
Rhynn Davrie |

Welcome guys! Still working my way around in here, but I think I've mostly got things set up.
This thread can be used for any discussion about the game or really anything. Feel free to drop your random questions on how does this work here.
As soon as I get a copy of the adventure I'll get the locations posted for the first scenario so you can start thinking about where you want to start.
In the meantime, I'd recommend getting your decks/characters in order for some online play, we'll hopefully be starting this up on 7/9!
Oh also here's a nice write up of some instructions to help you get ready: Instructions for Cards Against Gnomanity

Rhynn Davrie |

I'm stealing this example from the first time I played as it seemed to help...Anyway here goes.
This example turn picks up in the middle of a scenario. We'll pretend I'm playing RotR Sajan (he's the best after all). As way of background, at the end of my previous turn this was my hand:
Skills and Powers:
Skills
STRENGTH d6
DEXTERITY d10+2
-ACROBATICS: DEXTERITY +2
CONSTITUTION d6
-FORTITUDE: CONSTITUTION +2
INTELLIGENCE d6
WISDOM d8
CHARISMA d6
Powers
HAND SIZE 5
For your combat check, you may use your Dexterity skill (☑ you may add the Magic trait) (☐ and/or the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
Hand: Crowbar, Potion of Healing, Crow, Blessing of the Gods, Blessing of the Gods
Deck: 8 Discard: 2 Buried: 0 Displayed: 0
Notes: Anyone can use one of my Blessing of the Gods if they need it, but leave one of them for me.
And we'll pretend that someone did take me up on my offer of a blessing. When your cards get used "off turn" like that, you can post a quick update if you happen to have time before your turn, or you can just acknowledge you noticed it at the start of your turn. So, my sample turn starts now:
---------
Ok. So, Mike used one of my blessings, so that is in my discard pile now. I'll go ahead and explore my location. A Large Chest. I'll use my Crowbar to try and defeat this. I'll discard it so I can get 2 dice.
Dexterity 9: 1d10 + 2 + 2d10 ⇒ (5) + 2 + (7, 1) = 15
Defeated! Let's see if I can recharge that Crowbar.
Strength 3: 1d6 ⇒ 3
Excellent I'll recharge that. I'll need Random Weapons: 1d4 ⇒ 2 from our super awesome GM.
Odds are the weapons won't help me much, so I'll continue without knowing what they are for now. I'll use my Crow to explore.
Next card is...a Zombie. I'll use my blessing to help defeat him. Also, Mike has a Blessing of Erastil he said someone can use, so I'll use it.
Combat 9: 1d10 + 2 + 1d10 + 2d10 ⇒ (4) + 2 + (10) + (3, 5) = 24
Defeated. All that is left in my hand is the two random weapons and a Potion of Healing. I've got 4 in my discard, so I'll go ahead and use that Potion of Healing.
Potion of Healing: 1d4 ⇒ 3
Nice, I'll recharge 3 of those and I'll end my turn there. I'm going to go ahead and discard both weapon, whatever they end up being.
Skills and Powers:
Skills
STRENGTH d6
DEXTERITY d10+2
-ACROBATICS: DEXTERITY +2
CONSTITUTION d6
-FORTITUDE: CONSTITUTION +2
INTELLIGENCE d6
WISDOM d8
CHARISMA d6
Powers
HAND SIZE 5
For your combat check, you may use your Dexterity skill (☑ you may add the Magic trait) (☐ and/or the Fire trait); you may not play a weapon on the check.
You may play any number of blessings on your combat check; recharge them instead of discarding them.
Hand: Caltrops, Burglar, Standard Bearer, Blessing of the Gods, Blessing of the Gods
Deck: 8 Discard: 3 Buried: 0 Displayed: 0
Notes: Use 1 of my 2 BotGs if you need it.
-----
End example.
That is the basics. You can add in roleplaying if you want.
There are actually a lot more examples of play now than when I first started, I'd recommend Season of Goblins! for some great RPG mixed into the card play.
On the occasion that you need to shuffle a deck in the middle of a turn, just use a roll to determine the cards. So, if the deck had 7 cards and you evaded a monster then explored again, you'd just do this:
Random Card of 7: 1d7 ⇒ 1
And then open the spoiler for that card.
If the deck had 7, but you'd acquired a card, then evaded a monster, just adjust the roll. So this would work, since you'd acquired card 1:
Random Card: 1d6 + 1 ⇒ (5) + 1 = 6
But this would work too:
Random Card, skipping card 1: 1d6 ⇒ 3
There will be times you'll just have to wait for the GM. Usually that will be when you need a random card or when cards need to be added to locations. I'll do my best to check the thread as much as I can to accommodate that.
Remember, this is a suggestion, do what works best for you. I'd strongly encourage the following though:
Bold another character's/player's name if you end up impacting their resources. i.e. if you use one of their cards, if they are at your location and all characters at your location have to summon and encounter a Zombie, etc.
Share your tentative plans for the future. For example, if you are close to closing your location because it will be empty of cards in a turn or two, state where you might go next. That way if someone else also moves locations, they can factor in your preference if it is strategic to do so.
Let others know what resources/cards of yours they can use. And be clear. It can be tricky. If Lem had 2 blessings in a 5 card hand, you might say something like this: "If you are at my location, you can use my power to add to your check. And I'm also ok with someone using one of my blessings. But over all, don't use up more than 2 of my cards."
Also, despite what others have said about their willingness to let you use their resources, if you think it would be best to have them reconsider, pause and ask them that. For instance, in our Lem example above if the group had already used 2 of Lem's cards but he still had one Blessing and someone else encountered a villain. If someone needed help closing a location, it might be best for Lem to let someone use that blessing. So don't attempt to close the location until you've asked Lem and gotten a response. He might think it valuable enough to give up that third card.
Above all, be ok with how others manage their characters. They might not play the way you would. But that is ok. We can still have fun and be successful.
If you have questions regarding formatting for rolls and bolding and such, check out the How to Format your text below the box where you post.
A word about dice rolls, dice that are rolled are remembered, so you can set up an expression, preview the post, and see how it turned out. A word of caution, if you forget to do something and edit your post to add that same die earlier in the post, it will use that original result for the added "forgotten" roll and give you a different result later. Don't do that, if you forgot something, just add it later in the post so your rolls aren't changed.
Anyway, I know that's a lot, hopefully you find it somewhat helpful. =)

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Awesome, thanks for setting this up, Bryan! I'm looking forward to adding some RP flare to our ACGing! (And also, just more ACGing!)
I saw some people commenting on game threads and it showed up as their character, i.e. the above example is all "Sajan wrote" rather than "Rhynn Davrie wrote." How does that work? Do we need to change our id or something?

Rhynn - Raheli |

Great question! Ok, under my account at the top of the page, click on account settings. In there is a section called MessageBoard Aliases. There you can create a different user alias. I currently have four...
1) Rhynn Davrie - my generic user
2) Rhynn - Raheli - my board ACG character from last year
3) Rhynn - Nok-Nok - ACG character for Chris's game
4) BR - Scenario Update - I'll be using that to run the box
Whenever I post there is an option under the place where you type your message to select which alias you want to post as. Select the one you want and submit. If you post under the wrong one you can edit the post, for up to an hour I believe, to go back in and change that.
If you want to add some information like I have for this Raheli alias, the class deck, tier, stats, maybe a link to your google character deck, you can go back into your account settings and click on the hyperlink next to your alias, then click on the profile tab and then put all the details you want to include on the classes/levels line, save after you are done.
Not sure if there are other ways of doing that, but I know that way works. =)

Rhynn Davrie |

Cool, I got the basic alias function to work. Not sure about the extra details, but as a new character I don't have any anyway!
Saw that! Glad my description got you there.
The nice thing about the extra stuff is it can always be added later. I think I tweaked Raheli's about five different times during the Cosmic Captive event as I saw others using similar things and decided it might be helpful.
We can always look at it on a Thursday/Friday if you decide you want it and can't quite figure it out.

Rhynn Davrie |

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!!

Radovan - Maelwys |

I'm definitely interested in an Item 1. Failing that, I'll take an Ally B.
For my Skill Feat, I'll take Dexterity +1.
And for my boon roll, 1d20 ⇒ 8 I get nothing.

Rhynn Davrie |

Mentioned this in the game thread, but if I could get the following from each of you.
1) PFS# for the character you are using - want to make sure I have the right number (Just need it this first time)
2) Card Upgrade
3) Skill Feat Taken
4) Roll for your boon
Box Runner Boon?: 1d20 ⇒ 3 Nope, still not lucky enough. Guess we have to do another scenario. =)

Rhynn Davrie |

With traders unlocked, you'll also need to decide if you are visiting one prior to locations for the next scenario being displayed. Let me know which traders you are interested in visiting and I'll get the cards displayed. I've added basic descriptions for each trader unlocked at the top of the page with the pre-summoned things. I've also added a nice link from Hawkmoon that displays all the basics available at the Sunburst Market.

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Since this has been bugging me in both threads, I'm copying over the acquired cards and sorting them by deck number, then type:
Acquired Cards:
Anubis Staff (Item 1)
Lottery Urn (Item 1)
Tussah Silk Coat (Armor B)
Potion of Healing (Item B)
Dhabba (Ally B)
Reta Bigbad (Ally P)
Kafar (Ally B)
Stone Weasel (Ally C)
Mumia Smugglers (Ally B)
Tomb Raider (Ally B)
Radovan and Damiel have both expressed interest in the Item 1s, and Hayato in the Armor. Yet to hear from the cleric or occultist.

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Actually, now that I'm looking at the deck, my Item 1s are really not fantastic, alchemically. Probably better off taking the Item B and getting a Potion of Healing in the mix.
I'll warn you right now, though, I want at least three Item 2s. ;)
Update:
1) Damiel: 134484-1012
2) Item B
3) Int +1
4) boon roll: 1d20 ⇒ 6 Still BOOO.

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If anyone is interested, I added another tab to my deck handler for tracking the the season adventure path details (basically all the data on the log sheets they give us), in case anyone wants it to track their own details.
https://docs.google.com/spreadsheets/d/1ACqmWvoKAJucwBDbSGt_-1lCFZ14eTqZxQn QxE-biTk/edit?usp=sharing

Radovan - Maelwys |

1/ Radovan # 188694-1004
2/ Item 1 -> Quick-Change Mask
3/ Dexterity +1
4/ Already rolled (and failed) above.

Rhynn Davrie |

Looted during scenario
Tomb Raider (Ally C)
Tomb Raider (Ally B)
Crocodile Skin Armor (Armor C)
Blessing of Ra (Blessing B)
Locate Object (Spell 1)
Torch (Weapon C)
Kukri (Weapon B)
Kopis (Weapon B)
Djinni Quarterstaff (Weapon C)
Also you have access to:
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_
Armor B
Traits: Accessory Light Armor Elite
To Acquire: Constitution Fortitude 4 OR Intelligence Craft Survival 6
Reveal this card to reduce Acid, Electricity, or Poison damage dealt to you by 1_ If proficient with light armors, bury this card to reduce Acid, Electricity, or Poison damage dealt to you to 0_ You may succeed at an Intelligence or Craft 8 check to recharge this armor instead_
Alright, yay success. So yeah, same as last time, let me know your card upgrade and what power you are taking. I'll try and set up the next scenario tonight sometime.

Radovan - Maelwys |

Convention Boon: 1d20 ⇒ 17 - Nope
Power Feat: (or 2 devil forms)
Card Upgrade: Weapon B (Kukri -> Sword Cane)
And no interest in either of the loot. 2-Handed Weapons go against my character power, and the armor I have in my only armor slot is far superior to that one.

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Convention Boon - 1d20 ⇒ 17 - Boo.
Power Feat - Hand Size 5, baby.
I can use the Spear, but don't mind if someone else takes it. I'll take a Weapon B as my card feat, and swap out my Longsword for a Lance. Time to begin Operation Jousting Samurai!
I should probably ask if my plan will work: If I use an ally like Warhorse that makes my exploration count as if it were my first exploration, does my Samurai power (see below) work again? I think so, but it would pay to find out if I'm wrong now.
(On your first combat check of the turn, add 1d6 ([ ] 1d10).)
-crp

Tarlin the Tired - SirDan |

I can use the spear loot, but same as Charlie, I don't know if it is better than the 2-handed weapon cards in the ultimate combat deck. [edit: it would indeed be an upgrade over the basic quarterstaff]
I'd like the Weapon C, Earthbreaker replaces Longsword.
Power Feat is Hand Size 4 -> 5.
Convention Boon: 1d20 ⇒ 9.

Rhynn Davrie |

Alright so this is what I have for you all:
Damiel - Weapon B
Hayato - Weapon B
Radovan - Weapon B
Tarlin - Weapon C
Ahmotep - Spell 1
I'm going to report these, so if you decide to opt for something else, just
Just saw Charlie's warhorse question...I don't see any reason why that wouldn't work it says to treat it as the first exploration. So all first exploration powers should apply.

Rhynn Davrie |

Hyaenodon (Ally B)
Neb-at (Ally 1)
Embalmer (Ally B)
Camel (Ally C)
Pahmet Clansman (Ally B)
Dhabba (Ally B)
Shock Lizard (Ally B)
Armor of the Sands (Armor B)
Blessing of the Ancients (Blessing B)
Smoked Glass Goggles (Item C)
Acid Flask (Item C)
Acid Flask (Item B)
Ring of Rejection (Item P)
Kohl of Uncanny Discernment (Item B)
Acid Flask (Item B)
Smoke Stick (Item 1)
Compass (Item C)
Immolate (Spell C)
Kukri (Weapon B)
Shock Glaive +1 (Weapon 1)
Galvanic Chakram +1 (Weapon 1)
Explorer's Staff (Weapon C)
Staff of Focus (Weapon B)
Fire Kukri +1 (Weapon 1)

Radovan - Maelwys |

Convention Boon: 1d20 ⇒ 20 - Wow! It worked! Umm... crap, now I need to figure out which one I want... ;-)
I think I'll take Liberty's Edge
Item 1: 1d1000 ⇒ 761
Ally 1: 1d1000 ⇒ 566
Or if none of those work, then Weapon 1. (and we have lots of those, so no roll needed)