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

Mavaro: Blessing 2
Seoni: Item 1
Ezren: Spell 1
Reiko: Spell 1
Grazzle: Armor 2


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

Replacing Blessing of the Spy with Blessing of Maat

Blessing of Maat:
Traits
Divine
Maat
Healing

Powers
After a character rolls the dice on any check, discard this card to add or subtract up to 3 from the result.

Recharge this card to reduce damage dealt to you by 2.

On any non-combat check, when a character assembles the dice, discard this card to replace each die with a d8.

After you play this card, if it matches the top card of the blessings discard pile, you may discard any number of cards to allow a character at your location to recharge that same number of cards from his discard pile.


Grazzle's deck Desired upgrades: None until tier 3

Upgrading my silk coat to Hide Armor of Fire Resistance.


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

Proposed plan to win it!

1. Reiko stays at Mumia Lab
2. Seoni goes to Sepulcher of the Servant
3. Ezren goes to Vizier's Hill
4. Grazzle checks the lay of the land to see is ready to attack the Villain
5. Profit

(If Grazzle can't do it, Mavaro's set up to do it)


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

Item 2: 1d1000 ⇒ 983 However, I'll give it to Seoni/Reiko if they have use for it since I got 2s the last couple of times.
Spell B: 1d1000 ⇒ 316 I think we got at least three, so there shouldn't be an issue with this


Human Wizard | Ezren's Deck //

Spell 1: 1d1000 ⇒ 499
Item 1: 1d1000 ⇒ 734
Ally B: 1d1000 ⇒ 457

I'm not sure if I'm due any other kinds of upgrades (like a card feat?) because I've lost track of how many scenarios I've played with Ezren, but will try to figure that out.


Grazzle's deck Desired upgrades: None until tier 3

Not taking any upgrades.


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

Note that Deathgrip and Unwrapped Harmony are not available (they were brought in)


I’d like the Item 2 (Gem of Mental Acuity). But would settle for a Spell B (Fire Snake). Either would help with my non-combat checks.


Human Wizard | Ezren's Deck //
Dresdarro wrote:
Note that Deathgrip and Unwrapped Harmony are not available (they were brought in)

Sorry, what does this mean? Aren't they loot cards they we can potentially take again?

Edit: ah, ok, I see. They are listed on the list of acquired cards when they were actually loot that we started with. But is there any reason why I can't take them again (as loot)?


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

They are not available as upgrades but will continue to be available as replacement cards.


Human Wizard | Ezren's Deck //

I will defer to EmpTyger on the Item 2 and take Ally B instead, using it to swap out Magical Child for Apprentice.


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

AS discussed in Hangout (a long time ago), I think Grazzle and Mavaro are the only ones with use for the Ooze Falchion +1. Since Grazzle doesn't want it, Mavaro is happy to be its keeper for now (thereby releasing the Scorpion Whip).

Ooze Falchion +1:
Traits
Sword
Melee
Slashing
Acid
Magic
Elite

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 2d4+1; you may additionally discard this card to add another 1d6. If not proficient with weapons, the difficulty of this check is increased by 4. If any d4 rolled on this check is a 4, count it as 5.

Recharge this card to add your Strength or Melee skill to your check to defeat a barrier that has the Obstacle trait.

Replacing Cure with Spell B: Detect Desires

Detect Desires:
Traits
Magic
Arcane
Divine
Mental

Powers
On a character at your location's Charisma or Diplomacy non-combat check, discard this card to add 1d6; if you have the Diplomacy skill, add another 2.

During your turn, discard this card to examine the top card of your location deck. If it is an ally, you may immediately encounter it.

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 8 check to recharge this card instead of discarding it.

Item 2 will go to either Seoni or Reiko


Human Wizard | Ezren's Deck //

I'll be out of town Friday to late Monday. Please bot as needed. Thanks.


Human Wizard | Ezren's Deck //

As noted previously, Ezren takes Ally B for his upgrade, trading out Magical Child and adding Apprentice in its place.

I think there's no feat for Ezren this time around.

Unless anyone objects, Ezren will again take two loot cards:

* Deathgrip (trading Force Missile 2 for it)
* Unwrapped Harmony (trading Sage for it)

Ezren will also, again, visit Sunburst Market and trade his Walking Stick for Blessing of the Elements.

My deck handler is set up (but I haven't drawn my hand - I think I don't do this until locations are created, right?).

I'll be offline from tomorrow until Tuesday morning so please feel free to bot me (I've set my deck handler so that y'all can edit it).


deck handler

Taking a Weapon 1. I would like an Item 2 at some point as it greatly amplifies my combat ability (Boots of Elvenkind are not limited to non-combat checks), but I don't have to do it this scenario.

Double Chicken Saber +1 replaces Blowgun.


Grazzle's deck Desired upgrades: None until tier 3

I mentioned this in Hangout but am repeating it here. I'm bowing out of this game.
I'm in too many games The next con will add more. And the card game is just far more effort for me then the RPG.

Something has to give and I'm afraid it is this game. On the plus side you should be able to find another player without much trouble.

Good luck all.


Moving explanation from hangout into thread

Abraham Z. wrote:
Can someone explain to me how the traders work? I've never done anything but Sunburst Market.

First of all, note that trading is different for Organized Play vs, uh, Unorganized Play. (What is the term for non-organized play, anyway?) So this is only for OP.

The box runner draws n+1 cards, where n is the number of characters going to that trader. (For this reason, even if you aren't interested in trading, you may as well accompany someone else to a trader, to give them a getter selection.)
Then you may swap out some of your cards for one of the trader's cards. The trader says how many of your cards you need to give away. However, the cards you give away can't be 2 or more levels lower than the gained card. One of the cards gets traded; the rest get buried.

As an example: let's say that Seoni accompanied Reiko to Falsin Deek.
The Box Runner would put out 1 more item in addition to the 2 for Reiko. Seoni decides that she really wants that Soul Stimulant. It's an Item 2, so she would need to give up 2 cards for it, and none of those cards could be Boon Bs. So, Seoni trades her Ally 1 Incanter and buries her Item 1 Binder's Tome, and gets the Item 2 Soul Stimulant.
At the end of the scenario, she loses the Soul Stimulant and gets back the Incanter. If during the scenario she banishes the Soul Stimulant, then she loses the traded Incanter for good. But she'll get back the buried Binder's Tome no matter what.


Sorry to have you leave, Bigguyinblack. It's been fun!
But I completely understand needing to respect your limits, and good for you for doing so.


Human Wizard | Ezren's Deck //

Take care, Edward! See you in our various other games.

Re the explanation of the traders, thanks very much - that's helpful. So, just to clarify, in the example given, when Seoni accompanies Reiko does that a) mean Seoni can't *also* go to Sunburst Market or another trader? b) are the cards that are made available for trading the same for both Seoni and Reiko?


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

With the departure of Grazzle, retcon for Mavaro

Instead of replacing Cure with Detect Desires, replace Possession.


Good questions!

Ezren Z. wrote:
Re the explanation of the traders, thanks very much - that's helpful. So, just to clarify, in the example given, when Seoni accompanies Reiko does that a) mean Seoni can't *also* go to Sunburst Market or another trader?

Correct. Each character can only go to 1 trader, and each character can only get 1 card. (Although you don't have to get anything if you decide you don't want to, like Reiko is doing.)

Also, you have to get something from the trader you go to. For example, let's say that while Reiko and Seoni are at Falsin Deek for items, meanwhile Mavaro goes to the Ghoul Market (which offers armors for 2 boons). Mavaro can't then decide he wants one of the items at Falsin Deek; he has to trade for an armor or nothing. Likewise, Seoni and Reiko couldn't trade for one of the armors.

Ezren Z. wrote:
b) are the cards that are made available for trading the same for both Seoni and Reiko?

Also correct. The 3 cards (1 more than the number of characters at the trader) are there for both of us. If both Seoni and Reiko want the Soul Stimulant, we'd have to discuss or decide somehow which of us would get it, since in this example there's only 1 copy. But, if Seoni took the Soul Stimulant, Reiko could also take 1 of the other 2 items available.


Human Wizard | Ezren's Deck //

Thanks - appreciate the clarification.


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

Upgrade Prios
Item 2: 1d1000 ⇒ 2
Spell 2: 1d1000 ⇒ 306
Blessing 2: 1d1000 ⇒ 212

Power Feat
Play with the top card of your deck faceup. You gain all skills that could be used to acquire that card equal to your Knowledge skill. ([X] You may also add any of that card's traits to your checks.)


Human Wizard | Ezren's Deck //

Spell 1: 1d1000 ⇒ 386

So if I decide to play one of the Hells Vengeance characters for the next scenario, how does that work? I build the deck using HV and also Ultimate Magic? Or HV and any other 1 deck that I own?


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

I believe it's any other deck you own.


deck handler

Formally rolling the Item 2:

Item 2: 1d1000 ⇒ 883


deck handler

Upgrades:

Power Feat: Recharge to add CHA instead of d6
Deck Upgrade: Item 2 (Boots of Elvenkind -> Compass)


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

Spell 2 Mind Over Gravity replaces Spell B Clinging Venom.

Mind over Gravity:
Traits
Magic
Arcane
Divine
Mental

Powers
Discard this card to add 1d10 to any Dexterity check. If this check is during an encounter, after the encounter, you may move.

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 10 or Perception 8 check to recharge this card instead of discarding it.


Human Wizard | Ezren's Deck //

When you get a chance, would you mind marking this table inactive? Thanks!


Human Wizard | Ezren's Deck //

Can we please get this game moved to inactive status? Thanks!

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