[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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GenCon Open Champion

Boarding Pike (B) -> Katana +1 (1)

Burning down one site at a time sounds like something different to try.


I don't know what "circle of power" is, but I agree that focusing on one site at a time does sound more likely to work. Close each location as quickly as possible, so that we have some closed locations helping siphon off new monsters faster.

Grand Lodge

(Circle of power is just what you described; going around the location circle as a mob, burning down the sites all together, rather than spreading out individually.)

Yep, let's do it.

Sovereign Court

GenCon Open Champion

Nine-Ring Sword (B) has been upgraded to a Shieldsplitter Lance (1).

-crp

Silver Crusade RPG Superstar 2014 Top 16

Hello my dear box runners and players!

I’d first like to say thank you so much for participating in the first Cards Against Gnomanity event. It’s truly been a fantastic showing by our burgeoning online community, and the box runners should be commended for putting up with a system that is still having some major wrinkles ironed out.

Cards Against Gnomanity officially ends this coming Sunday, August 12th, at 11:59 PM Eastern time. If you have a game ongoing that you’d like to continue past this time, that’s fine with us, but any game that ends after 11:59 will not be counted as being part of this event. However, we have another event that is starting up RIGHT AFTER this one! I’m talking about Play-By-Post Gameday VII. This event will include the multi-table special Assault on Absalom in slot 2, which runs from October 1st-November 12th. As of this moment, there are two slots left at tables for that special on the ACG side, so if you haven’t signed up yet, go check out the Specials Sign-up Sheet.

If you plan to continue a game and would like sessions reported between August 13th and September 30th to count as part of GameDay VII (and therefore be eligible for ACG boon rolls), please email me at cartmanbeck@orgplayonline.com with your screenname, the link to the paizo.com forum thread where you’re running the game, and the game number in the ACG online database BEFORE Cards Against Gnomanity ends on Sunday night.

When the first slot of GameDay VII ends on September 30th, if you are running or playing in any tables of Assault on Absalom, I will ask that you try to wrap up as many of your tables as possible in order to free up time and energy to devote to the Assault on Absalom run. We want this to be a huge success! Andrew (Hawkmoon 269) will be the lead for this event, so if you have questions about how it will run, email him at hawkmoon269@orgplayonline.com.

As of now, I’m seeing 75 sessions of ACG in our reporting sheet for Cards Against Gnomanity (I’ll note that I’m behind on reporting a few sessoins myself, but will get that taken care of later today). If you have not yet filled out the reporting sheet for your games, PLEASE do so as soon as possible! Reporting Sheet

Once the event ends and we've confirmed that all sessions have been added to the reporting sheet, I'll be doing a drawing for a small number of paizo.com gift certificates. Each player and box runner will have one chance at getting these, so it doesn't matter how many games you played, you have an equal shot. I'll also be looking over the total number of convention rewards/boons that we gave out to see how close to 10% we got... if the random number generator was a bit greedy, I may randomly hand out a few more of those as well.

Thank you all again, and feel free to email me with questions.

Tyler (Box Runner Nalshene/Cartmanbeck)


Before I send off the email to Tyler, thought I'd double check that you are all wanting to continue forward. In an ideal world, we would stay on top of this current scenario and hopefully knock it out before Sunday. That seems like a lot of work between now and then...but maybe.

After that I'd like to continue forward assuming there is some number of you that want to continue. I will admit the play-by-post isn't for everyone, so if you are on the fence, this might be a good place to drop out for a time.

I think before we move forward, I'd probably want to touch base and see what everyone's expectations are for play, if there is anything we could do to improve the experience now that you all know what you are getting into.

Anyway, just some thoughts to ponder, but let me know if you'd like to continue into Play-by-Post Gameday VII.

Sovereign Court

GenCon Open Champion

I'd love to finish by Sunday, and keep playing. More boon rolls!

I'm working on the unified party sheet. I hope to have that done this week. I think that will help a lot.

-crp


I'm happy to continue


GenCon PACG Open Champion

I'm game to continue in whatever adventure path the party collectively decides on.

Grand Lodge

Likewise, I would like to finish at least this scenario in time for another shot at a boon. I'm sure we can make it if we all play relatively promptly.


Male Human Bard 4/Cleric 2/Wizard 2

Ahmotep will take the last Weapon 1.

convention boon: 1d20 ⇒ 12


GenCon Open Champion

Last shot at boon? 1d20 ⇒ 11


Cards Acquired During Scenario - scenario allows for two upgrades. Don't forget to roll for your noon as well.

Fire Gecko (Ally B)
Ubashki (Ally B)
Porcupine (Ally C)
Tomb Raider (Ally B)
Osirion Ancestor (Ally B)
Nefti the Bard (Ally B)
Embalmer (Ally B)
Pard (Ally B)
Azaz Arafe and Zazu (Ally 1)
Black Kiss (Ally 1)

Catching Cape (Armor B)
Crocodile Skin Lamellar (Armor B)

Ghost Battling Ring (Item C)
Kohl of Uncanny Discernment (Item B)
Kohl of Uncanny Discernment (Item B)
Frost Staff (Item C)
Flame Staff (Item B)

Immolate (Spell C)

Poisoned Sand Tube (Weapon B)
Torch (Weapon B)
Explorer's Staff (Weapon C)
Icy Longspear +1 (Weapon C)
Galvanic Chakram +1 (Weapon 1)

Box Runner Boon: 1d20 ⇒ 2 Shoot, almost was low enough.


Deck Handler

Convention Boon: 1d20 ⇒ 19 - Yes, another 19. Always with the 19...

I don't need any more armor or weapons right now, or spells ever, or items for a while... and there's no blessings... so I guess I'm mostly just interested in the Allies. I'd like one of the Ally 1s if possible, and would take both if nobody else wanted any.


GenCon Open Champion

Tarlin's preferred spoils

Spell C
Ally 1

Sovereign Court

GenCon Open Champion

I'd be most interested in an Ally 1 and an Armor B.

Boon?: 1d20 ⇒ 4. Nope.

-crp

Grand Lodge

Weapon 1 (alchemical!) and Item B are my top choices.

yet another failed boon roll: 1d20 ⇒ 1

OMG it worked! I cursed myself and got a success! What are the options again?


SirRogue wrote:

Weapon 1 (alchemical!) and Item B are my top choices.

OMG it worked! I cursed myself and got a success! What are the options again?

Think this will take you there.


GenCon Open Champion

All right, I'll take the spell then and leave the other Ally for Charlie. Only one deck upgrade taken.

Judgement Light -> Cure #3


Male Human Bard 4/Cleric 2/Wizard 2

Okay, I thought I posted here before, maybe I previewed without submitting.

I'd be interested in either Ally 1, Weapon 1, or Item C.

convention boon: 1d20 ⇒ 4

Sovereign Court

GenCon Open Champion

Actually Dan, I don't need the Ally, so you can have it. I'll take Weapon B and Armor B.

-crp


Skimming back through the treasure over four scenarios, i'm the only one who still doesn't have an AD1 boon, so I'd like to claim the Weapon 1.

As tempting as Boon #2 is to get more loot, I would probably just end up getting crap, so I think I will be pragmatic and go with Boon #6 for some curse-banishing glory. "Player Reward 6: Silver Crusade Reward"


GenCon Open Champion

Don't have to tell me twice!

Ally 1 taken.

Camel (B) -> Retriever (1)


Party | Samurai - Tier 1.3

Hayato's upgrades:

Wakizashi (B) -> Lance (B)
Heavy Wooden Shield (B) -> O-Yoroi (P)

-crp


Ok, so for first picks I'm seeing:

Damiel - Weapon 1
Hayato - Weapon B
Radovan - Ally 1
Tarlin - Ally 1
Ahmotep - Item C

Alternatively Tarlin, Radovan, and Ahmotep can roll 1d1000 for the ally 1's

Let's resolve that, and then go back for second picks. Mostly so I'm not confused. =)

Sovereign Court

GenCon Open Champion

Confirmed.


GenCon Open Champion

Sure. 1d1001 ⇒ 924


Male Human Bard 4/Cleric 2/Wizard 2

1d1001 ⇒ 903


Ally 1: 1d1001 ⇒ 456


GenCon Open Champion

I yield my Ally 1 to Chris. He posted first and didn't want anything else. I'm back to taking nothing for my second card. First pick remains Spell B.


Ok, so first choices are locked, looks like we've landed on.

Damiel - Weapon 1 / Item B
Hayato - Weapon B / Armor B
Radovan - Ally 1 / Ally B
Tarlin - Spell B / nothing?
Ahmotep - Ally 1 / Item C

Looks like we have these remaining boons:

Remaining Acquired Boons:

Fire Gecko (Ally B)
Ubashki (Ally B)
Porcupine (Ally C)
Tomb Raider (Ally B)
Osirion Ancestor (Ally B)
Nefti the Bard (Ally B)
Embalmer (Ally B)
Pard (Ally B)

Catching Cape (Armor B)
Crocodile Skin Lamellar (Armor B)

Ghost Battling Ring (Item C)
Kohl of Uncanny Discernment (Item B)
Kohl of Uncanny Discernment (Item B)
Frost Staff (Item C)
Flame Staff (Item B)

Torch (Weapon B)
Explorer's Staff (Weapon C)
Icy Longspear +1 (Weapon C)


GenCon Open Champion

Yup.

Sovereign Court

GenCon Open Champion

Awesome.


And with that the Cards against Gnomanity event has closed. I'm trying to get this game set to apply for the GameDay event so we can continue to fail at getting boons. =)

In the mean time, there's a few things I would like to get worked out before we start the next scenario, mostly expectations of play so we aren't wasting anyone's time and no one is getting frustrated.

To that end, here's what I'm currently thinking:

    1) Everyone posts their deck handler links, add a column with the text descriptions for each card, and gives me edit rights so I can play your hand if you are "past time"

    2) We set an expectation of frequency of posting...6hr, 8hr, 12hr...I don't really care, but I'd like a hard time that you guys decide on where I will step in to play the turn. Also decide how you want to handle over night, does it count or do we set hours of play?

    3) You are responsible for notifying, via Google Messenger, the person after you. I'm going to be assisting on this with a call out to the next person, when I do an update, but that shouldn't be relied on.

    4) If you go "past time" 2x, without giving the board a heads up and I have to step in to play your hand, I'll request that you not join us for the next scenario. (I hate to do this, but everyone's time is important and I don't want a single person causing the game to grind to a halt.)

Anyway, that's my current thoughts. This general format is pretty much non negotiable as it's what I want as the runner of the box to keep the game moving. The duration of 2) should be set by you guys, I'm also fine with increasing/decreasing the count for me playing your hand.

Bottom line is all of our time is important and I'd like some guidelines in place so everyone is on the same page and no one is getting frustrated by the pace/experience.

So let me know if we need to tweak anything. Once you are good with the "rules" say so, once everyone who is planning on sticking around has done so, I'll post the next scenario and we'll be off.

If this isn't for you, no worries, as I've said before, it isn't for everyone. Just let me know if you are going to drop so I know to count you out for getting an Ok for the expectations of play stuff.

Thanks!!


GenCon Open Champion

I agree to the above expectations of play. I would prefer the shortest time window, but it is likely I may occasionally exceed them during work hours (if I cannot get a break) or sleep hours. I will therefore go with the majority vote for time commitments and do my best.


Hello! Welcome to Play By Post Gameday VII. As part of the festivities for this event, we have a few rewards you can win. After your table completes a scenario, win or lose, each participant (player and/or box runner) rolls 1d20. If your result is 1 or 20, you win. Select your reward from the list below and inform your Box Runner of your choice. We’ll make sure you get the reward sent to you.

Remember, Session 1 runs from August 13th, 2018-September 30, 2018. Your table must complete the scenario between those dates to roll for a reward. During Session II (October 1-November 12th) we’ll be running the multiple table interactive special Assault on Absalom.

Box Runners: If you have any questions about how to report, please contact me.

Have fun!

Gameday VII Adventure Card Game Rewards
Season of Tapestry’s Tides Reward #1
Unconventional Firepower: You may add one weapon that has the Firearm trait and one item that has the Ammunition trait from the Gunslinger Class Deck to your box. These cards must have an adventure deck number equal to or lower than your current tier. Each time you advance a tier, you may exchange one of these cards with another card of the same type from the Gunslinger Class Deck, following the same restrictions.

Season of Tapestry’s Tides Reward #2
Burgeoning Captain: At the beginning of a scenario that uses the Skull & Shackles Base Set, you may cross out this reward to gain the skill Survival: Wisdom +2 on your checks attempted while you are on a ship and on your checks attempted against a ship until the end of the scenario.

Season of Tapestry’s Tides Reward #3
Sea Legs: When you would fail a combat check against a bane that has the Aquatic trait, you may cross out this reward to reroll the dice and add 1d6; take the new result.


Deck Handler

Yep, those rules sound good to me. And I'll likely implement the same rules on the Runelords campaign as well, assuming people are interested in continuing with it under those restrictions.
Though I would say if we're not willing to take sleep into consideration than we should make sure the time limit is lax enough that we don't need to worry about waking up in the middle of the night to play our turn. ;-)


I'm going to bow out for this one. As much fun as Ahmotep was to play, it seemed clear I was bringing down the table's pace. Thanks for running the box Bryan, and good luck to everyone else.


Ahmotep FNCG wrote:
I'm going to bow out for this one. As much fun as Ahmotep was to play, it seemed clear I was bringing down the table's pace. Thanks for running the box Bryan, and good luck to everyone else.

Thanks for joining us Matt, it was my pleasure to run it. I hope it wasn't my post that drove you off, mostly I just wanted to get everyone on the same page as far as expectations were concerned.


Here's the list of things I have. Given the up and down nature of the site during the run, I hope I got everything. let me know if it looks like anything is missing.

Cards Acquired
Torch (Weapon B)

Remove Curse (Spell B)
Clinging Venom (Spell B)

Armored Kilt (Armor C)
Catching Cape (Armor B)

Bladeguard (Item B)
Kohl of Uncanny Discernment (Item B)
Key of the Second Vault (Item C)
Smoked Glass Goggles (Item B)
Acid Flask (Item B)

Giant Slug (Ally B)
Hyaenodon (Ally B)
Pahmet Clansman (Ally B)
Embalmer (Ally C)

Blessing of Horus (Blessing B)
Blessing of Pharasma (Blessing C)
Blessing of the Elements (Blessing B)

BR Boon?: 1d20 ⇒ 9 Still nope.


GenCon Open Champion

I will take a Blessing card feat and throw my lot in for one of the B's above.

BR Boon!: 1d20 ⇒ 18

I'll visit the generic trader and get that Remove Curse again.


Tarlin the Tired - SirDan wrote:

[dice=BR Boon!]d20

Clearly the problem there was you didn't tag it appropriately, you aren't a box runner...therefore you get no BR Boon! Not sure why it didn't like me though. I clearly had the appropriate qualifications. Must have needed to be more emphatic about it.

Sovereign Court

GenCon Open Champion

That is a lot of Bs and an inauspicious lack of 1s. I'll need to look at my deck to see what I want. I wouldn't mind taking the Loot Compass though.

Boon?: 1d20 ⇒ 12. Nope.

-crp


Deck Handler

Convention Boon: 1d20 ⇒ 7

But I don't have any particular B boons that I want right now, so I'll probably pass on that.

Grand Lodge

I'll take a Blessing B.

Blessing of the Elements -> Blessing of Erastil

Card Feat: Ally, so I finally have one. Adding Basic Anesthetizing Slime.

Sovereign Court

GenCon Open Champion

I will also take a Blessing B for my upgrade. I'll be adding in an Ally as my card feat.

-crp

Sovereign Court

GenCon Open Champion

Blessing of the Gods -> Blessing of Gorum
Card Feat: Ally -> Researcher

Sovereign Court

GenCon Open Champion

If nobody else wants them, I'll take the loot Compass and loot Camel.

I'll go to the armor trader.

-crp


GenCon Open Champion

Card Feat: Blessing -> Blessing of the Dawnflower
Deck Upgrade: Blessing of the Gods -> Blessing of Iomedae

As mentioned, picking up another Remove Curse for the game.


4-1E Cards Acquired
Whip (Weapon C)

Tussah Silk Coat (Armor B)
Crocodile Skin Lamellar (Armor B)
Filter Hood (Armor B)
Crocodile Skin Armor (Armor B)
Shield of Fire Resistance (Armor 1)

Canteen (Item B)
Scroll of Thoth (Item 1)
Acid Flask (Item B)

Embalmer (Ally B)
Tarworks Master (Ally B)
Hyaenodon (Ally B)
Shock Lizard (Ally C)
Dhabba (Ally C)
Mumia Smugglers (Ally B)

Blessing of the Elements (Blessing C)
Blessing of the Ancients (Blessing B)

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