[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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Deck Handler

I'll take a new Blessing feat, and take a Weapon 4 boon.

New slot -> Blessing of the Ancients
Kama 2 -> Adamantine Sai +2

My current count is 5 Skill Feats, 5 Power Feats, and that was our 5th Card Feat. I think that's right... 4 of each for tiers at this point, plus a bonus card feat as an AD2 adventure reward, a bonus skill feat as an AD3 adventure reward, and a bonus power feat when we unlocked roles. Did I miscount something?


Looks like I get my pick of the everything else. I'll take the Ally 4.

Anesthetizing Ooze --> Crystalline Carniviore

Looks like we also get a bonus deck upgrade? I don't think anyone cards, so I'll declare taking the Weapon 2.

Sling Staff --> Flask Thrower


Maelwys has it exactly correct. 5 of each should be the current total.

Here's what I'm seeing for feats/upgrades:

Damiel: Card feat - Blessing, Upgrades - Ally 4, Weapon 2

Hayato: Card Feat - ?, Upgrades - Weapon 4, ?

Radovan: Card Feat - Blessing. Upgrades - Weapon 4, ?

Tarlin: Card Feat - Weapon, Upgrades - Weapon 4, ?

Anyone can take an Adv 2 or lower for their empty slot, or take an upgrade to a 3 if there is one available (spell, item, and ally). Yes you all get to pick two upgrades.

First picks were pretty obvious, wasn't sure if Tarlin and Radovan were taking the blessings...


GenCon Open Champion

Tarlin is picking down on Blessings to get more Iomedae. There isn't much else that looks like an upgrade at this point. Lotsa fives I want though...


Party | Samurai - Tier 1.3

Yeah, I'll take a Weapon 4 and Ally 3 (Frost Lance +2 and Mountain Dog). For my card feat, I'll take Blessing and add in a new Blessing of the Samurai.


4-4E Acquired Cards:

Sling Staff (Weapon B)
Chakram (Weapon B)
Shotel (Weapon B)
Fighting Crook (Weapon B)
Galvanic Chakram +1 (Weapon 1)
Staff of Uraeus (Weapon 3)
Mace of Ruin (Weapon 4)
Spellsword +2 (Weapon 4)
Fate Blade (Weapon 4)

Augury (Spell B)
Detonate (Spell 3)

Catching Cape (Armor B)
Bone Lamellar (Armor 1)
Shield of Fire Resistance (Armor 1)
Shield Cloak (Armor 1)
Reed Snake Armor (Armor 3)
Clawhand Shield (Armor 3)
Steel Ibis Lamellar (Armor 4)

Glyphbane Gloves (Item 2)
Black Marsh Spider Venom (Item 2)

Bal Themm (Ally 2)
Clockwork Menial (Ally 3)

Blessing of Pharasma (Blessing B)
Blessing of Thoth (Blessing 1)
Blessing of Isis (Blessing 3)

As a reminder, everyone gets a bonus upgrade for the scenario reward and the Mace of Ruin and Necklace of Fireballs added to your loot choices.

-------

Also go ahead and roll 1d20, for CaG2 boons, only roll of 20 wins this time around.

Boon: 1d20 ⇒ 15 Still not happening.

Lastly be thinking about how/if you want to proceed. We have been instructed to switch over to the new rules by Aug 1st. As much as I was hoping to wrap this up before that time, I don't see it being likely with 2 more adventures to complete. So I'm leaning pretty strongly to switching now while we are between adventures. So let me know what you are thinking.


Damiel would love a Weapon 4, since there are three of them.

Booon?: 1d20 ⇒ 20 Yes! I'll take #2 - Divine Intervention.


GenCon Open Champion

Tarlin could use a Weapon 4. And an Armor 4. The Loot Mace is not 2-handed and is therefore less appealing to me.

Boon: 1d20 ⇒ 14

I'm good to upgrade to CORE.

Grand Lodge

Oh, I'm also fine upgrading. Since we don't really hvae a chose, it will be good to do between adventures.


Deck Handler

That's a lot of weapon 4s. Unfortunately, I just got the only weapon 4 that I really wanted, and now my list is mostly Ally 4 and Item 4, of which we have none... so I'll pass on those.

CaG Boon - 4E: 1d20 ⇒ 3 - Nope


Party | Samurai - Tier 1.3

No upgrades for me. I'll take the Mace of Ruin though if nobody else wants it.

Con boon?: 1d20 ⇒ 12

I'm fine to switch.


GenCon Open Champion

Katana +1 (1) -> Greatclub +3 (4)
Kikko Armor (B) -> Silken Ceremonial Armor (4)


Here's what I have for the final tally.

Damiel: Weapon 4
Hayato: N/A
Radovan: N/A
Tarlin: Weapon 4, Armor 4

Looks like the switch to Core is a go, so go ahead and make that happen after finishing your upgrade.

And because I'm lazy here's what Rogue said regarding how to go about converting. =) No use rewriting it.

Click Me!

That all being said, if you have questions let me know and we can work through them.


I don't see any major changes for me in conversion. To I count right that we have 5 skill feats, 4, power feats, and 4 card feats?

The only think I'm changing is swapping Twitch Tonic for the core version because its an easier heal.


Deck Handler
Damiel Fncg wrote:
The only think I'm changing is swapping Twitch Tonic for the core version because its an easier heal.

It looks like there's a DB error in the wiki, because Twitch Tonic (Core) should still be Allies only.


Oh. Well, never mind.


GenCon Open Champion
Damiel Fncg wrote:

I don't see any major changes for me in conversion. To I count right that we have 5 skill feats, 4, power feats, and 4 card feats?

Tarlin seems to have five of each. Am I a cheating cheater who cheats?

No real changes for Tarlin with the upgrade to Core. I've used all three of the Die Bumps I've gained, so just start tracking unused Hero Points now?


Missed the 5/4/4 question from Rogue. Nope, my count is it should be 5 feats of each at this point.

Bonus card feat as an AD2 adventure reward, a bonus skill feat as an AD3 adventure reward, and a bonus power feat when we unlocked roles. So really you are all tier +1 for all three feat types. Which works out since I don't think any of you gained an additional +1 from something else and would be forced to loose one.

If you don't have any die bumps, than yeah, conversion would just be start tracking unused Hero Points. I think we've had 5 adventures for each one adventure, so you should have in the neighborhood of 8-12 Hero Points depending on if you spent your die bumps or not.


Party | Samurai - Tier 1.3

I'm out of town this weekend, and while I'll have my computer, I'll probably be slow to respond to anything. Just wanted to let you know.


4-5A Acquired Cards:

Iceblade Spelldagger (Weapon 5)

Detect Undead (Spell 1)
Elemental Skin (Spell 4)
Eruption (Spell 4)
Jolting Portent (Spell 5)

Burglar's Buckler (Armor 1)

Potion of Healing (Item B)
Brilliance of Ra (Item B)
Kohl of Uncanny Discernment (Item B)
Kohl of Uncanny Discernment (Item B)
Burglar's Bracers (Item B)
Smoked Glass Goggles (Item B)
Frost Staff (Item B)
Canteen (Item B)
Potion of Healing (Item B)
Wing of Horus (Item B)
Staff of Minor Healing (Item 1)
Embalming Fluid (Item 1)
Helpful Haversack (Item 1)
Anubis Staff (Item 1)
Effigy of Maat (Item 2)
Mumia (Item 2)
Scarab Sand (Item 3)
Staff of Revelations (Item 3)
Spellbottle (Item 3)
Bird Feather Tokens (Item 3)
Knot of Isis (Item 3)
Wand of Scorching Ray (Item 3)
Jet of Anubis (Item 4)
Sunrod (Item 4)
Necklace of Fireballs (Item 4)
Pure Holy Water (Item 5)
Wyvern Poison (Item 5)

Kafar (Ally B)
Basif Iosep (Ally 2)
Clockwork Menial (Ally 3)
Freed Soul (Ally 5)

Blessing of Wadjet (Blessing B)
Blessing of Maat (Blessing 2)

----------

That is a lot of stuff...too bad only one upgrade, although relatively limited on the Adv 5 so maybe not too bad. Alright, so first scenario under the new core rules, congrats!!

You earn a hero point, in addition to your upgrade, please tell me if you are spending it on a feat and if so, which on.


GenCon Open Champion

Upon rebuilding my character I find that I'm short a weapon. I'll add a B before the next game to compensate.

Anyway, I'll get in line for the Weapon 5. Failing that, I can find room for an Item 5.

Boon's if you got em: 1d20 ⇒ 7


Deck Handler

I'll throw in for one of the Item 5s (Ring of Regeneration).

If enough others also want an Item 5, I can take an Ally 5 instead.

And I'll use my hero point on a new Power Feat "(or when you defeat a monster)" to power up even more demons. ;-)


Ring of Regeneration is sooo good.


I'm torn between item 5 and spell 5, but also figuring Grazzle will want the spell.

Potion of Restoration -> Bottled Lightning

I'm thinking about using a BR boon to grab another upgrade, but I'll wait and see what's left when everyone's done.

Power feat: shuffle in alchemical cards instead of recharging.
"When you would banish (□ or discard) a card that has the Alchemical trait or a spell for its power, you may recharge it ([X] or shuffle it into your deck) instead."

Sovereign Court

GenCon Open Champion

Ally 5 is the best choice for me, tbh. Pegasus ftw. I could take a Weapon 5 if the numbers work out better that way.


Alright, so I'm seeing:

Damiel - Item 5, Power Feat
Hayato - Ally 5, ?
Radovan - Item 5, Power Feat
Tarlin - Weapon 5, ?

Looks like I'm missing Tarlin and Hayato for if/how you are using your HP.

Still some decent stuff up there, so people who have extra picks via boons now might be a good time to use them, although I think it's only the Spell 5 that wasn't taken of the Adv 5 upgrades choices.


GenCon Open Champion

I'll take the Weapon 5 for sure.

Whatever (B) I should have had -> Jorgenfist Spear (5)

For my hero point I'll put a Power Feat check in this box:
You may discard (☑ or recharge) an armor to return a weapon from your discard pile to your hand.


Awesome, I will totally spend a BR boon check box for the Spell 5 then.

Potion of Restoration -> Bottled Lightning
Corrosion -> Aspect of the Tiger


Damiel Fncg wrote:

Awesome, I will totally spend a BR boon check box for the Spell 5 then.

Cool, Treasure Hunter (Season of Factions Favor Organizer Reward #1)?

Grand Lodge

BR - Scenario Update wrote:
Damiel Fncg wrote:

Awesome, I will totally spend a BR boon check box for the Spell 5 then.

Cool, Treasure Hunter (Season of Factions Favor Organizer Reward #1)?

That's the one!


Party | Samurai - Tier 1.3

Hayato has been working on his singing voice, and takes this power feat:

On your ([X] or a character at your location's) non-combat check against a ([ ] weapon or) monster, you may recharge a card to add 1d6 ([X] 1d10).

So now, the samurai can sing for you on non-combat checks on monsters.


Wow, that is kind of weird. Did you realize he had a bardic power before playing him...

Grand Lodge

He likely intuited it subconsciously. ;)


Party | Samurai - Tier 1.3

I did not. I was entirely focused on the lance/first combat trick (which still seems cool even though I've been disappointed in this game). But when I see a bard power... *shrug*


4-5B: Money Stalks

Shocking Scimitar +2 (Weapon 3)
Fate Blade (Weapon 4)
Fate Blade (Weapon 4)
Galvanic Kopis +2 (Weapon 5)
Venomous Heavy Crossbow +2 (Weapon 5)

Smite Abomination (Spell 4)
Dune of Doom (Spell 5)

Catching Cape (Armor B)

Canteen (Item B)

Giant Slug (Ally B)
Mad Dog Marrn (Ally 1)
Idorii (Ally 1)
Minnothet (Ally 2)

------

Gameday event is still going on, so go ahead and roll for boons, think we are shooting for 20 now since we are rolling every time.

BR Boon?: 1d20 ⇒ 17


I'm good with a Spell 4. The 5s just aren't good for me.

Hero Point will be Card Feat: Blessing. I'll grab a Nethys from my box.

boon?: 1d20 ⇒ 11


Deck Handler

I'm interested in a Weapon 5 (Vampiric Backsword +2). But if there are others interested in both of those, I'll defer to them and take a Weapon 3 (Shadowless Sword) instead, because either of those is a huge upgrade from the Kama I'm still carrying for some unknown reason. ;-)

For my Hero Point I'll take a Card Feat - Ally, and then fill it with the Dreamstalker (Ally 3, two levels beneath us).

4-5B Boon: 1d20 ⇒ 9 - No joy.


Party | Samurai - Tier 1.3

Interested in Weapon 5. Would take a Weapon 4.

Booninating the peasants?: 1d20 ⇒ 11. Nope, not in the countryside.


Elemental Treaty -> Restoration


Party | Samurai - Tier 1.3

I'll take a Skill Feat (Strength +4).

Rolling for the Weapon 5: 1d1000 ⇒ 316.

-crp


GenCon Open Champion

I took the Weapon 5 last time, so you two can each grab one.

boon: 1d20 ⇒ 19.

I'll take a Skill Feat. STR +2 -> +3.

No deck upgrade.


I see the following:

Damiel - Feat: Card - Blessing, Spell 4
Hayato - Feat: Str+1, Weapon 5
Radovan - Feat: Card - Ally, Weapon 5
Tarlin - Feat: Str+1, no upgrade

Unclaimed Spell 5 still out there if Tarlin wants it, or Damiel changes his mind.


Party | Samurai - Tier 1.3

Okay, I've replaced Naginata (B) with Frost Lance +2 (5).


4-5C: The Stars Align - Acquired Cards

Disrupting Rapier +1 (Weapon 3)
Venomous Heavy Crossbow +2 (Weapon 5)
Iceblade Spelldagger (Weapon 5)

Catching Cape (Armor B)

Flames of the Faithful (Spell 1)
Lightning Bolt (Spell 2)
Spite Cloud (Spell 5)

Healer's Kit (Item B)
Black Marsh Spider Venom (Item 2)

Blessing of the Lady of Graves (Blessing 5)

-------

Each of you can pick a boon type to add a card from the game box to the acquired cards.

Let me know how you are spending your HP.

and boon rolls! BR boon?: 1d20 ⇒ 11 Nope!


Damiel chooses blessing to add to acquired cards.

Damiel's Blessing 5 is pretty great (stained glass version of Milani), but will always defer to the cleric for first choice on blessings.

Loot spell Vision is rad. If Tarlin doesn't want it, Damiel will take (I auto-recharge non-attack spells!).

boon?: 1d20 ⇒ 18 Close, but no.


Scarab Sand (Item 3)
Scribe (Ally 4)
Blessing of Isis (Blessing 3)

Just need a pick from Hayato.


Deck Handler

My first choice would be the Ally 4 (Rodrick -> Vizier).
Second option is Weapon 5 (Sword Cane -> Serpent's Fang).

And Vision is really fun for seeing how many Triggers you can activate all at once, but since it's only a single use card for me, I'll let somebody else have first dibs at that.

Boon Check: 1d20 ⇒ 1 - Yeah, too bad 1 isn't a win anymore. :-p


GenCon Open Champion

I took the only weapon 5 across both of my decks that is a proper 2-hander, so I'm out on weapons until we get to 6.

My Blessing 5 is cool for you: I can discard on someone else's turn to let them explore.

Spell 5s are lame. Soo... Here's hoping Hayato gets something good?

Boon: 1d20 ⇒ 6


Party | Samurai - Tier 1.3

I'll go with ally, and apologies for the delay.

Boon?: 1d20 ⇒ 5

Unless we get an Ally 5, I will pass on upgrades.

-crp


completing the lackluster selection - Commander Abdallah (Ally 3)

Total boons for considering in upgrade:

Disrupting Rapier +1 (Weapon 3)
Venomous Heavy Crossbow +2 (Weapon 5)
Iceblade Spelldagger (Weapon 5)

Catching Cape (Armor B)

Flames of the Faithful (Spell 1)
Lightning Bolt (Spell 2)
Spite Cloud (Spell 5)

Healer's Kit (Item B)
Black Marsh Spider Venom (Item 2)
Scarab Sand (Item 3)

Scribe (Ally 4)
Commander Abdallah (Ally 3)

Blessing of Isis (Blessing 3)
Blessing of the Lady of Graves (Blessing 5)

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