[ACG] [CaG] [SoFF] Season of Factions' Favor Adventure 1+ (Inactive)

Game Master Hawkmoon269

POTENTIALLY SUMMONED CARDS:

Acid Pool:
Acid Pool
Henchman Barrier B

Traits
Obstacle
Acid
Veteran

Check
Intelligence
Craft
Wisdom
Survival
9

Powers
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:
Aghash
Henchman Monster B

Traits
Outsider
Curse
Electricity
Trigger
Veteran

Check
Combat
11
OR
Divine
8

Powers
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.

Blightwing:
Blightwing
Henchman Monster 1

Traits
Outsider
Curse
Poison
Veteran

Check
Combat
11

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, suffer the scourge Curse of Vulnerability.
If defeated, you may immediately attempt to close the location this henchman came from.

Crawling Hands:
Crawling Hands
Henchman Monster 2

Traits
Undead
Swarm

Check
Combat
13

Powers
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.

Giant Sand Eel:
Giant Sand Eel
Henchman Monster B

Traits
Animal
Veteran

Check
Combat
11

Powers
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.

Graven Guardian of Nethys:
Graven Guardian of Nethys
Henchman Monster 1

Traits
Construct
Nethys
Inquisitor
Veteran

Check
Arcane
Divine
9
OR
Combat
12

Powers
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.

Silver Chain Smuggler:
Silver Chain Smuggler
Henchman Monster 2

Traits
Human
Rogue

Check
Combat
12

Powers
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:
Voices of the Spire
Henchman Monster B

Traits
Human
Inquisitor
Veteran

Check
Combat
8
OR
Charisma
Diplomacy
7

Powers
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.

SCOURGE TABLE:
1 = Curse of Poisoning
2 = Curse of Poisoning
3 = Curse of Vulnerability
4 = Curse of Daybane
5 = Curse of the Ravenous
6 = Curse of Withering
7 = Curse of Fevered Dreams
8 = Curse of the Sphinx
9 = Curse of Blindness
10 = Curse of the Mummy

Curse of Poisoning:

Spoiler:
Curse of Poisoning
Scourge B

Traits
Curse
Poison

Check
None

Powers
While displayed, after you reset your hand, recharge a random card.

Curse of Vulnerability:

Spoiler:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

Curse of Daybane:

Spoiler:
Curse of Daybane
Scourge B

Traits
Curse
Undead

Check
None

Powers
At the start of your turn, if the top card of the blessings discard pile has the Basic trait, you do not get a free exploration this turn.

You may only have 1 copy of this card displayed.

Curse of the Ravenous:

Spoiler:
Curse of the Ravenous
Scourge 1

Traits
Curse

Check
None

Powers
At the end of your turn, roll 1d4 and bury all cards in your discard pile of this type:
1. Blessings
2. Allies
3. Spells and weapons
4. Items

You may only have 1 copy of this card displayed.

Curse of Withering:

Spoiler:
Curse of Withering
Scourge 2

Traits
Curse

Check
None

Powers
While displayed, during your check, when you assemble your dice, replace all of your highest-size dice with the same number of next lower-size dice.

You may only have 1 copy of this card displayed.

Curse of Fevered Dreams:

Spoiler:
Curse of Fevered Dreams
Scourge 3

Traits
Curse
Arcane

Check
None

Powers
Display this card. While displayed, after you reset your hand, recharge your hand, then draw 1d4+1 cards.

You may only have 1 copy of this card displayed.

Curse of the Sphinx:

Spoiler:
Curse of the Sphinx
Scourge 4

Traits
Curse
Sphinx

Check
None

Powers
While displayed, when you would explore, first examine the top card of your location; if it is a boon, recharge your hand, reset your hand, then discard a card.

You may only have 1 copy of this card displayed.

Curse of Blindness:

Spoiler:
Curse of Blindness
Scourge 5

Traits
Curse

Check
None

Powers
While displayed, after you advance the blessings deck, discard a blessing or discard the top card of the blessings deck.

You may only have 1 copy of this card displayed.

Curse of the Mummy:

Spoiler:
Curse of the Mummy
Scourge 6

Traits
Curse
Undead
Mummy

Check
None

Powers
While displayed, when you are dealt damage that is not reduced, bury 1 card you would discard as damage.

You may only have 1 copy of this card displayed.



RULE: FAVORS:
Season of Factions’ Favor introduces a new type of support card: favors. Certain scenarios place favors into the blessings deck. When that card is discarded from the blessings deck, do what it says. If a favor would be encountered or removed from the blessings deck discard pile, banish it instead.

RULES: TRADERS:
In Season of Factions’ Favor, traders work differently than in Mummy’s Mask, in the following ways.
• When you are rewarded with a trader, instead of checking it off on the Bazaar card, record it on your Chronicle sheet.
• You do not visit traders after winning a scenario. Instead, at the start of each scenario in this Adventure Path, before setting out the locations, you may visit 1 trader you have recorded on your Chronicle sheet.
• Pay the trade cost with the usual number and type of cards from your deck, but instead of putting those cards in the box, put 1 in to your deck box and bury any others.
• At the end of the scenario, return the card you traded for to the game box, and put the card you returned to your deck box back into your deck.
For example, to pay the trade cost to a trader offering spells at a cost of 2 boons, put 1 of those boons into your deck box, bury the other boon, then add the spell to your deck. At the end of the scenario, return the spell to the game box and put the first boon back in your deck.

Campaign Sheet

Sunburst Market


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Welcome. I'm getting things setup, but we should be ready to roll on time. Gameplay starts on 7/9/18.


Hi, I'll be playing everyone's friendly neighborhood sorcerer, Seoni.

I was introduced to PACG organized play at the online event a few months ago, and have been having such a fantastic time with PbP that I had to keep going! I have more experience with the other sets, but I have played through a few MM scenarios.

I'm in Central-US, although often post from my phone at all times during the day. I'll include in my posts which of my cards can be used without asking, and which I'd prefer to be asked about first. (Although more often than not I'll usually say yes.)

And for my own enjoyment, I like to include in-character flavor in my posts. No pressure on anyone else- use as much or as little flavor as you like.

Can't wait to begin playing with the rest of you!


:( Not the best turn, but almost salvaged some progress- until I got some awful luck on the last check.
And I only realized belatedly that it was a sequential check, so Mavaro could have attempted the INT or WIS. But with a 99% chance at that point, I didn't even think to look at alternatives.
At least Mavaro's not cursed any more?

Also, is the blessings deck correct? We're on turn 8 + 21 remaining blessings. Is that not counting the faction card? Or did it get lost?


It looks like the faction card has gone missing. I'll stick it back in. Sorry about these database issues.


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From our ACG Online Venture Captain

Hello players!
We have received the final piece of our convention support, the special convention player rewards!

First off, if you are a BRAND-NEW player to the Adventure Card Guild (as in, the character you're using in your game is your #XXXX-1001 and you have not played any other characters in organized play) you can assign the Welcome to Pathfinder Reward to that character:
Society Initiate: You may only assign this reward to the first PFSACG character that you create. At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

In addition, EVERY player AND box runner is going to have a 10% chance after each scenario of scoring a reward. These rewards can be assigned to any of your PFSACG characters... they don't have to apply to the character you were using. If you roll a 1 or a 20 on your d20 roll at the end of a scenario, you'll get to choose from any one of the following faction rewards:

Note about faction rewards: Faction rewards are a special type of benefit tied to the factions that use their considerable influence within the Pathfinder Society to pursue their own agendas. You may apply no more than one faction reward to a given character at one time. You may use no more than one power from a faction reward per scenario. Each faction reward specifies additional requirements that, once fulfilled, grant additional uses of the reward’s power. Once you have used all of the powers from a faction reward, including the powers that have additional requirements, you may assign another faction reward to that character.

Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Player Reward 2: Dark Archive Reward
[ ] Collector of Wonders (Dark Archive Faction Reward): On your turn, you may check the box that precedes this reward to draw an item that has the Alchemical or Magic trait or a spell from the box.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire a boon that has the Book trait, a boon that lists Knowledge in its check to acquire, or a spell.
[ ] Succeed at a Knowledge check to defeat a bane.

Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

Player Reward 4: Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Player Reward 5: The Exchange Reward
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
[ ] Succeed at a Craft non-combat check to acquire or defeat.

Player Reward 6: Silver Crusade Reward
[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Player Reward 7: Sovereign Court Reward
[ ] [ ] Lawful Citizen (Sovereign Court Faction Reward): You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Succeed at a check required to move.
[ ] Bury or banish an armor to reduce all damage dealt to you to 0.

This is the first online ACG event where we've been able to give out rewards like this, so I'm SUPER excited to offer them to you all! Good luck, and I hope each of you wins at least one!!

Tyler


Tempted to be greedy and use a deck 1 boon, but what I most want is healing, and that's Ally B Surgeon.

4-1A reward?: 1d20 ⇒ 3
Nope.


4-1A
Hawkmoon: 1d20 ⇒ 3


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Assuming Reiko doesn't want Armor 1, I'm taking Armor 1 Crystal Mail.
Otherwise, I'm taking Ally 1, Psychokineticist.

Power Feat: Intelligence +1 (of course)

Faction Love: 1d20 ⇒ 14 Nep


deck handler

trying for stuff

boon?: 1d20 ⇒ 8


4-1B Rewards
Hawkmoon: 1d20 ⇒ 11


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Faction fun: 1d20 ⇒ 7


I'd like a Spell B, of which there are enough to go around.
Seoni can't use either weapon or armor, so zero interest in either loot.
Still thinking it over, but right now I'm optimistically/greedily feeling like the bonus on checks to acquire magic boons for my power feat.

4-1B reward: 1d20 ⇒ 5
Nope.


deck handler

So many 10/11s

boon?: 1d20 ⇒ 13


4-1B
Success
Reiko>Item B, Power feat
Seoni>Spell B, Power feat
Balazar>Spell B, Power feat
Mavaro>Ally 1, Power feat


Quick rules question: how would Caltrops interact with the "if defeated by less than 5" henchmen? (After ie a Black Spot to reduce difficulty below 9.) I'm assuming it wouldn't "work", since without a check there is no "less than 5", but wanted to confirm before making my trading choices.


Correct. Caltrops doesn't give a numerical result. But you need to be careful about what that means.

"If defeated by less than 5..." Caltrops won't trigger that.
"If not defeated by at least 5..." Caltrops will trigger that.


Hawkmoon, when you get a chance, could you update the turn order in the thread header?


I went in a different direction. I added tabs to the spreadsheet. There is a turn order tab and a replacement card tab. This way, as you adjust turn order and decide who takes which cards, you can update them directly.

If you try to access the sheet (renamed in the header from "Traders" to "Campaign Sheet") and don't have edit permissions, request it and I'll grant it.


Thanks!


I don't think i ever got everyone's PFS numbers. Can you give them to me please? Thanks.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

180092-1010


296889-1003

Silver Crusade RPG Superstar 2014 Top 16

Hello my dear box runners and players!

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

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

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

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

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

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

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

Tyler (Box Runner Nalshene/Cartmanbeck)


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

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

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

Have fun!

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

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

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


I think that current gamestate is that the Precious Mine is shuffled with 4, 5, 6, 7 and Random Monsters 2, 4, 5.

    Precious Mine 1 (defeated by Mavaro)
    Precious Mine 2 (defeated by Reiko)
    Precious Mine 3 (defeated by Reiko)
    Precious Mine 4
    Precious Mine 5
    Precious Mine 6
    Precious Mine 7

    Balazar R1 (on Mavaro's turn)
    Precious Mine R2 (added from Mavaro overkill, encountered by Reiko)
    Peasant Tomb R3 (added from Mavaro end of turn)
    Precious Mine R4 (added from Reiko overkill)
    Precious Mine R5 (added from Reiko end of turn)

But I may as well wait for Hawkmoon to confirm since we'll need to restock on Random Monsters by the end of my turn.


4-1C reward: 1d20 ⇒ 4
Nope


deck handler

4-1C: 1d20 ⇒ 10


4-1C
Hawkmoon269: 1d20 ⇒ 13


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

4-1C: 1d20 ⇒ 7

Unless there's a conflict, taking:

Blessing of the Ancients (Blessing B): Replace BotA with Blessing of Abadar
Healer's Kit (Item B): Replace Magnifying Glass with Spyglass


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

4-1D: 1d20 ⇒ 20
Nailed it! Will Take #3 for another Character to use.

Card Feat: Item 6, add Magnifying Glass back in (which will be replaced by Game of the Afterlife)

Card Upgrade: Blessing B - Blessing of Asmodeus, replaces Blessing of the Spy

If no one else wants the Compass from the scenario rewards, I'll take it.


4-1D for Hawkmoon: 1d20 ⇒ 3


Female Human Sorcerer/Tattooed Mystic Deck Handler

I'll take a Item B (Token of Remembrance). Unless everyone else passes on the Ally 1.
Card Feat will be 4 spells.

4-1D reward: 1d20 ⇒ 20
Jackpot! I'll take Sea Legs.


deck handler

4-1D: 1d20 ⇒ 16 Streak is strong.

Weapon B for Shuriken +1 is probably the pick here.

Card Feat: Blessing (BotQ)


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

Reward?: 1d20 ⇒ 15

Pickings are slim this time:

Spell B: 1d1000 ⇒ 862

If I get it I will swap it in Clinging Venom for Force Missile.

I don't know if anyone is eyeing these boons. If anyone wants either the Scorpion Whip or Akhentepi’s Armor, it's yours. If no one wants either, I'll take either or both. But I'll consider everyone else higher priority.


Seoni can’t use weapons nor armor, so that simplifies my decisions somewhat. I haven’t yet committed to using Ultimate Magic for this character yet though, hm.

How many more scenarios are there in Adventure 1?

4-1E reward: 1d20 ⇒ 11
Nope


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

This is the last one!


4-1E
Hawkmoon269: 1d20 ⇒ 6


I’ll probably add Ultimate Magic and take Apprentice, but want to confirm a rules question:
Seoni has “add 2 (4) to your check to acquire a boon that has the Magic trait”.
Am I correct that this requires that the *boon* has the Magic trait, rather than the *check*? (Ie, Magical Child’s “add the Magic trait to any check” wouldn’t work with Seoni’s ability?)

I think something similar came up with Hawkmoon’s MM Ezren, but wanted to be certain.


Deck Handler // Searching for: Spell 6 > Weapon 6 > Item 6

That would be my reading of it.

So our Upgrades are:
Seoni: Ally B
Mavaro: Spell B
Balazar: Spell B
Reiko: Weapon 1


Do we receive any adventure reward?

Also, odd thing I'm noticing, that likely doesn't matter:
Apprentice in Sorcerer deck has only the Half-Elf trait.
Apprentice in Ultimate Magic has both Half-Elf and Bard traits.
They are different deck numbers (2 vs B), but I wouldn't think that mattered.
Should they be synchronized? Or is the difference correct?


If the card has the same name and same type, everything on it should be the same except the deck number. So that seems a mistake. I'm guessing it should not have the bard trait, but can't say for sure.

I forgot about he adventure reward. It is that you unlock Crowe.

Adventure Reward
Each player unlocks the ability to play Crowe from the Wrath of the Righteous Character Add-On Deck using the Magus Class Deck.

You also each get a die bump for completing the adventure.


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I mentioned that I am considering starting a new character and EmpTyger clued me in that you may be recruiting after the special ends.

Of the options I want to play it looks like Alahazra might fit in well.

Either CD or S&S version.

I would have to play catchup but I'm okay with that if you all are. I'll keep an eye on this thread. Let me know. I'm a pretty active player and have a halfway decent grasp of the rules.


On reflection, 4 of the last 5 characters I have played have been Oracles. I want to try something new. I ordered Ultimate Wilderness and the Hunter class deck. I'll let you vote on what I play from the following options.

1. The road not taken. My only non oracle character is RotR Lini with UM because I didn't want to wait for UW to come out. I don't regret the choice but I do wonder how the alternate build (Druid CD + UW) would work out.

2. Boon companion indeed. Mazner (Druid CD + UW). Mazner has 2 main abilities. He can skip his first explore and bury a card to heal someone at his location for 1d4 [ ] +1. And he can reveal an animal ally to add 1d4 to any check made by a character at his location.

3. Playing with the new cards A. Of the 3 Hunters Korundo (Hunter CD + UW) looks the most interesting to me. He reveals an animal to use his Survival skill for combat and adds some bonuses to it. Giving me all kinds of incentives to increase his Wisdom.

4. Playing with the new cards B. Zova (UW + Hunter CD) Uses animals to add her Survival skill to all physical checks including Combat.

Note that the first 3 options will have 1 cure in the deck. Maybe 2 if we replay the first scenario to grant some of us access to the Sunburst Market. But Zova isn't a regular spellcaster so won't have Cures.


Actually. RotR Lini does not combo well with UW. She gains access to some nice weapons but she would have to take a card feat to add a weapon to her deck.
She has a lot of slots for spells but neither the Druid CD or UW have a lot of good spells.

So never mind Lini. And Zova seems to be very similar to Korundo except she can't heal.

So I'll narrow the vote down to Mazner or Korundo.

Obsidian Entertainment

Bottom line: go with the character that’s most interesting to you.

But if it is all the same to you, I’d say that MM is going to like Korundo’s after-die-roll power a lot. And Reiko’s probably going to rarely get the benefit of Mazner’s powers since she gets power from being alone.


Korundu deck would look like this.

1. Hatchet
2. Cure
3. Call Animal
4. Elemental Treaty
5. Crocodile Skin Armor
6. Desna's Star
7. Cloud Puff
8. Amulet of Mighty Fists
9. Dwarf Caiman
10. Crow
11. Dog
12. Koala
13. Blessing of the Green Faith
14. Blessing of the Green Faith
15. Blessing of the Elements

I think the amulet of Mighty Fists works since my reveal power isn't a weapon and doesn't add the attack trait.


For my part, zero preference.


All right. Korundu it is.

Going to run Long Spear over Hatchet.

These would be the upgrades I'm looking for in approximate order of interest.

1. Wendifisa Spear Weapon B
2. Fire Gecko Ally 1
3. Raven Ally 1
4. Wintervine Item 1
5. Blessing of Milani Blessing B
6. Charm Animal Spell 1


Deck Handler Preferred upgrades: Ally 1, Item 1, Blessing 1, Spell 0, Armor 2

I like talking about my characters especially when it is something new. So here are my thoughts and chime in if I get something wrong or you have suggestions.

Skills
Strength d10 ☐+1 ☐+2 ☐+3 ☐+4
Melee Strength +2
Dexterity d6 ☐+1 ☐+2
Constitution d10 ☐+1 ☐+2 ☐+3
Intelligence d4 ☐+1
Wisdom d8 ☐+1 ☐+2 ☐+3
Divine Wisdom +3
Survival Wisdom +2
Charisma d4 ☐+1 ☐+2

Strong, tough, dumb as a brick, smells bad. He won't be joined by many allies without help.
Since he is adding UW there are a lot of incentives to increase his wisdom. His survival skill will get a lot of workout and a higher divine will help him recharge spells.

Role Powers
Hand Size 4 ☐ 5 ☐ 6
Proficient with Light Armors |☐ Heavy Armors |Weapons
At the start of your turn, you may choose an unchecked power feat on this card; it must be one you could gain when gaining a power feat. You may use that feat until you choose a different one.
For your combat check, you may reveal a card that has the Animal trait to use your Survival skill + 1d6 and add the Animal and Melee traits. (☐ After the roll, you may additionally recharge that card to add its adventure deck number.)
☐ Add 1d4 to your check that invokes the Animal trait.

The ability to pick an unchecked power feat at the start of my turn is interesting. I don't foresee ever wanting heavy armor. Recharging the revealed card to add it's AD # is useless for now but might be appealing starting tier 2 or so.
The obvious use early on is to pick the +1d4 to my checks that invoke the animal trait until I draw a weapon then increase my hand size.
To start with a weapon will be better then my innate power but that might change as my wisdom increases.

Cards List Favored card ally or spell
Cohort: Probably Leryn (Hunter Class Deck)
Wisdom: Perception +2 will help me against some barriers but the real strength is the ability to examine the top card of my location at the start of my turn. Examining is a mixed bag in MM but the trigger sometimes amounts to a free explore and sometimes I'll see a card we want but I have a low chance to acquire and I can just move elsewhere and leave it to someone better qualified.

Weapon 1
Longspear adds 1d8 and can be discarded to reroll so it seems great starting out. Wendifisa Spear is a weapon B that reveals to use melee or survival, Adds 1d12 +1 to the check, and can be discarded to add another 1d12 on harder combats. The drawback of discarding the top card of my deck if I fail the roll feels worth it. So I want it asap.

Spell 3
Cure because it will always be useful.

Call Animal either adds 1d8 to my check to acquire an animal ally or more likely will be used to search my deck for an animal ally. Easy to recharge.

For my 3rd spell Elemental Treaty can help vs those BYA encounters but Aspect of the Mouse Could be useful vs some barriers.

Armor 1
Crocodile Skin Armor recharges to prevent 2 dmg of some common types.

Item 3
Cloud Puff is a plant card so won't count against hand size. I can bury it to allow any character to ignore a bane's BYA and AYA effects. And it recharges with a Survival 5 check. I suspect we will all be happy every time I draw this.

Amulet of Mighty Fists This works with my innate combat power so I'm treating it like a second weapon.

Desna's Star Recharge it at the end of my turn to recharge a random card in my discard pile.

Wintervine (Item 1) is another plant card that is buried to add 1 die to
a Perception or Survival check at my location. Recharges with a Survival 5 check.

Ally 4
Dwarf Caiman reveal to add 1d6 to a Stealth or Fortitude check. Also discards to explore. I will often want to hold on to an animal ally and one with a decent reveal ability is perfect.

Dog recharges to add 1d10 to my Perception check. Which Leryn grants. Narrow but a big boost. Also discards to explore.

Crow recharges to add 1d6 to my check to acquire a weapon, armor, or item. Also discards to explore.

Koala recharges to add 1d6 to my check to acquire an all. Also discards to explore.

There are a lot of sweet animal allies in these decks.
Fire Gecko (Ally 1) Reveal to add 1d4 and the fire trait to my combat rolls. Discard to explore adding the same bonus on the explore.
Raven (Ally 1) Same ability as Crow but 1d10 instead of 1d6.

Both nice upgrades.

Blessing 3
Blessing of the Green Faith x2 This recharges to add a die to any check by another character.
Blessing of the Elements should recharge fairly often.
BotE will probably be replaced by Blessing of Milani (Blessing B +2 dice to dexterity or wisdom non combat)

So there you go. My whole starting deck and some upgrade considerations.
As I said feel free to chime in with advice.


The more I think about it the more I'm liking Ukuja over Korundo.
The skills are pretty much the same.Ukuja has a d10 wisdom instead of d8 but +2 divine instead of +3. Ukuja can go up to +4 wisdom while Korundo only goes up to +3. Ukuja has less starting and max spells but other then a couple of the later aspects there are few spells I want.

Ukuja doesn't get an innate combat ability but he starts with 4 weapons and can choose weapon or ally as his starting favored card.

Ukuja has a larger starting hand size.

Ukuja gets to use 2 cohorts.

Ukuja can recharge a random card with the animal trait at the end of his turn. That is allies discarded to explore and maybe an Aspect spell.

A quick check of my weapon options shows Hatchet, Terbutje x2, and Light Crossbow has me covered for starting weapons.

The only big drawback is only 1 item instead of 3 but I think it is a fair tradeoff. And I suspect having a player at the table who wants more weapon upgrades and less item upgrades is not a bad thing.

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