge 1-3 cards every single turn just to help Radovan. :)

Grand Lodge

Female Angelkin Magus

Hi wkover! Glad to meet you.

This is my 3rd play-by-post and my Nth PACG adventure path overall. :)

I will make sure to stay far away from the fire damage. :) But I will in general be able to bless others' checks pretty frequently, as Talitha has a blessing-recharge mechanic.

I will also be hitting things over the head with my stick. But hopefully that goes without saying.

Grand Lodge

will be have character and other details posted tonight UK time for me will be playing s&S merisiel with the tales and intrigue decks

Jeff Cook


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)
Merisal The Risen wrote:
will be have character and other details posted tonight UK time for me will be playing s&S merisiel with the tales and intrigue decks

Can this Merisiel evade at will? If so, that'll be handy.

After my first power feat, I'll also be able to evade by using a second devil form. That's critical because, with my Norge devil form always in effect (adds the fire trait to my combat), I'm completely helpless against monsters immune to fire damage. I need to be able to evade fire-immune creatures at will.

Anyway, this'll be great fun. Looking forward to getting started.


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@wkover: you actually shouldn't have an issue with fire immune monsters. You won't get the static bonus from Norge & you can't banish a monster displayed next to him, but you can still fight them :)
See this thread.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)
BR Kiya wrote:
@wkover: you actually shouldn't have an issue with fire immune monsters.

That's good news. Thanks!


Hi everyone! I'm really looking forward to this. Should be lots of fun. :)

I'll be playing Uliah the Warpriest with UM. I'm in Pacific time. My only planned vacation is for GenCon, although, I'll be a little spotty 7/12 - 7/15 since I'll be out of town visiting family. I'll have decent internet access, though, so I should at least be able to check in once a day. :)


I'm going to go ahead and post the story & locations for scenario 1 in the gameplay thread. Please go ahead and post your starting locations & opening hands in that thread.

The convention begins at 12:01 am Eastern, so I'll hold off on posting the contents of the location until then, at which point our game will officially begin!

Since I know Uliah (Myrddin) will still be awake when the game starts (he's my husband), he'll go first, followed by Merisiel (Jeff), Radovan (wkover), Talitha (wikwocket), and Tup (Mike). I know Radovan wants to go after Tup, but I think this will work better for game flow due to time zones. Depending on how this first scenario goes, we might try mixing it up for the next one.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Sounds good. Thanks. I'll post my location and starting hand soon in the gameplay thread.

To check my rules understanding of "invoke", certain locations in the scenario transform all damage into a certain type of damage (e.g., at Tarworks all damage is fire damage).

So this means that all monsters (?) and damage-dealing barriers (?) at the Tarworks are banes that invoke the fire trait?

A related post:

http://paizo.com/threads/rzs2tze8?Skills-Traits-and-Triggers-oh-my#12

(This matters for Radovan's monster displaying abilities.)


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Yes, based on the post by Vic a few down from the post you referenced, all banes that can deal damage to you will invoke the Fire trait while at the Tarworks. That will be all monsters and any barrier that specifically deals damage to you (since barriers don't deal damage by default if undefeated).


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Thanks again. As a friendly reminder, I'll need a large stack of random box monsters to draw from. Probably starting Turn 1. :)


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

Yes this merisial can evade at will

The Exchange

Hey all I'll be playing Tup the Goblin Pyromaniac.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)
Grimsnik wrote:
Hey all I'll be playing Tup the Goblin Pyromaniac.

Greetings! Glad the meet the chap who will routinely set me/us on fire for the greater good. Goblins are always welcome.

If you're willing, you might indicate in your Notes how many cards you're willing to recharge. No problem if the number is zero. It would just be good to know.

With before/after checks (or multiple explores) things could get crazy on my turn, and I don't want to burn through too many of your cards and cause problems. :)


Official announcement from the Venture-Captain of ACG Online, cartmanbeck:

Hello players!
We have received the final piece of our convention support, the special convention player rewards! 
First off, if you are a BRAND-NEW player to the Adventure Card Guild (as in, the character you're using in your game is your #XXXX-1001 and you have not played any other characters in organized play) you can assign the Welcome to Pathfinder Reward to that character:
Society Initiate: You may only assign this reward to the first PFSACG character that you create. At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.  

In addition, EVERY player AND box runner is going to have a 10% chance after each scenario of scoring a reward. These rewards can be assigned to any of your PFSACG characters... they don't have to apply to the character you were using. If you roll a 1 or a 20 on your d20 roll at the end of a scenario, you'll get to choose from any one of the following faction rewards:

Note about faction rewards: Faction rewards are a special type of benefit tied to the factions that use their considerable influence within the Pathfinder Society to pursue their own agendas. You may apply no more than one faction reward to a given character at one time. You may use no more than one power from a faction reward per scenario. Each faction reward specifies additional requirements that, once fulfilled, grant additional uses of the reward’s power. Once you have used all of the powers from a faction reward, including the powers that have additional requirements, you may assign another faction reward to that character.

Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more. 
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.  

Player Reward 2: Dark Archive Reward
[ ] Collector of Wonders (Dark Archive Faction Reward): On your turn, you may check the box that precedes this reward to draw an item that has the Alchemical or Magic trait or a spell from the box. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Acquire a boon that has the Book trait, a boon that lists Knowledge in its check to acquire, or a spell. 
[ ] Succeed at a Knowledge check to defeat a bane.

Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Acquire an ally that lists Diplomacy in its check to acquire. 
[ ] Close a location on the first turn of a scenario.

Player Reward 4: Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Defeat a monster that has the Captain or Gnoll trait. 
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Player Reward 5: The Exchange Reward
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario. 
[ ] Succeed at a Craft non-combat check to acquire or defeat.

Player Reward 6: Silver Crusade Reward
[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait. 
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Player Reward 7: Sovereign Court Reward
[ ] [ ] Lawful Citizen (Sovereign Court Faction Reward): You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you. 
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off. 
[ ] Succeed at a check required to move. 
[ ] Bury or banish an armor to reduce all damage dealt to you to 0. 

This is the first online ACG event where we've been able to give out rewards like this, so I'm SUPER excited to offer them to you all! Good luck, and I hope each of you wins at least one!!


Since we've just finished our second game, you can each roll 2d20s. To recap, rolling a 1 or a 20 means you can choose one of the faction rewards above!


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Sounds like fun. Here we go!

Reward attempt: 2d20 ⇒ (9, 8) = 17

Got a 9 and an 8. Nothing this time. Do better next time, I'm sure.

The Exchange

Here are my attempts.
Reward Attempt: 2d20 ⇒ (19, 13) = 32

Almost.

Grand Lodge

Female Angelkin Magus

This is super awesome, it's great to see the new PSACG boons!

1d20 ⇒ 1
1d20 ⇒ 15

Nice! Do I get to choose? I'll have to decide which one to ask for. Thank you!


Yes, you do get to choose. And you don't need to apply these rewards to your current character, though you may do so if you would like (as long as they don't currently have a faction reward attached to them, which I don't think anyone currently does).

Once you've picked the faction reward you want, let me know, so I can get your official copy sent to you!


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New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

boons: 2d20 ⇒ (16, 4) = 20

Getting 20 on two dice totally gets a boon for a rogue ;-)

Sadly it does not I know


Am I allowed to ask my wife to blow on the dice before I roll them when she's also the box runner? Hrm, might be a conflict of interest there. Guess I'll just roll. :p

Rewards?: 2d20 ⇒ (3, 5) = 8 Figures!


Totally missed the part where I get to try too!
2d20 ⇒ (13, 1) = 14
Oh, that's exciting! I'll take #4: Liberty's Edge.

We should play more games, so everyone gets one!!


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

"More Gambling call me Lucky Merisiel"

boon: 1d20 ⇒ 2

"Last time I buy rigged dice from Valeros"

The Exchange

Boon: 1d20: 1d20 ⇒ 6
No luck.

Grand Lodge

Female Angelkin Magus

Boon?: 1d20 ⇒ 6 -> Nope

For my reward from the prior roll, I would like to choose Reward 3: Grand Lodge Reward.


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Boon?: 1d20 ⇒ 11

Not this time...


Boon?: 1d20 ⇒ 14 Sigh, some day...


One day I'll remember to do these when I ask y'all to do them...
3-1C: 1d20 ⇒ 14
Alas, no rewards today.


3-1D: 1d20 ⇒ 15
Hopefully y’all will roll better that that!


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

boon: 1d20 ⇒ 9

No boons for Merisiel

The Exchange

Boon: 1d20: 1d20 ⇒ 15

Nope


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Boon roll:

1d20 ⇒ 19

Grand Lodge

Female Angelkin Magus

Big bada boon: 1d20 ⇒ 15


Boon??: 1d20 ⇒ 3 Sigh...

The Exchange

Nope Boon: 1d20 ⇒ 10


STR d8 | DEX d8 (Disable +2; Stealth +2; Acro +2 w/ Quang) | CON d8 (Fort +2 w/ Norge) | INT d4 | WIS d6 | CHA d8 (Diplo +2; Percep +2 w/ Viridio)

Boon?: 1d20 ⇒ 10

The Exchange

I'm good with a Blessing B.


3-1E: 1d20 ⇒ 11
:(


New deck handler Shirt reroll used in 3-5B. One die bump available maybe two role is actually smuggler

boon time?: 1d20 ⇒ 4

Grand Lodge

Female Angelkin Magus

I just noticed that BOON is NOOB spelled backwards: 1d20 ⇒ 13


Boon?: 1d20 ⇒ 17 Wow, that's 17 in both my games. Someday I'll get one of these...

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)


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.


Let's see if Gameday is any kinder than CAG when it comes to boons...

Boon?: 1d20 ⇒ 15 Looks like no...


3-2A: 1d20 ⇒ 1
Oh, that's fun! Since I already got a reward in the last round, and I know some of y'all haven't managed to get one yet, I'll hold off on choosing one for now, and if we've still got players without one by the end of September, I'll pass it off to one of them, and we can figure out the details when we get there.

The Exchange

Boon: 1d20 ⇒ 3

Nope

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