[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


201 to 250 of 358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Alright, looks like I'm seeing:

Damiel - Item 2
Hayato - Weapon or Blessing 3
Radovan - Item 3
Tarlin - Item 3

So looks like just Hayato to firm up.

Sovereign Court

GenCon Open Champion

I will take the Blessing 3.

Blessing of the Samurai -> Blessing of Shizuru


4-3D Acquired Cards:

Ubashki (Ally B)

Smoked Glass Goggles (Item B)
Potion of Healing (Item B)
Sands of Time (Spell 1)
Bird Feather Tokens (Item 3)

Not a whole lot there, but yay card feat time!


I'd be interested in the Spell 1.

Scenario reward is likely to be Blessing of Maat.

Card Feat will depend on upgrade selection.


GenCon Open Champion

I'll take Ally for my Card Feat and choose an Ally 1 from the box. No loot taken. Is that legal?

Scenario reward same as Rogue. Maaaat.

Sovereign Court

GenCon Open Champion

What's the scenario reward of which you speak?

I'm taking a Weapon for my card feat, grabbing Cold Iron Long Sword (1).

Real talk: I know I haven't been on top of my turns as I should be. I do not want me to be the drag on the party, the one holding us back. I will try and be better, but there's a lot going on right now that's splitting my attention. If you would prefer I sit out, I will.

-crp


Deck Handler

Scenario Reward is that basically all of the blessings are now loot options for us. So at the start of each scenario we can pick a blessing to swap into our deck (replacing a blessing in our deck). But we don't even need to choose those now, just at the start of each scenario when we put our decks together.


Deck Handler

Card Feat: Item (4)
And since nobody else is taking the Item 3, I'll take it to fill the hole (even though I'm putting an Item 2 there, Hypnotist's Locket)


Okay, since no one else has expressed interest in it, I'll take the Spell 1 and go item feat. So final answer:

Deck upgrade, Spell 1: Brilliance -> Corrosion
Card feat, Item: Canteen (Item 1 from box)
Scenario reward: Blessing of Maat (replacing Blessing of Erastil)

Grand Lodge

Charlie, I enjoy having you in the game and don't mind waiting if you are busy. But if you don't say anything, we don't know if you are busy or just forgot, so I'm going to keep pinging you until you chime in, even if just to say "swamped right now, brb". Fair? :)


For the record, this is what I have for upgrades/card feat:

Damiel - Spell 1, Item Feat
Hayato - N/A, Weapon Feat
Radovan - Item 3, Item Feat
Tarlin - N/A, Ally Feat

Feel free to switch up those Maat's later, you basically get your pick of any blessing in the box each scenario. Blessing of Anubis in set 4 is pretty amazing once we start seeing undead with some frequency.

Sovereign Court

GenCon Open Champion
SirRogue wrote:
Charlie, I enjoy having you in the game and don't mind waiting if you are busy. But if you don't say anything, we don't know if you are busy or just forgot, so I'm going to keep pinging you until you chime in, even if just to say "swamped right now, brb". Fair? :)

That's quite fair. I just don't want to cause problems and bad feelings like we've had with previous players.

-crp


4-3E - Acquired Cards:

Shock Glaive +1 (Weapon 1)

Locate Object (Spell 1)

Potion of Healing (Item B)
Glyphbane Gloves (Item 2)

Mahga Threefingers (Ally B)

Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Ra (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Isis (Blessing 3)


GenCon Open Champion

Tarlin will take the Role Peacemaker and the power feat "You may recharge a weapon to recharge a random card from your discard pile."

Skill feat is the third bump to Wisdom.

Deck upgrade: I have a Blessing 3 to trade in, but I'm sure I'm not the only one.

d1001: 1d1001 ⇒ 914


Damiel maxes out his Intelligence skill, gains the role of Mindchemist, and the power "You may bury (□ or discard) a card that has the Alchemical trait to add your Dexterity skill (□+2) to your Intelligence (□ or Wisdom or Charisma) check. (□ Then you may draw a card.)"

I'll pass on the upgrades. Nothing too exciting for me there.

Just as a sanity check, Does this match up with everyone's rewards thus far?

4 Skill Feats
4 Power Feats (3 before, +1 more just now with the role card)
3 Card Feats


Hrm, looks like you should be +3 skill, power, and card for normal tier rewards.

Adv 1 path gave you - Crowe with the Magus deck

Adv 2 path gave you - card feat

Adv 3 path gave you - skill feat

Role selection gives you a power feat.

So I'm pretty sure you should be at +4 for all feats.


Party | Samurai - Tier 1.3

I will take my second and final Charisma boost as my skill feat, the Ronin role, and the power feat: "On your first combat check of your turn, add 1d10). (If you defeat a monster on that check, you may recharge a random card from your discard pile.)"

If nobody else wants the Item 2, I'll take it.

I'm down to keep going.

-crp


Alright, been a couple days so to sum up:

Damiel - +Int, Mindchemist, no upgrade, power selected
Hayato - +Cha, Ronin, Item 2, power selected
Tarlin - +Wis, Peacemaker, Blessing 3, power selected

Still waiting on Radovan's choices.

In the meantime, Adv 4 has been posted, you can start thinking about box blessings, traders, and starting locations.


Deck Handler

I'm going with +2 Charisma, Pitbound Bodyguard, and (or 3 devil forms).

And no deck upgrade, thanks.

Also, like Damiel I only had 3 card feats in my deck. So I'll add in an extra Ally.


4-4A - Acquired Cards:

Corrosion (Spell 2)

Steel Ibis Lamellar (Armor 4)

Kohl of Uncanny Discernment (Item B)
Djinn Favor Amulet (Item 1)

Fire Gecko (Ally B)
Azaz Arafe and Zazu (Ally 1)
Basif Iosep (Ally 2)
Bal Themm (Ally 2)

Blessing of the Elements (Blessing B)
Blessing of Isis (Blessing 3)
Blessing of Anubis (Blessing 4)

I think this should be everyone's first scenario at tier 4, so pick a skill feat as well.

Sovereign Court

GenCon Open Champion

I'd be interested in the Armor 4, but I'm not willing to go to bat for it if anyone else wants it. Second choice would be Blessing 3.

I'll take Strength +3 as my skill feat.

-crp


Deck Handler

Skill Feat: Dexterity +3

Blessing 4: 1d1000 ⇒ 388
Blessing 3: 1d1000 ⇒ 407

If not, I'll pass.


GenCon Open Champion

Less interested in the Armor 4. But that Blessing 4 looks shiny.

Blessing 4: 1d1000 ⇒ 354. Not enough. I'll pass.

Skill Feat: STR +1 -> +2


Skill Feat: Dex +1

Pass on upgrades.


Alright, I have:

Damiel - Skill: Dex, Upgrade: N/A
Hayato - Skill: Str, Upgrade: Armor 4
Radovan - Skill: Dex, Upgrade: Blessing 4
Tarlin - Skill: Str, Upgrade: N/A

Let me know if anything changes, otherwise, I think we are good for the next scenario.


GenCon Open Champion

Looks good to me.

Tarlin's upgrade checklist:
Blessing 4
Spell 3
Spell 4
Weapon 4

What's everyone else's?

Grand Lodge

Tarlin the Tired - SirDan wrote:


Tarlin's upgrade checklist:
What's everyone else's?

You mean stuff we would like to obtain?

In priority order:
Item 4
Item 4
Spell 4
Item 4
Ally 4

Weapon 3 and/or 4 would also increase my ability to help others fight at other locations.


Deck Handler

I've got my checklist at home, I'll try to remember to come back and post it tonight.
But I do know that the top of it is a Weapon 4 for the Adamantine Sai, to finally upgrade from the Basic weapons I've been using. ;-)

Sovereign Court

GenCon Open Champion

Weapons and Allies top my list.

Champion's Do-Maru (1) -> Fortified Breastplate (4)

-crp


Bryan, I forgot to mention (and initially forgot I could!), but I did the swapping power on my boon when we started AD4 and traded my Navigator's Musket for a Ghostbane Shotgun. :)


4-4B Acquired Cards:

Ooze Falchion +1 (Weapon 2)

Clinging Venom (Spell B)
Speak with Dead (Spell 1)
Chain Lightning (Spell 3)
Safety Bubble (Spell 4)
Ice Storm (Spell 4)
Pillar of Life (Spell 4)

Crocodile Skin Lamellar (Armor B)
Steel Ibis Lamellar (Armor 4)

Ring of Rejection (Item P)
Black Marsh Spider Venom (Item 2)

Black Kiss (Ally 1)
Commander Abdallah (Ally 3)
Zereletan (Ally 4)

Blessing of Wadjet (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Thoth (Blessing 1)

In addition, 2nd scenario in Tier 4, so Power Feat!


Definitely interested in a Spell 4.

If no one else is clamoring for it, I would also be interested in the Elemental Skin loot, since I don't have to make the recharge check.

Power Feat: adding Wis and Cha to the alchemically enhanced skills:
"You may bury a card that has the Alchemical trait to add your Dexterity skill to your Intelligence ([X] or Wisdom or Charisma) check."


GenCon Open Champion

I am also interested in Spell 4.

I can't make the recharge check on either of the loots, so they would be one-offs for me. The attack spell is interesting, but probably not at the cost of losing a cure or augury or remove curse. I'll pass.

Power Feat:
[X] When you play Blessing of Iomedae, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.


Deck Handler

I would definitely like a Weap.... err... okay, well then obviously an Ite... umm... so, how about that Ally 4? Yep, the Ally 4 is clearly what I need. ;-)

Power Feat:
When a monster encountered by a character at your location is undefeated, display a monster from the box next to a displayed devil form.


Looks like we have most of the upgrades decided on. Here's the current summary.

Damiel - Spell 4
Hayato - ?
Radovan - Ally 4
Tarlin - Spell 4

Still a couple adv 3 and 4 cards in the list to choose from.


Party | Samurai - Tier 1.3

Ally 3 for me.

Power feat is: When you play the cohort Jinfu or discard a card that has the Mount trait for its power, you may recharge a random card from your discard pile.


4-4C Acquired Cards

Crocodile Skin Helmet (Armor B)
Portable Sarcophagus (Armor P)
Shield of Fire Resistance (Armor 1)

Elemental Mastery (Spell 3)

Staff of Revelations (Item 3)
Spellbottle (Item 3)

Blessing of the Elements (Blessing B)
Blessing of Maat (Blessing 2)
Blessing of Isis (Blessing 3)

Kind of light this time. 3rd adventure, so I don't think anyone has tier rewards this go round. However this is the second adventure we've played during Outpost II, so roll for boons, let's see those 1's and 20's!

boon?: 1d20 ⇒ 10 Yeah, that's what I figured.


Deck Handler

I'll pass on both the loot items.

And I'll probably pass on the acquired stuff as well.

Convention Boon: 1d20 ⇒ 19 - Darn, so close.


GenCon Open Champion

Interested in the Spell 3.

Boon?: 1d20 ⇒ 8


Deck Handler

Okay, if Tarlin isn't taking the Blessing 3, then I'll put my name in for it. After he was calling for it specifically I assumed he was looking at it as an upgrade.


I'll pass on the upgrades.

boon?: 1d20 ⇒ 3 Nope.


Party | Samurai - Tier 1.3

No upgrades for me.

Boon?: 1d20 ⇒ 19


Alright, looks like:

Damiel - Nothing
Hayato - Nothing
Radovan - Blessing 3
Tarlin - Spell 3

Think I'll work on set up the next scenario so you guys can pick blessings and loot, do traders, and pick starting locations, but I'll wait until kicking it off until I return from vacation.


4-4D Acquired Cards
Corrosive Dagger +1 (Weapon B)
Chakram (Weapon B)
Scorpion Whip (Weapon 1)
Flask Thrower (Weapon 2)
Mace of Ruin (Weapon 4)

Symbol of Pain (Spell 3)
Elemental Mastery (Spell 3)

Filter Hood (Armor B)
Steel Ibis Lamellar (Armor 4)

Deliquescent Gloves (Item 3)

Hearth Elemental (Ally 4)
The Viper (Ally 3)

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

You each get to choose a non-basic boon to add to this list, let me know what you would like. You also get two upgrades, so hopefully you get a bunch of Adv 4 in the pull.

In addition, 4th scenario for everyone this tier, so card feat!


Party | Samurai - Tier 1.3

I don't think I've done a great job tracking feats. How many do you guys have? I've got 5 skill feats (seems high), 4 power feats (seems right) and 3 card feats (seems low).

I'd like to add an Ally (preferrably an Ally 4) to the pool.

I'm interested in a Weapon 4 (Frost Lance +2) and/or an Ally 4 (Pit Gladiator).


Deck Handler

I really need a Weapon 4 (Adamantine Sai +2), so I'll draw an extra Weapon.


GenCon Open Champion

Yeah, Weapon 4 seems to be where the party is is. I'll add a weapon to the loot pile, and we'll see what comes of it. I'll take Weapon as my card feat.


Well, if I can get an Item 4, I'll have an alchemical means of removing curses, so I'll go with Item.

Card Feat will be Blessing. (I think this is the farthest into an AP I've gone without taking a Blessing feat!)


Full list:
Corrosive Dagger +1 (Weapon B)
Chakram (Weapon B)
Scorpion Whip (Weapon 1)
Flask Thrower (Weapon 2)
Mace of Ruin (Weapon 4)
Fate Blade (Weapon 4)
Thousand Stings Whip (Weapon 4)

Elemental Mastery (Spell 3)
Symbol of Pain (Spell 3)

Filter Hood (Armor B)
Steel Ibis Lamellar (Armor 4)

Ring of the Grasping Grave (Item 3)
Deliquescent Gloves (Item 3)

Clockwork Menial (Ally 3)
The Viper (Ally 3)
Hearth Elemental (Ally 4)

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


GenCon Open Champion

I'd like a Weapon 4 then, if available, for open Weapon slot.
Nothing -> Greatclub +3
Also Blessing of Tsukiyo -> Blessing of Iomedae.

1 to 50 of 358 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [ACG][CaG] Season of Factions Favor Adventure 1: Chasing Yellow Sails by Rhynn Davrie Discussion All Messageboards

Want to post a reply? Sign in.