[ACG][CaG] Season of Factions Favor by Rhynn Davrie (Inactive)

Game Master Rhynn Davrie

Party Tracking Sheet

Turn Order:
Damiel/sirrogue
Hayato/MidnightLich
Radovan/Maelwy
Tarlin/DanHamman

Summoned Henchmen:

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_

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_

Crawling Hands
Spoiler:

Henchman 2
Type: Monster
Traits: Undead Swarm
To Defeat: Combat 13
The Crawling Hands are immune to the Mental and Poison traits_ If you do not defeat the Crawling Hands by 4 or more, each character at your location rolls a 1d4, 1d6, 1d8, 1d10, and 1d12_ For each roll of 1, that character buries a card_

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_

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_

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_

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_

Theletos
Spoiler:

MM 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.

Party Loot:

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.

Scorpion Whip
Spoiler:

Weapon 1
Traits: Whip Melee Piercing Poison Finesse Elite
To Acquire: Strength Melee 8
For your combat check, reveal this card to use your Strength or Melee skill + 1d8. If proficient with weapons, you may add or subtract 3 from your result. If you would fail this check, and you are proficient with weapons, you may discard this card to ignore the result and evade the bane.

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.

Disable Mechanism
Spoiler:

Spell 2
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 10
Discard this card to evade a bane that has the Construct, Lock, or Trap trait. Discard this card to add 2d8 to a Disable check or a check against a bane that has the Construct, Lock, or Trap trait. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 12 check to recharge this card instead of discarding it.

Elemental Skin
Spoiler:

Spell 4
Traits: Magic Arcane Divine
To Acquire: Intelligence Arcane Wisdom Divine 12
Display this card next to your location and choose Acid, Cold, Electricity, or Fire to reduce damage of the chosen type to characters at this location to 0. While displayed, add 1d6 and the chosen trait to Melee combat checks by characters at this location, and reduce damage of the chosen type to characters at this location to 0. At the end of the turn, if you do not have either the Arcane or Divine skill, banish this card; otherwise, discard it, or you may attempt an Arcane or Divine 14 check to recharge it instead.

Eruption
Spoiler:

Spell 4
Traits: Magic Arcane Divine Attack Electricity Fire
To Acquire: Intelligence Arcane Wisdom Divine 11
For your combat check, discard this card to use your Arcane or Divine skill + 3d8+2. Ignore any non-villain monster's power that happens after you act. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 13 check to recharge this card instead of discarding it.

Vision
Spoiler:

MM Spell 5
Traits: Magic  Arcane  Divine 
To Acquire: Intelligence Arcane Wisdom Divine 13
Discard this card to examine any location deck. If you find a villain; it excapes as if undefeated. After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, you may succeed at an Arcane or Divine 15 check to recharge this card instead of discarding it.

Filter Hood
Spoiler:

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.

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.

Khepresh of Refuge
Spoiler:

Loot 6
Type: Armor
Traits: Light Armor Magic Gambling
To Acquire: None
Reveal this card to reduce damage dealt to you by 1, or 2 if it is Fire or Cold damage. If proficient with light armors, you may play another armor on this check. Recharge this card to reroll the dice on your check; take the new result.

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.

Compass
Spoiler:

Item B
Traits: Object Basic
To Acquire: Wisdom Survival 4
Recharge this card to move, then you may examine the top card of your location. You may not use this power during an encounter. Discard this card to explore your location.

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.

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.

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.

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.

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.

Mythopoeic Sphinx
Spoiler:

Loot 4
Type: Item
Traits: Object Sphinx
To Acquire: None None
At the end of your turn, recharge this card to recharge any number of cards; after you reset your hand, you may search your deck for a spell and draw it. Banish this card to draw a loot ally that has the Maftet or Sphinx trait from the box.

Chest of Keeping
Spoiler:

Item 5
Traits: Object Magic
To Acquire: Intelligence Craft Knowledge Wisdom 9
Display this card. While displayed, at the start of your turn, you may put a card on top of this card. At the end of your turn, you may draw a card from this card.

Life Lantern
Spoiler:

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.

Pharaoh's Key
Spoiler:

MM Loot 5
Type: Item
Traits: Object Magic
To Acquire: None
Recharge this card to ignore a bane's immunities to the Acid, Cold, Electricity, Fire, and Poison traits. Recharge this card to add the Acid, Cold, Electricity, Fire, or Poison trait to your combat check. Reveal this card to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 1.

Cartouche of Protection
Spoiler:

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.

Camel
Spoiler:

Ally B
Traits: Animal Mount Basic
To Acquire: Wisdom Survival 7
Bury this card to evade a monster you encounter. At the end of your turn, discard this card to move. Discard this card to explore your location. During this exploration, add 1d6 to your Survival checks.

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.

Erayu
Spoiler:

Loot 4
Type: Ally
Traits: Sphinx Maftet Mayor
To Acquire: None None
Recharge this card to add 1d10 to your Intelligence check. Discard this card and you may recharge any number of cards; then explore your location. During this exploration, add 1d8 to your Intelligence checks.

Maftet Hunter
Spoiler:

Ally 4
Traits: Sphinx Maftet
To Acquire: Charisma Diplomacy 11
Discard this card to add 2d6 and the Melee trait to a combat check at another location. Discard this card to recharge any number of cards, then explore your location. If you encounter a monster during this exploration, you may add 2d6 to your combat checks.

Sand Elemental
Spoiler:

MM Ally 5
Traits: Outsider Elemental
To Acquire: Constitution Fortitude 9
Recharge this card to reduce Cold or Fire damage dealt to any character to 0. Recharge this card to ignore a non-villain bane's power that happens before you act. Discard this card to explore your location.

Freed Soul
Spoiler:

MM Ally 5
Traits: Undead Incorporeal Ghost
To Acquire: Charisma Diplomacy 13
Display this card. While displayed, at the end of your turn, you may recharge a blessing from your discard pile. When you suffer a scourge, bury this card.

Sehela
Spoiler:

Ally
Traits: Undead Ghost Incorporeal Alchemist
To Acquire: Charisma Diplomacy 15
Display this card. While displayed, you may add 1d6 to Craft, Disable, and Perception checks by any character at your location. When you suffer a scourge, bury this card.

Tomb Artisan
Spoiler:

MM Ally 6
Traits: Undead Ghost Incorporeal
To Acquire: Charisma Diplomacy 14
Display this card. While displayed, you may add 1d6 to Knowledge, Perception, and Stealth checks by any character at your location. When you suffer a scourge, bury this card.

Each character may temporarily replace 1 blessing in her deck with
a blessing of her choice from the box.

Traders:

When you trade 2 or more boons to a trader, you may ignore the adventure deck number requirements for all but 1 of those cards.

Sunburst Market

Spoiler:

When you draw cards from the box to display on Sunburst Market, instead of the usual method, each character that is visiting Sunburst Market chooses a non-loot boon that has the Basic trait. Cost: 1 boon.

Falsin Deek
Spoiler:
Offers items. Cost: 2 boons 1 boon.

The Ghoul Market
Spoiler:
Offers armors. Cost: 2 boons 1 boon.

Auction House
Spoiler:
Offers allies. Cost: 2 boons.

Hadden Hoppert
Spoiler:
Offers spells. Cost: 2 boons.

Smiths of Wati
Spoiler:
Offers weapons. Cost: 2 boons.

Udjebet
Spoiler:
Offers items that have the Magic trait. Cost: 3 boons 2 boons.

Agymah
Spoiler:
Offers spells that have the Arcane trait. Cost: 3 boons 2 boons.

Shardizhad
Spoiler:
Offers weapons that have the Melee trait. Cost: 3 boons 2 boons.

Efni Raan
Spoiler:
Offers weapons that have the Ranged trait. Cost: 3 boons 2 boons (min 1).

Naheeba
Spoiler:
Offers spells that have the Divine trait. Cost: 3 boons 2 boons (min 1).

Trove of Tef-Naju
Spoiler:
When you draw cards from the box to display on Trove of Tef-Naju, instead of the usual method, draw 1 random weapon, spell, armor, item, ally, and blessing that have the same adventure deck number as the scenario. Cost: 4 boons 3 boons (min 1). (4-P7: Tef-Naju is reduced by 2)


Sunburst Market


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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


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:

Sajan wrote wrote:


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.

Sajan wrote wrote:


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. =)

Grand Lodge

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?


Raheli Deck Handler

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. =)

Grand Lodge

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!


SirRogue wrote:
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.


GenCon PACG Open Champion

Sir Dan is here as Tarlin. Deck is made, still setting things up.


Excellent, let me know if you need any help with anything.


GenCon Open Champion

I'm testing forum formatting.
This is Bold?
This is Out of Character, such as it is.
I'm making a Perception: 1d4 ⇒ 1 check and failing.


Something for you guys to ponder, do you prefer summoned banes/boons in the update post, ie within the body of the gameplay, or at the top of the page? I can do either...not sure which works better though.


CaG Coordinator wrote:

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!!


Deck Handler

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.


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. =)


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.

Sovereign Court

GenCon Open Champion

Is Ally P = Ally 1?


Deck Handler

Nope, P == B == C, all non-numbered unfortunately.

Sovereign Court

GenCon Open Champion

Okay.

1) 186786-1008 is Hiyato's number.
2) I'd like the Armor B; my second choice is an Ally B.
3) Strength +1.
4) 1d20 ⇒ 6 means no boon for me.

I don't care to visit any of our traders; if someone wants me to join them at one to give them more selection, I will.

-crp

Grand Lodge

1) Damiel: 134484-1012
2) Item 1 would be great for the Alchemist
3) Int +1
4) boon roll: 1d20 ⇒ 6 BOOO. (I was saying BOOO-OOON).

Grand Lodge

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.


Yeah, the acquired card list output doesn't spit them out nicely. I'll spend a bit of time and format it this way next go around.

Grand Lodge

I was less concerned about he formatting, and more about bouncing between boards to see what we got and talking about it. I just figured I'd organize it along the way. :)


Male Human Bard 4/Cleric 2/Wizard 2

161103-1008

I'll take an Ally B (Terhk Fourwinds).

Int +1

1d20 ⇒ 15

:P

Grand Lodge

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.

Grand Lodge

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


GenCon Open Champion

I acquired no cards this game.

Rogue, I'm interested in your sheet but that link doesn't work.

1) Tarlin 147924-1006
2) I'll take the other item 1, I guess. Weaponrack Backpack. I'm on the lookout for Weapons as we move forward.
3) Str +1
4) Boon: 1d20 ⇒ 18


Deck Handler

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

Grand Lodge

Tarlin the Tired - SirDan wrote:

I acquired no cards this game.

Rogue, I'm interested in your sheet but that link doesn't work.

I'll try sharing it directly.

Grand Lodge

FYI, posts will be coming slow from me for the next four days because of San Diego Comic-Con. I'll try to check in each evening and get caught up, but that's the most I can promise. Sorry if this slows things down (but since one of our BRs is in the same boat, I think I won't be alone).


Yup, at Comic-Con, so I'll try and update as I can. I've gotten pretty good at doing it on my phone, but we'll see. Worst case, I'll do a quick update on both games each night, assuming it's my turn that is.


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:

Spear of the Watchful Guardian:

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_
Filter Hood:

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.


Deck Handler

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.

Sovereign Court

GenCon Open Champion

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


Male Human Bard 4/Cleric 2/Wizard 2

Convention Boon: 1d20 ⇒ 10

Power feat - Any character at my location can now get my +/-2.

I'll throw in a request for the Spell 1, or the Blessing B.


GenCon Open Champion

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.


Looks like I missed a couple acquisitions:

Potion of Energy Resistance (Item B)
Shock Lizard (Ally B)


Oh, almost forgot...

Box Runner Boon?: 1d20 ⇒ 11

Yeah, as I expected.

Grand Lodge

Upgrade: Weapon B.

Power feat: discard an alchemical card to add my Int still to non-Combat Str, Dex, or Con check.

Con boon: 1d20 ⇒ 7

Sovereign Court

GenCon Open Champion

I'm fine with you taking the Spear, Dan.

-crp


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.


GenCon Open Champion

I take the loot!


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)


Deck Handler

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)

Sovereign Court

GenCon Open Champion

Boon?: 1d20 ⇒ 18. Damn! Time to commit seppuku.


Boon?: 1d20 ⇒ 17

Bah, still no luck, one of these days...

Sovereign Court

GenCon Open Champion

Hayato would like to lay a claim to a Weapon 1.


GenCon Open Champion

BOOOOOOOOOOOON!: 1d20 ⇒ 6. Nope.


GenCon Open Champion

As for deck upgrades, Tarlin could use these, in order of preference.
Weapon 1
Ally 1
Blessing B


I'll just take a weapon B.

con boon: 1d20 ⇒ 12

Boo.


Alright, so I'm seeing:

Radovan - Item 1
Hayato - Weapon 1
Tarlin - Weapon 1
Damiel - Weapon B

Still no choice from Ahmotep?

Looks like we still have Ally 1 and Weapon 1 in addition to a bunch of B's.

Sovereign Court

GenCon Open Champion

Do we want to do the Circle of Power / mob strategy this time?

-crp

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