[ACG] [PluTo] Adventure 3-3: In Search of a Sage by Yewstance

Game Master Yewstance

PLAYER HANDS || LOOT || HENCHMAN / VILLAINS / SUMMONS
Transition Guide image || Conversion Guide link

TURN ORDER:
1. Skizza
2. Estra
3. Lini
4. Darago
5. Qualzar
SCOURGES:
Scourge Table:
1 = Curse of Poisoning
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

Curse of Poisoning

Spoiler:
Curse of Poisoning
Scourge B
Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability
Spoiler:
Curse of Vulnerability
Scourge B
Traits
Curse

Check
None

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:
Curse of Daybane
Scourge B
Traits
Curse
Undead

Check
None

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:
Curse of the Ravenous
Scourge 1
Traits
Curse

Check
None

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:
Curse of Withering
Scourge 2
Traits
Curse

Check
None

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:
Curse of Fevered Dreams
Scourge 3
Traits
Curse

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx
Spoiler:
Curse of the Sphinx
Scourge 4
Traits
Curse

Check
None

Powers
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.

You may only have 1 copy of this card displayed.

Curse of Blindness
Spoiler:
Curse of Blindness
Scourge 5
Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy
Spoiler:
Curse of the Mummy
Scourge 6
Traits
Curse

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.

TRADERS & TRADER RULES:
Sunburst Market basic boons
Available Traders

TRADER RULES:
In Season of Plundered Tombs, 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.

• Note: Like in Mummy's Mask; the boons offered as a Trade Cost must be no more than 1 AD# below the AD# of the card you're trading for.


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Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

I was looking at my potential Item Upgrades and it turns out I don't actually want any of them.

There's an Item 3 up for grabs if someone wants to grab it.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

I'll be out of town Friday to late Monday. Please bot as needed. Thanks.


Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

Sorry for slowdown... super busy today and will try to post tomorrow morning (US time).


Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

4th scenario at tier 3. We get a card feat. We get to tier up. We can now add a card of tier 2 or less to an empty card slot.
We get a role. And we get a free power feat after applying that role.

Card Feat: Ally Adding Crow
Tiering up?: Yes
Role: Wild Warden
Power Feat: Extra +1 to reveal an animal feat

Upgrade: I'll pick after everyone else, Probably none.

You might have noticed that I've taken very few upgrades over the last 2 tiers. There just wasn't much worth upgrading to.
But tier 4 has an item, a blessing, an ally, and at least 2 spells.


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Any idea how to add the Role card stuff to the Deck Handler?


Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

Card Feat: Item. Adding Topaz of Strength.
Tiering up? Yes.
Role: Daredevil
Power Feat: ☐ When another character at your location is dealt damage, you may reduce that damage by 1.
Upgrade: depends on what's available. Armor 3 if we got one. Probably nothing else.


I've tried to answer everything in the scenario update post, but do note the following, in brief.

  • You only Tier Up and earn your Role card if you choose to Tier up early; it's standard to do so after 5 scenarios (or whenever your current adventure ends), but you may do so after 4, 5 or 6 scenarios as you please. Darago and Grazzle; please clearly indicate to me if you are doing so or not, so I can make sure I give out feats correctly for each member of the party.

  • Simply add new lines to your deck handler and adjust your powers until it matches what's on your Role card; nothing else special is required.


  • Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    Card Feat: Ally, adding Bound Lantern Archon (UM 2)
    Tiering up? Yes.
    Role: Necromancer
    Power Feat: Animate Dead: May put any monster in my hand ([ ]Or any monster)
    Upgrade: Spell 3: 1d1000 ⇒ 478


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    "Power Feat: Animate Dead: May put any monster in my hand ([ ]Or any monster)"
    Wut? Oh. "☐ When you defeat a monster that has the Undead trait (☐ or any monster) and would banish it..."

    The Thriae side looks much easier to me so I vote for them.
    Worth noting that while backing the Alchemists means we could stay together more due to not having to chase down the villain, Thriae Constructor is the multiple henchman and is immune to mental damage. No help from Binder's Tome.

    It looks like there may be a few charisma checks here so if no one objects I would like the Hand of the Honest Man loot.


    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    Card Feat: Blessing, adding Blessing of Gorum
    Tiering up? Yes (Just to make paperwork easier since everyone else is)
    Role: Bog Medic
    Power Feat: Instead of the first exploration of your turn, you may shuffle a blessing (☐ or a spell) into your deck to shuffle 1d4+1 (☐+2) random cards from your discard pile into your deck.
    Upgrade: Ally 3

    Now I can start removing some cures from my deck. :)


    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    I agree with Thriae... mostly because I'd rather side with them. XD


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Skill feat: +1 to Wisdom.
    Upgrade: spell 3: 1d1000 ⇒ 218

    As for the trader 3 of us could pick Hadden Hoppert and we would see 4 spells of AD 3 or 4. Downside is if he doesn't have at least 3 spells worth taking we would just miss out on loot.

    And in my case it means I couldn't take the Natron Fang anymore.

    An alternate option is for Lini and Valeros to pick either
    Smiths of Waiti Offers weapons for 2 boons
    or
    Shardishad Offers melee weapons for 3 boons.

    If Lini and Valeros both picked the same weapon trader we could visit it and be shown 3 weapons. Lini has equal use for melee and ranged weapons so Valeros could take a weapon of his choice and Lini could take the second best weapon to keep or trade for Natron Fang.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Valeros will take +1 Str for his skill feat.

    I'll have to look at the upgrades and the traders to see what I want to do. I'm realizing that Topaz of Strength wasn't a very good choice for me (I thought it would let me roll my Str skill, but now I realize it just lets me roll my die) but we didn't get any Items beyond Bs. Could I trade it away at a trader (I think no, because I need to trade something within 2 levels of the card I'm gaining)?


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    If you trade at Sunburst the AD# of the card you are trading in doesn't matter.

    If you are trading with one of the other traders you can trade in any boon that is within 1 level of the card you want.

    So if you decided you want better melee weapons you could reduce the cost of Shardishad. Then next scenario you would visit Shardishad and assuming you are the only player visiting you would be shown 2 melee weapons AD 3 and/or AD 4. If you decide you want one of them, Say an AD 4 melee weapon, You would bury an AD 3 or higher boon and trade in another AD 3 or higher boon.
    If the weapon you traded for is banished then at the end of the scenario you don't get the AD3+ boon you traded in back but you do keep the AD3+ boon you buried.

    At least I think that is how it works.

    Edited with correct AD.


    You must trade in cards that are within 1 AD# of the boon you're trading for (or higher).

    So for an AD4 card on offer, you must trade an AD3+ card, at least.

    I can take the relevant MM Rulebook rules about traders and add it to the Trader spoilers in the campaign header, if desired.

    Otherwise, everything stated is perfectly correct.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Valeros will use one of the acquired Armor 2 cards to upgrade Lockpick Shield to Stanching Buckler.

    I'm wondering about whether or not to take the loot card Neferekhu again. "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 at your location; then succeed at a Diplomacy 8 check or draw the scourge Curse of Withering from the box." I mainly took it because I thought revealing to add 2 dice to any Wis or Knowledge non-combat check at my location seemed pretty great (and Valeros' chance of avoiding the curse is not bad: he rolls 1d8+4 for Diplomacy), but so far I don't think it's come up a single time. Maybe it'll be more now that there are more reasons for Valeros to stick together with other PCs, but I guess my question is how useful is this ability to any of you?

    If no one else wants it, Valeros will take the loot card Sun Falcon Pectoral (trading his Topaz of Strength for it).

    If no one else wants it, Valeros will take the loot card Nefti the Bard (trading Dredge for it).

    Valeros will use the Adventure Reward to reduce the cost of the Smiths of Wati trader (weapons) and he will also go there for trading before the next scenario.


    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    Skill Feat: +1 Charisma
    Card Upgrade: Spell 3: 1d1000 ⇒ 448


    Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.
    Valeros Z. wrote:
    I'm wondering about whether or not to take the loot card Neferekhu again.

    Stepping outside of my GM position for a moment.

    I consider Neferekhu the greatest Loot card ever printed in PACG - not necessarily just for it's power level, but how unusual and cool it is, and how uniquely potent it is for a variety of characters.

    Brief Gushing about Neferekhu:
  • For characters like Monks and Radovan, it doesn't count as a weapon, allowing 'weaponless' combat based on their high Strength/Melee skills and use alongside Amulet of Mighty Fists and the like.
  • For characters like various druids and MM Estra, it can be used with their high 'beastform' or Loot Ally driven Strength scores, even if they normally carry few to no weapon slots.
  • For characters like Reepazo, Zvarbel or OA1 Estra, it allows you to 'force' Diplomacy checks every time a character at your location makes a Knowledge or Wisdom noncombat check, and all of those characters have benefits for making, failing or passing such checks. (There's a few other characters in a similar boat.)
  • For characters like MM Alahazra, being given Curses can actually be a good thing, so it's a free curse-producer (albeit she'd usually pass the Diplomacy check).
  • For characters like MM Estra (and, sort of, HV2's Nyctessa) being able to invoke the Undead trait on your checks, or making checks against Undead cards, can be beneficial, and there's a number of items that also push that - and Neferekhu will inherently invoke Undead in combat (a very rare quality).
  • Even aside from all of the downright unique interactions it has with a number of playstyles, characters and builds, it will practically triple most characters' capability to make Knowledge and/or Wisdom (noncombat) checks, which is useful against a variety of barriers, closing a variety of locations, and often helps for allowing Divine casters to practically always recharge their spells!
  • Then there's characters who are wisdom-based divine casters, with the Melee skill, and sometimes also with Diplomacy - like some printings of Kyra or some Paladins - with whom the card just branches all three of their fields of expertise beautifully.
  • Now, with all of that gushing out of the way, there's limitations.

    It's not actually a strong 'weapon', for one. If you can't handle the Diplomacy check consistently, the penalty for it's great power is nasty (albeit it can't stack with itself, so once you're Cursed you may as well always reveal it). If you don't have a Wisdom-based caster in the party, noncombat Wisdom checks won't consistently come up (closing checks and some barriers is going to be the majority), and you have to be at the right location at the right time to be of help.

    In this particular party, the only truly Wisdom-centric character is Lini. Whilst almost tripling (not really, but at least doubling in practice) her noncombat Wisdom/Divine/Survival skills should help her to defeat barriers, acquire animal allies, recharge spells, close locations, acquire spells and acquire blessings...

    ...Lini is unusual in that she adds significant static bonuses to all of her checks anyway, so any time she's asked to make a noncombat Wisdom-based check she usually just autopasses it regardless. A lot of her turns are listing out "Blessing X auto acquired" or "Ally Y auto acquired" or "Spell Z auto recharged".

    I do believe that there's great value in Neferekhu... but it is using up an Ally slot that could be spent providing an exploration, and most of its value is entirely reliant upon your team-members choosing to stick with Valeros and making Wisdom checks where they would want the assistance. Ultimately, it's going to be up to team dynamics whether Neferekhu pays off, rather than Valeros' own actions, so I understand why you might choose not to use it.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    I would have asked for it but can't risk drawing it as my only starting ally. But Yewstance is correct that the bonus comes up rarely enough that you shouldn't feel any pressure to add it to your deck.

    The Natron Fang worked out fairly well for me last game but I'll wait to hear from Darago before deciding on the trader reduction.


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    Skill Feat: +1 INT

    Trader Cost Reduction: Hadden Hoppert

    Card Upgrade: Considering Replacing Blessing of Sivanah with Blessing of Isis. I'd work better for me, since I'm making tons of INT checks, but would be less helpful for Grazzle and Valeros (and Lini, but not as much) since it won't add 2 dice to CHA checks any more. Eventually, I'll add another Blessing slot to put in Blessing of the Seventh Veil.

    What do people think?


    REFERENCE POST for 3-4A

    All locations listed will have a henchman shuffled into them when built, as per the scenario rules.

    Instructions:
    Whenever a character closes a location, please roll a die twice to pick 2 completely new locations randomly (you cannot draw a location that's already been banished or closed) from the following list.

    If I'm not available to post an update, you may explore this new location by rolling a 1d10 and picking the corresponding card from the location's deck list, then encountering a random card of that type.

    Example: A location has the decklist...
    M: 2 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 1 ?: 1

    Then, for your exploration, you may roll a 1d10 and encounter the following:
    1/2 = Random Monster
    3 = Random Barrier
    4/5 = Random Spell
    6 = Random Armor
    7 = Random Item
    8 = Random Ally
    9 = Random Blessing
    10 = Henchman

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

    Locations List:
    Location #1: Alchemical Laboratory
    At This Location: If you defeat a bane by 4 or more, each character at this location is dealt 1d4 Acid damage.
    When Closing: Succeed at an Intelligence or Craft check with a difficulty of 5 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, draw 3 random items that have the Alchemical trait from the box and shuffle them into this location.
    M: 1 Ba: 2 W: 0 Sp: 2 Ar: 0 I: 3 Al: 1 Bl: 0 ?: 0

    Location #2: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0

    Location #3: Canny Jackal
    At This Location: If you fail a check to acquire a boon, you may bury a card to acquire it.
    When Closing: You may close this location automatically.
    When Permanently Closed: On closing, summon and encounter an ally.
    M: 0 Ba: 1 W: 1 Sp: 1 Ar: 1 I: 3 Al: 2 Bl: 0 ?: 0

    Location #4: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0

    Location #5: Dilapidated Plaza
    At This Location: When you play a boon that has the Acid trait, you are dealt 1 Acid damage.
    When Closing: Succeed at a Diplomacy check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: For the rest of the scenario, when a character at any location attempts a check, after the roll, he may bury a card to reroll 1 die and take the new result.
    M: 1 Ba: 3 W: 1 Sp: 1 Ar: 1 I: 0 Al: 1 Bl: 0 ?: 1

    Location #6: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0

    Location #7: Great Library of Tephu
    At This Location: If you fail to acquire a boon, shuffle it into this location deck.
    When Closing: Succeed at an Intelligence or Knowledge 6 check.
    When Permanently Closed: On closing, draw a spell from the box.
    M: 2 Ba: 1 W: 0 Sp: 3 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0

    Location #8: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 1 ?: 1

    Location #9: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #10: Ruined Temple
    At This Location: When you play a card that has the Divine trait, bury it.
    When Closing: Bury a blessing.
    When Permanently Closed: On closing, banish a card that has the Curse trait next to the deck of a character at this location or draw a random blessing from the box.
    M: 1 Ba: 1 W: 0 Sp: 2 Ar: 1 I: 1 Al: 1 Bl: 2 ?: 0

    Location #11: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 0 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 1

    Location #12: Surgery
    At This Location: At the start of your turn, shuffle a random card from your discard pile into your deck.
    When Closing: Recharge a card that has the Healing trait, or succeed at an Intelligence, Craft, or Survival check with a difficulty of 6 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, shuffle 1d4+1 random cards from your discard pile into your deck.
    M: 2 Ba: 1 W: 0 Sp: 1 Ar: 0 I: 2 Al: 2 Bl: 1 ?: 0

    Location #13: Tooth and Hookah
    At This Location: If you fail to acquire an ally, shuffle that card back into this location.
    When Closing: Summon and acquire a random ally from the box.
    When Permanently Closed: No effect.
    M: 1 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 0 Al: 3 Bl: 0 ?: 0

    Location #14: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

    Location #15: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 1 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 1

    Location #16: Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #17: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Personally I'm in favor of blessings that can grant a bonus to either check. They both grant

    Isis adds 2 dice to your spell combat checks though I don't see Grazzle's Blessing of Pharasma being added to spells much.

    Most of us don't add the acid trait to our checks but there are a few constructs including I think some barriers.

    Seems like what I call a sideways upgrade. No major improvement or downgrade. So I see no harm in trying it.

    Seems like even with my low roll I get one of the spells

    Upgrading Frigid Blast to Volcanic Storm.

    Choosing Smiths of Wati for my cost reduction.


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Thanks for the input. I'll stick with Neferekhu for at least another scenario or two and see if it starts getting some use. Lini, if I draw it I'm happy to give it to you (but can you handle the Diplomacy 8 check?). Alternatively, because of Valeros' new Damage Reduction power (plus his old power from his allies boosting your combat checks), it makes more and more sense for Valeros to stick together with other PCs, so if Neferekhu comes up he can just plan to be in the same location as Lini.


    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    Forgot to mention, whichever trader gives spells would like to reduce cost of that one.

    Just to clarify, do you have a post to how traders work in PFS? I am playing MM box but I know it's a bit different in OP.


    Trader rules are in the campaign header - under Traders -> Trader Rules. The rules are otherwise identical to Mummy's Mask.

    To quote from the campaign header...

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

    In Season of Plundered Tombs, 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.

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

    Like in standard Mummy's Mask, you must trade cards within one AD# (or higher) than the boon you're trading for, and traders will only offer boons of the current AD# or one below (as per the FAQ).


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Lini does have a 50% chance to make the diplomacy 8 check but you should hold on to Neferekhu.


    I'll be slightly busy over the weekend, but just clarifying that I'm waiting for Grazzle's trader choice (Sunburst Market or Hadden Hoppert, I assume. Unless he wanted to go to the Smiths of Wati to add another choice there).


    Deck Handler Spreadsheet ; Chronicles Looking For: Spell 4 -> Spell 4 -> Spell 4 -> Blessing 4 -> Blessing 3 -> Armor 3 -> Weapon 3

    I'm getting extremely busy in life recently, and really need to cut back on my PbP games. I'm gonna have to duck out. I just can't keep up with all my games anymore (and am not really enjoying trying to keep up). Maybe one day I'll return, but thanks for the games.

    Thank you all very much for the fun times!


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Take care, Andrew! Enjoyed playing together and hope life gets less hectic soon!


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Sorry to see you go but completely understand the issue.


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

    Sorry to see you go; I also understand, especially given how my free time has been increasingly rare of late.

    You're always welcome back here; hope your time with PACG PbP was enjoyable. Take care!


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    Unfortunate... I hope life calms down soon!


    Fighter 4.1 | Valeros' Deck | Want: Ally 4, Weapon 4, Armor 4, Item (want to replace Topaz)

    Well, I'm very sorry to do this because I've been thoroughly enjoying our games, but I'm afraid I'm also going to withdraw from the table. I've just learned that my father is quite sick and I'm going to drastically reduce my PbP commitments as a result. I look forward to playing PACG again with y'all, but it may be awhile.


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

    We're very sorry to see you go, but it's been a great time, Abraham. Best of wishes to you and your family.


    (With this all in mind, I will try to get Chronicle Sheets for all completed adventures up to this point out to the team within the next week, and I'll PM all players, including Abraham and Andrew.)

    To Darago & Lini:
    Please share your thoughts as to whether you would like to continue as a duo, whether you would like to merge with another team playing Season 3*, or whether you would like to take an extended break until more players return, or otherwise.

    *Note that I currently am playing in a 4-player table that is close to completing 3-3E, one scenario behind this one. I have raised the discussion point with them as to what their thoughts would be on a merge between our two tables.

    If we do merge the tables, it will be likely that I'll end up as both a BR and a player, but I believe I can manage that (and, in fact, will allow me to dedicate more time to managing this table by combining 2 separate responsibilities). Our most illustrious BR, Hawkmoon, on our other table has a lot of responsibilities fighting for his time, and he and may well appreciate the break.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Sorry to hear it Abraham. I hope things get better for you and your family.

    I don't mind merging the tables. What is the healing situation at the other table?


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

    Quick post from mobile, excuse my brevity.

    We have myself as Estra, a Divine caster who can very actively self heal and carries Healing magic in addition (and my party members there virtually never ask for healing, and healing is even less important in large parties where each player gets less turns). We have an Alchemist who can potentially heal, especially given the loot option for Potion of Healing.

    Discussions on the other table are still ongoing; I'm looking for a solution to fit everyone's desires, ideally. If you and Darago would rather play as a duo; that works too. I just ask that everyone shares their honest preferences.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    I like playing with other people. 4 players is what I'm used to but I would prefer 6 players to 2.


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    I'd also be down to merge tables. I'm used to 3 - 4, but I think I'd rather play with more than less. And the remaining party composition leaves lots of gaps (if we run into something immune to the Attack trait, might as well end the scenario early...).

    I saw that there was concern about you being both a player and BR, but I've been doing that for our Season Tapestry's Tides table and I don't feel like I get an advantage. Sure, you learn what the top card of the deck is after processing the locations, but I've found that I end up forgetting by the time my turn rolls around again. Just try to not process an update immediately before your turn, and you should be good. (BTW, if you think we're fast, you should see that table. We're on 3-3D and we started mid-November!)

    I also saw a concern about posting speed. All the tables I've been at (This one, my SOTT, AoA and Cosmic Captive) have all been pretty fast, so that's what I'm used to, but I don't want to impose that on another group if that's not their style.


    To clarify, any "?"s shown in the Location List for scenario 3-4A listed above are all monsters. I didn't realize the database still had some listed as unknown from something that must've happened a couple of scenarios ago.


    Darago's Deck // Searching For: Item 5>Weapon 5>>Spell 5>>>Weapon 4

    Power Feat: Banish Monster from hand to checks by characters at my location.

    Card Upgrade: Spell 4


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Power Feat +1 hand size
    Upgrade Replacing Remove Curse with Channel the Gift (spell 4)


    Updated Location List:
    Location #1: Brickworks
    At This Location: Add a die to checks that have the Fire trait.
    When Closing: Succeed at a Strength check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: No effect.
    M: 2 Ba: 2 W: 3 Sp: 0 Ar: 0 I: 0 Al: 2 Bl: 0 ?: 0

    Location #2: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0

    Location #3: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0

    Location #4: Pleasure Barge
    At This Location: If you fail to acquire an ally, you are dealt 1d4 Poison damage.
    When Closing: Succeed at Charisma or Diplomacy 9 check.
    When Permanently Closed: At the end of your turn, you may recharge a card from your discard pile.
    M: 0 Ba: 0 W: 0 Sp: 1 Ar: 0 I: 1 Al: 5 Bl: 2 ?: 0

    Location #5: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #6: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0

    Location #7: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

    Location #8: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0

    Location #9: Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #10: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0


    Updated Location List 2:
    Location #1: Caravanserai
    At This Location: When you encounter an item here, draw a random item from the box; encounter 1 and banish the other.
    When Closing: Banish an item.
    When Permanently Closed: On closing, draw 2 random items from the box; keep 1 and banish the other.
    M: 0 Ba: 2 W: 1 Sp: 1 Ar: 1 I: 3 Al: 1 Bl: 0 ?: 0

    Location #2: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0

    Location #3: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #4: Smoking Den
    At This Location: At the start of your turn, you may reveal a card that has the Poison trait to examine the top card of your location.
    When Closing: Summon and acquire a random ally that lists Diplomacy in its check to acquire.
    When Permanently Closed: For the rest of the scenario, a character at any location may bury a card to add 1 die to her check that invokes the Human or Poison trait.
    M: 1 Ba: 2 W: 2 Sp: 1 Ar: 0 I: 0 Al: 2 Bl: 1 ?: 0

    Location #5: Vault of Hidden Wisdom
    At This Location: If you defeat a bane, you may succeed at a Knowledge or Perception 7 check to explore your location.
    When Closing: Summon and defeat a random barrier.
    When Permanently Closed: On closing, you may succeed at a Knowledge or Perception 7 check to recharge a card from your discard pile.
    M: 1 Ba: 3 W: 1 Sp: 2 Ar: 0 I: 1 Al: 0 Bl: 1 ?: 0

    Location #6: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0

    Location #7: Walled Oasis
    At This Location: Damage dealt to you is also dealt to a random other character at this location.
    When Closing: You are dealt 1d4 Acid damage.
    When Permanently Closed: On closing, you may recharge any number of weapons and armors.
    M: 2 Ba: 2 W: 1 Sp: 1 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #8: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0


    Updated Location List 3:
    Location #1: Dye Market
    At This Location: When you discard cards as damage, suffer the scourge Curse of the Ravenous.
    When Closing: Choose three types of boons, then recharge 1 boon of each type.
    When Permanently Closed: No effect.
    M: 2 Ba: 1 W: 1 Sp: 0 Ar: 3 I: 1 Al: 1 Bl: 0 ?: 0

    Location #2: Precinct of Left Eyes
    At This Location: Recharge an ally, or you may not move.
    When Closing: Succeed at an Intelligence, Wisdom, or Charisma 6 check, then succeed at a different one of those.
    When Permanently Closed: On closing, you may draw an item from your discard pile.
    M: 2 Ba: 2 W: 2 Sp: 0 Ar: 0 I: 1 Al: 1 Bl: 1 ?: 0

    Location #3: Vizier's Hill
    At This Location: If you fail to defeat a barrier, shuffle a barrier from the box into this location deck.
    When Closing: You are dealt 1 Poison damage, then succeed at an Intelligence or Perception 6 check.
    When Permanently Closed: No effect.
    M: 2 Ba: 3 W: 2 Sp: 1 Ar: 0 I: 0 Al: 0 Bl: 1 ?: 0

    Location #4: Warehouse
    At This Location: At the end of your turn, you may recharge any number of items and weapons in your hand.
    When Closing: Succeed at a Dexterity or Disable check with a difficulty of 4 plus the scenario's adventure deck number.
    When Permanently Closed: On closing, summon and encounter a weapon, an armor, or an item.
    M: 3 Ba: 2 W: 0 Sp: 0 Ar: 1 I: 2 Al: 1 Bl: 0 ?: 0


    TABLE SWITCH

    This is now the Discussion thread for the Season of Plundered Tombs table comprised of...

  • EmpTyger/Qualzar
  • Agent Eclipse/Skizza
  • Bigguyinblack/Lini
  • AAUGHWHY/Darago
  • VampByDay/Cogsnap
  • Yewstance/Estra


  • Hadden Hoppert for certain for Qualzar. I’ll be taking at least the loot Elemental Treaty- will decide on Remove Curse after trading, but if anyone else wants, go for it.

    (A shame the Behemoth Golem isn’t a Giant, despite the “damage is dealt to all characters” ability. That Giantbane Dagger might have become immediately handy!)


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Alternate upgrade proposal in light of the upcoming scenario.

    EmpTyger - Weapon 4 as requested
    Estra - Ally 2 as requested
    Cogsnap - Armor 4 as requested
    Darago - Blessing 4 as requested

    Those 4 are uncontested.

    Skizza requested Item then Ally as did Lini and beat Lini on both rolls. But Lini's ally 4 upgrade is a negligible improvement. However her item 4 could be very useful in the upcoming scenario where we are all sticking together.

    Magnetic Grimoire
    On a character at your location's check that invokes the Acid, Cold, Electricity, Fire, or Poison trait, reveal this card to add 1d4.

    Recharge this card to draw a boon that has the Acid, Cold, Electricity, Fire, or Poison trait from your discard pile.

    So I'm hoping Skizza is agreeable to taking Ally 4 this time around.

    As for the trader I see 3 options.

    1. Focus on Hadden Hoppert in hopes of gaining a Safety Bubble MM Spell 4.
    2. Hit up the Sunburst Market for a mix of Cures and Elemental Treatys.
    3. Just go where we always go and be sure to win all of the combats. Don't sweat the failure condition.


    Lini's deck Searching for: Spell 4, Spell 6, Blessing 6

    Skizza has agreed so
    Lini - Item 4
    Skizza - Ally 4

    And hopefully we'll find another item 4 for Skizza.

    As for traders, As much as I want another Cure, Constructs are notoriously magic resistant so I better visit the Smiths of Wati again.

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