[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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Sovereign Court

GenCon Open Champion

Nothing there immediately appeals to me, so I'll defer and pick last.


Boon?: 1d20 ⇒ 4

Yeah, still nothing.


GenCon Open Champion

Highway to BOONTOWN!: 1d20 ⇒ 10

I seem to have taken the wrong exit.

I also need not these boons.


Deck Handler

Convention Boon: 1d20 ⇒ 10

I have no great need for any of those boons either, but if nobody else is interested than I could find a use for an Item 1 (swap out the Compass for a Bloodbound Hat). But if not, I'm perfectly happy to keep the compass for a while too, it's a pretty good one.


Party | Samurai - Tier 1.3

Oh yeah, boons. 1d20 ⇒ 3. Failed!

Grand Lodge

I also got a Smoke Stick (Item 1) with my Alchemy Lab. Does that not count toward our gained cards?

Either way, Item 1 is my strong preference, now that I've switched to an ultimate deck with Item 1s useful to me.

con boon roll: 1d20 ⇒ 19 Yet another near miss.

I also realized I never rolled for my boon last scenario:

this is a different con boon roll: 1d20 ⇒ 19

I also ticked the box on my Boon 6 so I can use it an additional time: [X] Play a card that shuffles at least 1 card from another character’s discard pile into his deck. when I healed Radovan.


Missed it, the smoke stick would count.


Ok, so here's what it looks like we have so far.

Damiel - Item 1
Hayato - still to pick or pass
Radovan - Item 1
Tarlin - Pass?

Armor 1 still available as well as a couple blessing B.


GenCon Open Champion

Yeah, I'll pass.

Kidnapping sounds more urgent. The building won't burn down again.


Yes, Item 1 please.

Blue Star -> Wintervine

I'll go to the Item trader.


Deck Handler

I'll confirm my item 1 (Bloodbound Hat), and then follow Damiel to the Items trader.

Also, no real preference what order we play them in. Alphabetical works, if that's less confusing for you to keep track of. Or we can go do Kidnapping first, per Tarlin's suggestion.


It just so happens that the kidnapping is A>B. So that works for me. Plus I'm not looking forward to C, I'm kind of hoping they will figure the DB out a bit more before our first siege scenario. =P

Sticking with your remove curse Dan?


GenCon Open Champion

Yeah, same trade. As soon as I don't take Remove Curse we'll have the Cursing Adventure.


Party | Samurai - Tier 1.3

I will take the Armor 1, and upgrade my Fireproof O-Yoroi to a Champion's Do-Maru.

I'll join Damiel at the Item trader.

We should pursue the kidnappers with a furious vengeance.

-crp

Sovereign Court

GenCon Open Champion

I will keep using the Compass and Camel loot options unless someone else would like them instead.

I am so excited to be rid of the overkill rule.

-crp


4-2A Cards Acquired

Fighting Crook (Weapon B)
Chakram (Weapon B)
Kukri (Weapon B)
Khopesh (Weapon C)
Scimitar (Weapon B)
Twin Serpent Quarterstaff (Weapon C)
Fire Kukri +1 (Weapon 1)

Holy Light (Spell B)
Acute Senses (Spell B)
Corrosion (Spell 2)

Tussah Silk Coat (Armor B)
Mystic Silk Coat (Armor 2)

Flash Freeze (Item B)
Noxious Bomb (Item B)
Alchemist's Kit (Item B)
Smoke Stick (Item 1)
Soul Stimulant (Item 2)
Hand of the Guilty Man (Item 2)

Camel (Ally B)
Tomb Raider (Ally B)
Terhk Fourwinds (Ally C)
Stone Weasel (Ally B)

Blessing of the Elements (Blessing B)
Blessing of Wadjet (Blessing B)

---------
Some pretty decent stuff that run. 1 upgrade, and a skill feat!

BR Boon?: 1d20 ⇒ 15

Nope, still nothing.

Sovereign Court

GenCon Open Champion

In the reality where the alchemist doesn't want the Item 2, I'll take that. In every other reality, I'll put a bid in for the Weapon 1 or the Armor 2, depending on which one nobody else wants; I have good options for both.

I'm resisting the urge to min-mix and I'm going to take Charisma +1 as my skill feat.

Boon Me up! (Save Boon!): 1d20 ⇒ 13. The boon eludes me.

As for the trader, I'll join Damiel wherever he'd like to go.

-crp


GenCon Open Champion

I was wrong about the Spell 2. What I really need is a Spell 1 for Augury. Oops. My spell 2s are uninteresting.

The Armor 2 would be an upgrade for me. If Charlie and someone else want it, I could take the Spell 2 and slot in a Spell 1, but someone must have a good Spell 2, right? Right?

I'm increasing Wisdom to +1.

Raymond: 1d20 ⇒ 11. Rats.

I only have one item slot or I'd put in for the Hand loot, but I just don't have deck space for it.

Back to the Basic Trader for another Remove Curse.


Deck Handler

Convention Boon: 1d20 ⇒ 1 - Wow, I think that's twice in a row! (in two different tables, mind). I'll take Reward #3. I'll need to start saving these up for when we run one of the pirate seasons. ;-)

Skill Feat: Dexterity +2

Acquired Cards: I agree with Charlie and defer the first Item 2 to Damiel if he wants it. But I'd like to roll for a shot at the second one, for a Hypnotist's Locket.
Item 2: 1d1000 ⇒ 999 - Double Wow! Dice are super hot today. I'd like to see Charlie beat that! No, I meant that literally, I'd love to actually see Charlie beat that, because it would be absolutely epic. ;-)

Aside from that, not much else I see there that I can use.

Loot: I've got enough Hands already, thanks. ;-)

Trader: I'll go visit Deek again, just to see what he's got.

Sovereign Court

GenCon Open Champion

I didn't even see there was a 2nd item 2. What the heck. 1d1000 ⇒ 638. Nope.

Dan, please take the Armor 2. I will be happy with a Weapon 1.

-crp

Grand Lodge

As anticipated, I would like an Item 2. Whoohoo!

Potion of Healing --> Potion of Focus

Skill feat: Intelligence

con boon: 1d20 ⇒ 1

BOOOOOON! I think I'll cave and take the cool item one this time. I'll have to look up the number. Or are the boons different from the ones we got during Gnomanity?

I will again go to the Item trader please!


Yeah, unfortunately the boons are some of the same ones from GenCon, which were not nearly as good as the Gnomanity boons.

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.

Although, being able to add more guns to your pool might work ok for Damiel...


Deck Handler

These boons are different from Gnomanity, they're the Tapestry's Tides boons now. #1 is include a gunslinger card in a non-gunslinger deck. #2 is give your character Survival for one scenario. #3 is reroll +1d6 on a failed Aquatic check.


Party | Samurai - Tier 1.3

Swapping a Lance (B) for a Lance +1 (1).

-crp


Huh, could have swore I posted another time in here...but since I'm not seeing it.

Here's what I'm seeing

Damiel - Item 2, Int
Hayato - Weapon 1, Cha
Radovan - Item 2, Dex
Tarlin - Armor 2 or Spell 2, Wis

Mostly I think we are set there, just up to Tarlin if he wants the armor or spell more.


GenCon Open Champion

Tarlin will take the Armor.

Gambeson -> Four-Mirror Armor


GenCon Open Champion

Boooon?: 1d20 ⇒ 18


4-2B - cards acquired

Toxic Cloud (Spell 2)
Acid Jet (Spell C)

Crocodile Skin Armor (Armor B)

Bladeguard (Item C)
Smoke Stick (Item 1)
----

Ok, please double check that...I looked again, but I think that was it.

BR Boon: 1d20 ⇒ 8

Sovereign Court

GenCon Open Champion

Red, White, and Boon?: 1d20 ⇒ 16. Nope.

Wow, we did not get much loot that run.

Power feat though, right?


Deck Handler

Convention Boon: 1d20 ⇒ 13

No interest in any loot, I'm maxed out on Item 1s and can't cast spells.

Power Feat: (or to a character at your location)
So now I have an aura of fire/poison resistance, so anybody that hangs out with me can benefit too.

Grand Lodge

Since Dan passed on it last time, I might be interested in the Spell 2, if no one else is.

Otherwise, I'm good.

Power feat: hand size 6

con boon: 1d20 ⇒ 13


GenCon Open Champion

I'd be interested in the spell 2 this time though.

I'll take ■ on Hand Size 6.

It seems I'm copying Rogue exactly.


GenCon Open Champion

Back to the Sunburst Market for Remove Curse.


Yup, power feat is correct, which it seems most have already selected.

Here's what I'm seeing for upgrades:

Damiel - Spell 2(Since Dan was interested?)
Hayato - ?
Radovan - None
Tarlin - Spell 2

Still a decent amount of questions there, so please confirm your final selection.

I have Tarlin heading to get his Remove Curse again. I'm guessing Damiel will head off to Falsin with his new discount for repeat customers. Hayato and Radovan joining or checking out the Allies at the Auction House?

Grand Lodge

Yep, I will yield the spell to Dan and maybe take the Item 1? I'll have to look again. Maybe take nothing.

Sovereign Court

GenCon Open Champion

No upgrade for Hayato.

For my power feat, I'll upgrade my first combat die to a 1d10.

I will join Damiel at the Item trader.

-crp


GenCon Open Champion

Confirmed. Cure -> Augury


4-2C Cards Acquired

Khopesh (Weapon B)
Kukri (Weapon B)
Galvanic Chakram +1 (Weapon 1)
Galvanic Chakram +1 (Weapon 1)
Glacial Khopesh +1 (Weapon 1)
Flaming Spear +1 (Weapon 2)

Elemental Treaty (Spell B)
Augury (Spell B)
Knock (Spell 1)

Tussah Silk Coat (Armor B)
Tussah Silk Coat (Armor B)
Bone Lamellar (Armor 1)
Burglar's Buckler (Armor 1)
Hide Armor of Fire Resistance (Armor 2)
Alchemist's Suit (Armor 2)

Frost Staff (Item B)
Flash Freeze (Item B)
Ghost Battling Ring (Item B)
Smoke Stick (Item 1)
Embalming Fluid (Item 1)
Anubis Staff (Item 1)

Mumia Smugglers (Ally B)
Dhabba (Ally B)
Osirion Ancestor (Ally B)
Meehr Zet (Ally B)
Tarworks Master (Ally B)
Black Kiss (Ally 1)
Ptemenib (Ally 2)
Basif Iosep (Ally 2)

------
3rd game for this tier so no feats, but yay for fairly smooth sailing through the stupid seige scenario, turned out to be a lot better than I thought it would be.

BR Boon?: 1d20 ⇒ 12


GenCon Open Champion

Lots of stuff. Interested in weapon 2.

1d20 ⇒ 13


All those cards, and no Item 2s. I has a sad.

My Armor 2 is pretty awesome though, and has the Alchemical trait, which is one more cards in my deck that can be ammunition for my FPCs. So that would be my first choice, of the available options.

If no one wants the "loot" spell Disable Mechanism, it fits in with my n/c spell theme, but I'm happy to defer if someone really wants it.

con boon?: 1d20 ⇒ 16

Sovereign Court

GenCon Open Champion

Ally 2! Warhorse, Warhorse! First combats twice a turn!

Dr. Horrible's Sing Along Boon?: 1d20 ⇒ 20. Dang, I wish I'd invoked the awesomeness of NPH the first time. I need to mull over which one of these sub-par boons I want.

-crp


Deck Handler

I'll take the second Ally 2.

Convention Boon: 1d20 ⇒ 15


Party | Samurai - Tier 1.3

For Hayato, the Researcher is no mare, and the Warhorse is in. I'll no longer be using the loot Camel.

I will again accompany Damiel to the item trader, if that's where he chooses to go.

-crp


Deck Handler

Yeah, I'll follow to Items again as well, that's fine.


GenCon Open Champion

Weapon 2 taken.
Quarterstaff -> Tripartite Spear +2

Taking Remove Curse until something better comes along.


Tussah Silk Coat -> Alchemist's Suit

Off to the item trader.

Sovereign Court

GenCon Open Champion

For this boon, I'll take Season of Tapestry’s Tides Reward #1.


4-2D: Acquired Cards

Kopis (Weapon B)
Galvanic Chakram +1 (Weapon 1)

Acid Jet (Spell B)
Cure (Spell B)
Clinging Venom (Spell B)
Viper Strike (Spell B)
Fiery Glare (Spell B)
Speak with Dead (Spell 1)
Stoneskin (Spell 1)
Deathgrip (Spell 2)

Mistmail (Armor 2)

Osirion History Guide (Item B)
Antitoxin (Item B)
Potion of Healing (Item B)
Ring of Rejection (Item P)
Djinn Favor Amulet (Item 1)
Soul Stimulant (Item 2)
Mumia (Item 2)
Magic Carpet (Item 2)

Embalmer (Ally B)
Ubashki (Ally B)
Mahga Threefingers (Ally B)
Pahmet Clansman (Ally B)
Meehr Zet (Ally B)
Camel (Ally B)
Pard (Ally B)
Dredge (Ally B)
Osirion Ancestor (Ally B)
Dhabba (Ally B)
Miau Pakhet (Ally P)
Mad Dog Marrn (Ally 1)
Black Kiss (Ally 1)
Azaz Arafe and Zazu (Ally 1)
Druid of the Storm (Ally 2)
Cleric of Nethys (Ally 2)
Minnothet (Ally 2)
Bal Themm (Ally 2)
Unwrapped Harmony (Ally 2)

Blessing of the Elements (Blessing B)
Blessing of Ra (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Maat (Blessing 2)

On the plus side, card feat!

BR Boon: 1d20 ⇒ 17


Item 2 please! And of course, Item card feat!

boon: 1d20 ⇒ 3


GenCon Open Champion

I'm leaning toward the blessing, but if someone else has a really strong one that's fine. Will take blessing as a card feat.

boon: 1d20 ⇒ 13

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