[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

I'll pass on the blessing 5 for Damiel. No upgrades this time around.


GenCon Open Champion

Edit: I'll take a spell. Taking a card feat for Spell. Will pick up an Augury.


Blessing of the Green Faith 2 -> Blessing of the Everbloom

Will also sub in loot Vision.


Alright, I'm seeing the following:

Damiel - Blessing 5 / HP: ?
Hayato - none / HP: ?
Radovan - Ally 4 / HP: Skill Feat - Dexterity
Tarlin - Spell 3 / HP: Card Feat - Spell

If my count is correct, Damiel has a skill feat he could take, Hayato has a card feat.


Sorry, HP is Skill feat - Dex.


Party | Samurai - Tier 1.3

I get so confused by the hero points. I guess I'll take a card feat (weapon) and go ahead and grab a weapon 5 - Jorgenfist Spear.


GenCon Open Champion

If I'm not mistaken, the new system devolves into this:

New adventure.
After number 1, gain a Power Feat.
After number 2, gain a Card Feat.
After number 3, gain a Skill Feat.
After numbers 4 and 5, gain a Hero Point. Add it to your cumulative total. Erase them all if you die.

New adventure (repeat).

I tend to swap number 3 above with 1 or 2 if I'm in a hurry, or use number 2 if we get a bonus card. Other than that, this is my pattern.


Generally speaking yes, the first three scenarios you will spend HP on skill/feat/power, in the order of your choosing. Any scenarios in that adventure beyond those 3 will earn HP that you will bank.

Banked HP can be spent to reroll all dice, or to revive from dead provided you have at least one. If you revive, all HP are lost.

I'm sure there are some times when you wouldn't want to take a feat the first three scenarios...but I'm hard pressed to think of why. I suppose if you really don't want to take any more card feats to prevent diluting that's an option...

So bottom line is you don't have to spend them when you earn them, but if you want a feat you have to do it with the one you just earned. However, once you say you want to bank it, I'm good and can move on.

If you ever are wonder if you can take a feat, I can answer the question, feel free to ask.


Rhynn Davrie wrote:
I'm sure there are some times when you wouldn't want to take a feat the first three scenarios...but I'm hard pressed to think of why. I suppose if you really don't want to take any more card feats to prevent diluting that's an option...

When I knew that Roles were getting close, and I didn't have any more Power feats that I badly wanted from my base class I've passed on taking any power feats for an entire adventure. Then in the following adventure on each of the first two scenarios you can take Power feats for both (to earn an extra role feat) and then take your skill and card feats in scenarios 3 and 4 (or mix those up a bit if you'd prefer, but either way you end up taking feats for each of the first 4).


4-5D: Temple of Light and Metal - Acquired Cards

Fate Blade (Weapon 4)
Galvanic Kopis +2 (Weapon 5)

Acute Senses (Spell B)
Augury (Spell B)
Caustic Fog (Spell 3)
Whip of Centipedes (Spell 4)
Icy Prison (Spell 5)
Dune of Doom (Spell 5)
Spite Cloud (Spell 5)

Silken Ceremonial Armor (Armor 4)

Healer's Kit (Item B)
Pure Holy Water (Item 5)

Azaz Arafe and Zazu (Ally 1)
Commander Abdallah (Ally 3)
Pyromaniac Mage (Ally 5)
Sand Elemental (Ally 5)

Blessing of Abadar (Blessing B)
Blessing of Maat (Blessing 2)

Loot - Pharaoh's Key and Life Lantern

No current active events going on, so no boon roll this time. I believe you all have maxed out on feats for 5, but let me know if you think that's not right and I'll verify. Anyway, make your selection for upgrade and I'll start setting up the last one in Path 5!


Party | Samurai - Tier 1.3

Banking my HP.

I would take an Ally 5 if nobody else wants one.

I'm also mildly interested in the Pharaoh's Key.

-crp


Deck Handler

Banking my HP.

I would take an Ally 5 if nobody else wants one.

I'm also mildly interested in the Pharaoh's Key.

-crp

;-)


GenCon Open Champion

I'm interested in the item 5 and the Life Lantern.


Banking my HP.

No upgrade.

No interest in loot cards.


4-5E: Dusk's Domain

Acute Senses (Spell B)
Safety Bubble (Spell 4)
Dune of Doom (Spell 5)

Alchemist's Shield (Armor 2)
Khamsin Coat (Armor 3)
Day Star Half-Plate (Armor 3)

Bird Feather Tokens (Item 3)
Effigy of Anubis (Item 3)
Spellbottle (Item 3)
Chest of Keeping (Item 5)

Fire Gecko (Ally B)

Blessing of Nethys (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Bastet (Blessing B)
Blessing of Abadar (Blessing B)
Blessing of the Ancients (Blessing B)
Blessing of Ra (Blessing B)
Blessing of Horus (Blessing B)
Blessing of Anubis (Blessing 4)
Blessing of the Lady of Graves (Blessing 5)
Blessing of the Lady of Graves (Blessing 5)
Blessing of the Lady of Graves (Blessing 5)


GenCon Open Champion

Interested in the Blessing 5.


Deck Handler

I'm also interested in a Blessing 5. It's normally so hard to get blessing upgrades, the fact that we've scored 3 of them this time around I think is going to make them pretty highly sought after. That said, if everybody else also wants one I'll step aside, because my upgrade isn't that great and I'm sure others have better options available.


Passing on upgrades.


Party | Samurai - Tier 1.3

If only that Sand Elemental was a mount.

I'll bank both HPs because I don't have a choice. If there's a Blessing 5 free, I'll take it otherwise I'll take nothing.

-crp


Sounds like we have decisions made:

Damiel - None / HP: 2 banked
Hayato - Blessing 5 / HP: 2 banked
Radovan - Blessing 5 / HP: 2 banked
Tarlin - Blessing 5 / HP: 2 banked

I'll start working on setting up the next adventure then. =)


GenCon Open Champion

I like Freed Soul. I'll take that if no one wants.


4-6A: The Bellator Mortus Gamble

Axe of the Imperative (Weapon 5)
Dancing Scimitar +2 (Weapon 6)

Corrosion (Spell 2)
Canopic Conversion (Spell 6)

Quickdraw Shield (Armor 5)

Scarab Sand (Item 3)
Effigy of Anubis (Item 3)

Druid of the Hive (Ally B)
Osirion Ancestor (Ally B)
Unwrapped Harmony (Ally 2)
Sand Elemental (Ally 5)
Cloud Elemental (Ally 5)
Sehela (Ally 6)

Blessing of the Ancients (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of the Elements (Blessing B)
Blessing of Ptah (Blessing 6)


My 6s are...not that exciting.

Well, the spells are VERY exciting, but I can't use them because they all have the attack trait for some reason. 0.0

Blessing is probably the most interesting; its super-Gozreh; displays on a location and adds 2 dice to the check to close whenever that happens. So, I don't have to have it sitting in hand waiting to be needed; it can be dropped on the crappy hard location and move on. And it recharges after the location closes.

My next best card is a weapon, but only because of it's quirky tertiary ability (fling a potion to anyone at the table). I'm sure there are others who would put a weapon 6 to better use (like, anyone in the party).

Spending my HP on Power feat: "[X] (or discard)", so I don't have to bury an Alchemical card to add Dex to a mental skill check.


GenCon Open Champion

My Spell 6 is a mass heal, so that's interesting.
My Weapon 6 is nice, but it is the same and Hyato's and I think he'd enjoy it more.
My Ally 6 is mediocre.
My Blessing 6 is nice, I'd like to get it eventually, but not first rate.

I think I'd take the Spell 6 if no one else is super excited. If that is the case I'll take a card feat for it.


Deck Handler

I've got a pretty wide assortment of cards that I could take...
But looking at others options, if Damiel takes the Blessing, Tarlin takes the Spell, and Hayato takes the Weapon, that leaves me with an Ally. And I'm perfectly happy with an Ally, if nobody else wants it.

Jelani -> Isiem (Ally 6)

HP: Power Feat ([] or damage from a summoned monster)


Party | Samurai - Tier 1.3

I'm happy to take a Weapon (6), if that works out for everyone. I will upgrade a Lance +1 (1) to a Defiant Nodachi +3 (6).

I will take a power feat for the following power:

[X] 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 ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)


Damn, that's a great power, Hayato!


GenCon Open Champion

Power feat. Second check:
☑ When you play Blessing of Iomedae, you may recharge it (☑ or shuffle it into your deck) instead of discarding it.
Spell 6:
Major Cure -> Holy Feast


Man I've gotten bad about recording this so I can grab it later...

Damiel - Blessing 6 / Power Feat - [X] (or discard)
Hayato - Weapon 6 / Power Feat - ([X] or recharge the card you played and put a random card from your discard pile on top of your deck.)
Radovan - Ally 6 / Power Feat - ([x] or damage from a summoned monster)
Tarlin - Spell 6 / Power Feat - (☑ or shuffle it into your deck)


4-6B: In Death's Shadow - Acquired Cards

Vision (Spell 5)
Named Bullet (Spell 5)

Helpful Haversack (Item 1)
Lottery Urn (Item 1)
Detect Undead (Spell 1)
Magic Carpet (Item 2)
Chest of Keeping (Item 5)

Mahga Threefingers (Ally B)

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

Unfortunately, that's all there was. Also let me know how you are spending your HP.

Khepresh of Refuge:

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.

Cartouche of Protection:

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.


Passing interest in the Item 5, but only if no one else wants it.

HP: Card feat - Spell
null --> Corrosion


GenCon Open Champion

Interest in the Loot Armor.
No card upgrade.
HP: STR +3 -> +4

Sovereign Court

GenCon Open Champion

No interest in loot or upgrades. HP was Con +1.


Deck Handler

HP: Constitution +1
Upgrades: Pass

I'll take the Cartouche of Protection if nobody else is interested though.


GenCon Open Champion

Reiterating above interest. Did you take it?


4-6C: Hunted in the Undead City - acquired cards

Mace of Ruin (Weapon 4)
Galvanic Kopis +2 (Weapon 5)

Knock (Spell 1)
Lightning Bolt (Spell 2)
Chain Lightning (Spell 3)

Bone Lamellar (Armor 1)
Hide Armor of Fire Resistance (Armor 2)
Mystic Silk Coat (Armor 2)

Alchemist's Kit (Item B)
Lottery Urn (Item 1)
Scroll of Thoth (Item 1)
Effigy of Maat (Item 2)
Black Marsh Spider Venom (Item 2)
Magic Carpet (Item 2)
Knot of Isis (Item 3)
Bottled Lightning (Item 5)
Bottled Lightning (Item 5)

Giant Slug (Ally B)
Mumia Smugglers (Ally B)
Unwrapped Harmony (Ally 2)

Blessing of the Ancients (Blessing B)
Blessing of Bastet (Blessing B)
Blessing of Pharasma (Blessing B)
Blessing of Nethys (Blessing B)
Blessing of Isis (Blessing 3)
Blessing of Ptah (Blessing 6)

Also everyone gets to pick Ally or Blessing to add to all that.

And finally a HP to spend.


As noted in chat, Damiel picked Blessing for the reward. I've got a Blessing of the Starsong (reroll all dice on a check) available to take at B6, but only if no one else wants it.

Otherwise, no upgrades for Damiel, but will activate the option on the Gunslinger boon and set aside my Canteen for a Blessed Bullet!

HP: Skill feat - Dex


Deck Handler

Radovan will select Blessing as well. I don't particularly have one in mind, but I'm sure somebody will want it.

Card upgrade: None
HP: Card Feat - Armor
Will fill that slot with an Armor 4 (Tier -2), Silken Ceremonial Armor (but definitely interested in an Armor 6 if we ever get one).


Added from Damiel and Radovan's picks.

Blessing of Osiris (Blessing 4)
Blessing of Ptah (Blessing 6)

Still waiting for Tarlin/Hayato's picks.


Added from Hayato and Tarlin's picks.

Hippopotamus Mud Elemental (Ally 6)
Blessing of Ptah (Blessing 6)


Party | Samurai - Tier 1.3

I'll spend my HP to get a Card Feat (Weapon). I'd like an Ally 6 as my upgrade.

-crp


Since we seem to have plenty to go around now, I went ahead and took a Blessing 6.

Blessing of Milani --> Blessing of the Starsong


GenCon Open Champion

I'll take a blessing 6.

Blessing of Shizuru -> Blessing of the Oathkeeper

Hero point goes to Constitution (+1).


4-6D: Face of Fatality - Acquired Cards

Returning Throwing Axe +1 (Weapon 1)
Greatclub +1 (Weapon 2)
Dancing Scimitar +2 (Weapon 6)

cid Splash (Spell B)
Spite Cloud (Spell 5)

Burglar's Buckler (Armor 1)

Embalming Fluid (Item 1)
Mummified Cat (Item 1)

Giant Slug (Ally B)
Library Curator (Ally 3)

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

Reward:
Each character chooses a type of boon other than loot and adds a card of that type that has an adventure deck number of 6 from the game box to the cards acquired during this scenario.

Adventure Card Guild characters may choose a bonus deck upgrade.

So yeah, let me know what you want.

HP to bank as well.


Damiel is 100% content with his current deck, but I'm happy to pick a card type someone needs more AD6s for to add to the card pool!


Chakram of Ruin (Weapon 6) - Tarlin
Staff of the Hooded Cobra (Weapon 6) - Hayato


GenCon Open Champion

The card is actually Defiant Nodachi +3, but yeah.

If someone is willing to add in an Armor 6 for me, I'll swap out my armor 2 for a Rhino Hide Armor as well. Or I can take the Weapon 6 that is available and I'll put the armor in myself.


Rhino Hide Armor (Armor 6) - Damiel
Elemental Brass Mail (Armor 6) - Radovan


GenCon Open Champion

Rhino Hide Armor (Armor 6) - Damiel Tarlin


Deck Handler

Since it seems there's an extra Armor, Radovan will upgrade Silken Ceremonial Robes to Gravewatcher Chain Mail.
Bank the HP

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