[ACG] [CaG] [SoFF] Season of Factions' Favor Adventure 4+ (Inactive)

Game Master Hawkmoon269

POTENTIALLY SUMMONED CARDS:

Natron Zombie:
Natron Zombie
Henchman Monster B

Traits
Undead
Mummy
Veteran

Check
Combat
12

Powers
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.

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.

Forgotten Pharaoh Cultists:
Forgotten Pharaoh Cultists
Henchman Monster B

Traits
Veteran
Human
Cultist

Check
Combat
10
OR
Charisma
Diplomacy
7

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
If undefeated, examine all cards in your location deck. Then shuffle a random scourge into your location deck.
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.



NEW 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.

Trader

Sunburst Market


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Welcome. Please introduce yourself here. Gameplay begins 7/9/18.


I'll get the details sorted out tonight but I'll be playing the tier 3 oracle pregen and am fine with google hangout.

Type here for notes to other players:

<Character Name> wrote:

Hand: Character Name: Alahazra

Displayed: <Character Name>
Deck: 17 Discard: 0 Buried: 0 Hand Size: 5
Notes: <Hand Size>
Sideboard cards:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d4 [ ] +1 [ ] +2
Constitution d8 [ ] +1 [ ] +2
Fortitude: Constitution +2
Intelligence d8 [x] +1 [ ] +2 [ ] +3
Knowledge: Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Perception: Wisdom +2
Charisma d12 [X] +1 [ ] +2 [ ] +3 [ ] +4
Diplomacy: Charisma +2

Favored Card: Blessing
Hand Size 5
Proficient with: None
Powers:
<Power 1> For your combat check, you may discard the top card of your deck to use your Divine skill + 2d4 plus that card's adventure deck number and add the Attack, Divine, Fire, and Magic traits to the check. This counts as playing a spell. ([x] If the discarded card is a spell, you may recharge it instead.)
<Power 2> When you examine 1 or more cards from a character or location deck, you may examine an additional card.
<Power 3> During your exploration, when you succeed at a check that invokes the Fire ([x] or Attack) trait, you may move after you resolve the encounter.
<Power 4>
<Power 5>

Decklist
Cure
Spell B
Find Traps
Spell B
Holy Light
Spell B
Life Drain
Spell 1
Aqueous Orb
Spell 2
Cloak of Winds
Spell 3
Ruby of Charisma
Item 1
Crystal Ball
Item 3
Apprentice
Ally B
Social Climber
Ally 1
Clockwork Servant
Ally 2
Blessing of Pharasma
Blessing B
Blessing of the Gods
Blessing B
Blessing of the Gods
Blessing B
Blessing of Abadar
Blessing 1
Blessing of Gorum
Blessing 1
Blessing of Isis

The Concordance

Deck handler link

Greetings all. Experienced PACG, however first time PbF.
Happy to use google hangout, however never used it before, so I will need an assist. My Google apps email is [redacted]
I am on East Coast time and reasonably flexible time wise.

I am playing Rahali, Tier 3 Witch. I normally use the Snapping Turtle cohort, however may change depending on scenario rules, locations and required close skills.

Rahali

Skills and Powers:
SKILLS
Strength d6 [ ] +1 [ ] +2
Dexterity d10 +1 [ ] +2 +3 [ ] +4
- Disable: Dexterity +2
Constitution d6 [ ] +1
- Fortitute (<Cohort): Constitution + 2
Intelligence d8 +1 [ ] +2 +3 [ ] +4
- Knowledge: Intelligence +2
- Arcane (<Cohort): Intelligence +2
Wisdom d6 [ ] +1 [ ] +2
Charisma d6 [ ] +1 [ ] +2
Favored Card: Spell or Blessing
Hand Size: 5 [ ] 6
Proficient With:

POWERS:
For your combat check, you may recharge a card to use your Dexterity skill + 1d8 and add the Magic trait and the Bludgeoning, Piercing or Slashing trait. (~X if you succed at the check, you may draw a card.)
On your check to defeat (~X or your check to acquire an item or a spell), you may recharge any number of items to add 1d4 for each item recharged (~plus the item's highest adventure deck number) to your check.

Cohorts::

Snapping Turtle (Default choice)
Display this card. While displayed, if you have the Witch trait, gain the skills Fortitude: Consititution +2 and Arcane: Intelligence +2.
While displayed, you may put this card on top of your deck to reduce all damage dealt to you by 4 or to 0 if you have a role card.

Centipede
Display this card. While displayed, if you have the Witch trait, gain the skills Stealth: Dexterity +2 and Arcane: Intelligence +2.
While displayed, you may recharge a card to add 1d12 and the Poison trait to your combat check; if you have a role card, add an additional 1d12. After the check, put this card on top of your deck.

Compsognathus
Display this card. While displayed, if you have the Witch trait, gain the skills Survival: Wisdom +2 and Arcane: Intelligence +2.
While displayed, during your encounter, you may recharge a card to add 1d6 to your check attempted before you act; if you have a role card, add an additional 1d6. After the encounter, put this card on top of your deck.

Daji
Display this card. While displayed, if you have the Witch trait, gain the skills Craft: Intelligence +2 and Arcane: Intelligence +2.
While displayed, you may recharge a card to shuffle 1d4 random spells from your discard pile into your deck; if you have a role card, shuffle 1d4+1 random spells instead. Then put this card on top of your deck.

Flesh Poppet
Display this card. While displayed, if you have the Witch trait, gain the skills Divine: Wisdom +2 and Arcane: Intelligence +2.
While displayed, when you defeat a non-villian monster that has the Undead trait and would banish it, you may recharge a card to display the monster next to this card. On your combat check, you may banish all of the displayed monsters to add the Undead trait and 1d4 for each monster banshed; if you have a role card, instead add the Undead trait and 1d8 for each monster banshed. Then put this card on top of your deck.

Flying Squirrel
Display this card. While displayed, if you have the Witch trait, gain the skills Acrobatics: Dexterity +2 and Arcane: Intelligence +2.
While displayed, you may put this card on top of your deck to move; if you have a role card, any 1 character at your location may move with you.

Deck:

Augury Spell 2
Cure Spell B
Life Drain Spell 1
Ghost Whip Spell 2
Good Omen Spell B
Binder's Tome Item 1
Codex Item B
Byzantine Lexicon Item 2
Sapphire of Intelligence Item 1
Spellbook Item B
Wand of Detect Magic Item B
Cleric of Nethys Ally 2
Toad Ally 1
Wolverine Ally 2
Blessing of the Gods Blessing B
Blessing of the Spellbound Blessing B
Blessing of the Spellbound 2 Blessing B


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

GM Andrew here. I have a link to my deck handler in my profile.

I am playing Zarlova, tier 4 Cleric with the Theurge role, so she can use arcane spells as well.

I won't be completely ready to play until the start time of the gameday.

I am currently in GMT+9 although I live in East Coast time normally. Won't be back there for a couple weeks though.

Deck List:
Cure 1
Cure 2
Find Traps
Fireblade
Holy Light
Inflict
Augury
Wisdom
Major Cure
Deathbane Shield
Pearl of Wisdom
Spyglass
Social Climber
Evangelist
Blessing of Cayden Cailean
Blessing of the Gods 1
Blessing of the Gods 2
Blessing of Pharasma 1
Blessing of Pharasma 2
Blessing of Sivanah

Skills:
Strength d4 [ ]+1
Dexterity d6 [ ]+1
Constitution d6 [ ]+1 [ ]+2 [ ]+2
Intelligence d10 [ ]+1 [ ]+2 [ ]+3 [ ]+4
Arcane: Intelligence +2
Craft: Intelligence +2
Knowledge: Intelligence +2
Wisdom d10 [X]+1 [X]+2 [X]+3 [ ]+4
Divine: Wisdom +3
Charisma d6 [ ]+1 [ ]+2

Powers:
Role: Theurge
Favored Card: Spell
Hand Size 6 [X]7 [ ]8 [ ]9
Proficient with: None
Powers:
When you would recharge a spell that has both the Divine ([ ]or Arcane) and Attack traits, you may place it on top of your deck instead.
When you acquire a card that has the Magic trait, examine the top ([X] or bottom) card of your deck; if it is a spell ([X] or a blessing), you may add it to your hand.
[X] You gain the skill Arcane: Intelligence +2.
[ ] Add 2 ([ ]4) to your check to acquire ([ ] or recharge) a spell.
[ ] Add 2 ([ ]4) to your check that has the Attack trait.

RPG Superstar 2014 Top 16

Here's Enora's decklist:
Augury Spell 1
Swipe Spell 3
Life Drain Spell 1
Create Mindscape Spell 3
Twisted Space Spell 2
Steal Book Spell B
Scorching Ray Spell 1
Fiery Glare Spell B
Marionette Spell 2
Wand of Flying Item 3
Wayfinder Item 3
Spellbook Item B
Byzantine Lexicon Item 2
Jelani Ally 3
Shy Ratani Ally 2
Acadamae Scholar Ally 3
Blessing of the Elements Blessing B
Blessing of the Master of Masters Blessing 2
Blessing of the Spellbound Blessing B
Blessing of Pharasma Blessing B

You'll notice she has 5 card feats, one of which is a bonus card feat from completing Adventure 2: Fanning the Flames.


deck handler Searching for:

I'm the opposite of Matsu Kurisu . I have a lot of pbp experience but very little with the ACG. I do know the basic rules and can ask if I don't understand something.

I do have a strategy question. Alahazra has a Crystal Ball which she can discard to examine the top 3+1 cards of a location deck and put them back in any order. Then if it is her turn she may explore.
Very powerful ability but with so many dangerous triggers in Mummy's Mask should she even use this?


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

So uhh... woops. I counted the cards in my deck and came out to 20, but my card feats say +4 (3 from leveling + 1 from a scenario in Season 0) which would make 19... and turns out I have 9 spells which Zarlova can never have more than 8. I removed a Cure from my deck, so just one Cure and one Major Cure.

Guessing I'll draw up when we chose locations?

I have a fair amount of experience with the ACG and quite a bit with PbP. However, I have never played the Mummy's Mask box beyond Tier 1 so no idea what to expect from it at the higher tiers.

The Concordance

Deck handler link
Alahazra BGiB wrote:

I'm the opposite of Matsu Kurisu . I have a lot of pbp experience but very little with the ACG. I do know the basic rules and can ask if I don't understand something.

I do have a strategy question. Alahazra has a Crystal Ball which she can discard to examine the top 3+1 cards of a location deck and put them back in any order. Then if it is her turn she may explore.
Very powerful ability but with so many dangerous triggers in Mummy's Mask should she even use this?

I am a firm believer in scouting. Knowing where the villian is and setting up to take them is a HUGE game advantage.

However because scouting made the earlier editions easy mode, MM bought in triggers.
Now you need to assess can you handle some banes BEFORE you scout. Don't scout if you don't have at least one combat resource in hand. If you do, I say go for it.
Rahali has Augury in her deck and will scout whenever I can get the chance.
Also Alahazra has powers boosting Examines which are built into her character costing, so you are nerfing your character if you never used them.
Anyway, just my opinion. In the end you have to feel comfortable with your own game play

The Concordance

Deck handler link
Zarlova~ wrote:
... I have never played the Mummy's Mask box beyond Tier 1 so no idea what to expect from it at the higher tiers.

You are in for a treat. I think MM is the best designed AD for PACG

More specifically there will be NASTY curses, lots of different elemental damage, wide variety of types of checks to defeat, fair amount of BYA (before you act) damage.
Generally you want at least one or two damage reduction cards. Also useful to have at least one or two remove curses in the party.
Looking forward to this immensely!!!

The Concordance

Deck handler link

Question. Is it possible to set up email alerts to new posts on these theads?
If yes, can some one give me instructions?
Thanks!


Female gnome Arcanist | Tier 4.5

I've been able to get email alerts working by doing the following:
Sign up for IfThisThenThat: ifttt.com

Grab the RSS url from the top of the gameplay thread. Here it is for your convenience

Set up a new applet where +this is RSS Feed, dropping in that URL.

Set up +that as an email to you.

That's it! :)

The Concordance

Deck handler link

Great! Will set them up
Looking forward to tomorrow


Rahali - Witch- Matsu Kurisu wrote:

Question. Is it possible to set up email alerts to new posts on these theads?

If yes, can some one give me instructions?
Thanks!

I think you can use the RSS feed, but you'd have to have your own program to read the feed. Notifications is one of the things Google Hangouts can help with though.


deck handler Searching for:

Anyone have thoughts on turn order? We don't seem to have any dedicated healers so how about just random?

The Concordance

Deck handler link
Alahazra BGiB wrote:
Anyone have thoughts on turn order? We don't seem to have any dedicated healers so how about just random?

Agreed. Why not first upto post sets the turn order


deck handler Searching for:

Per the rules we are not supposed to draw our hand until after we choose our starting location. So we either have to wait for the locations to be posted, Then for starting hands, Then we can form the turn order based on the order we post our turns in. Or we skip waiting for everyone to draw their hands and just go after the locations are posted, But we won't have access to buffs from undrawn hands.

The Concordance

Deck handler link

Go for first in best dressed. I am ok with no access to others buffs turn 1

The Concordance

Deck handler link

Also Rahali would like to visit the traders - Sunburst Market
Will trade out Wand of Detect Magic for either Elemental Treaty, Remove Curse or Blessing of the Ancients depending on the Scenario rules

The Concordance

Deck handler link

Wow! Thats a real shock!
The scenario rules, combined with the henchmen look REAL ugly
A lot more difficult than the earlier lv3 scenarios, makes me wish I wasn't playing up a tier ......

Anyway, will be a big achievement at the end of things

So based on the scenario rules, if anyone encounters a NON basic monster, Roles a 3–4 on their before encounter check, we should pile in with buffs to try and get the 10+ overkill, attempt to close result
.... Assuming, of course that the active player can meet the closing requirements :-)

The Concordance

Deck handler link

Also, what does Concordance’s Favor do? I seem to remember it added dice to certain checks, however I am really vague


deck handler Searching for:

What do the curses do btw?


Concordance's Favor:

Powers
When this card is discarded from the blessings deck, draw an ally or blessing from the box that has the Acid, Cold, Electricity, Elemental, or Fire trait

While this card is on top of the blessings discard pile, after the roll, you may add or subtract a die from your check that invokes the Acid, Cold, Electricity, Elemental, or Fire trait.

The Curses are in the campaign header under the "Scourge Table" spoiler.

The Concordance

Deck handler link

Curses are displayed in front of a character / or scenario depending on card.
Curses can be really bad.
Paraphrased examples
Daybane - If the top card of the blessing discard is basic, lose your free explore
Fevered Dreams - after you reset your hand, recharge your hand, the draw 1d4+1 cards
Poisoning - after you reset your hand, recharge a random card for each poison curse you have
Ravenous - At the end of your turn, bury all cards in your discard pile of a random type
Sphinx - Before you explore, examine the top card of your location; if boon then recharge your hand, reset your hand, then discard a card
Vulnerability - may not reduce elemental damage
Withering - when you assemble your dice, replace all of the largest dice with the next size down

Vulnerability is about the only one I generally leave, poison is next
The others are generally all ugly and we want them gone ASAP

If you have access to the Sunburst Market trader i.e. you have succeeded 4-1A - Falsin Deek, Ghoul Market, Sunburst Market
you can swap any one card in your deck for a basic card e.g. Remove Curse


deck handler Searching for:

Thanks.

My 1001 does have access to the sunburst market. But she is playing tier 1 right now so I'm applying this to a new character.


Alahazra BGiB wrote:

Thanks.

My 1001 does have access to the sunburst market. But she is playing tier 1 right now so I'm applying this to a new character.

OK, well at least we have one Remove Curse

Have to focus on minimizing the chances of getting curses if we can


Link to Deck Handler ; Cleric 6 ; Looking For: Spell 6 -> Spell 6 -> Blessing 6 -> Ally 6 -> Item 6 -> Armor 6

Quick rules question: Does my Fireblade count as the Fire Trait when defeating a monster that doesn't have the Fire Trait for the scenario conditions? Makes a difference for me of my Curse of Poisoning or not.

The Concordance

Deck handler link
Zarlova~ wrote:
Quick rules question: Does my Fireblade count as the Fire Trait when defeating a monster that doesn't have the Fire Trait for the scenario conditions? Makes a difference for me of my Curse of Poisoning or not.

The scenario rule is

If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait
So this isn't invokes
My reading is that unless the primary card you are interacting with has the Acid, Cold, Electricity, Elemental, or Fire traits, the scenario rule does not apply i.e. using a Fire card to defeat a monster that does not have any traits does not invoke the scenario rule => therefore you should still be cursed :-(
However Hawkmoon is the BR so I would run with his ruling


deck handler Searching for:

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:

Since it has to be from this location I assume I don't do this for the summoned monster.

The Concordance

Deck handler link
Alahazra BGiB wrote:

During This Scenario: When you encounter a monster that does not have the Basic trait from a location deck, roll 1d6:

Since it has to be from this location I assume I don't do this for the summoned monster.

Yes, that is my reading as well i.e. no random roll BYA on Summoned Monsters


Rahali - Witch- Matsu Kurisu wrote:
Zarlova~ wrote:
Quick rules question: Does my Fireblade count as the Fire Trait when defeating a monster that doesn't have the Fire Trait for the scenario conditions? Makes a difference for me of my Curse of Poisoning or not.

The scenario rule is

If the result of your check to acquire or defeat a card that has the Acid, Cold, Electricity, Elemental, or Fire trait exceeds the difficulty by 6 or more, suffer a scourge; otherwise, if you succeed at the check, you may banish a displayed card that has the Curse trait
So this isn't invokes
My reading is that unless the primary card you are interacting with has the Acid, Cold, Electricity, Elemental, or Fire traits, the scenario rule does not apply i.e. using a Fire card to defeat a monster that does not have any traits does not invoke the scenario rule => therefore you should still be cursed :-(
However Hawkmoon is the BR so I would run with his ruling

I read it as the following:

When you make a check to defeat or acquire a card and that card has the Acid, Cold, Electricity, Elemental, or Fire trait, one of two things will happen:
1: If your result exceed the difficulty by 6 or more, you suffer a scourge.
2: If your results doesn't exceed the difficulty by 6 or more, you may banish a displayed Curse.

So, the card you made the check to defeat did not have the traits, so neither of those things happen.

The Concordance

Deck handler link

I have drawn my cure. I only get a one shot heal from it as I don't have divine. I am happy to recharge it to use my combat power, or if one of you divine casters wants to come over, I can give it to you at the start of my turn. Just let me know OOC that you want the cure


deck handler Searching for:

You have a divine caster at your location. And Alahazra only has 1 cure in the deck. I would love to have another.

The Concordance

Deck handler link

OK :-)
Didn't want to assume
Will hand you Alahazra the cure at the start of next turn

The Concordance

Deck handler link

Alahazra, can you leave the Tekenu to me as I have a good chance to make the close location check (Dex 8)
Means you might want to move elsewhere and I can give you the Cure later

The Concordance

Deck handler link

Advanced warning: I will be offline From this Friday 13th from about 16:00 until Sunday 15th approx 21:00
If anyone wants to play my character, let me know how I can share my google sheet with you. I have the card texts copied into the sheets so you don't need the physical cards

Also I will be away from keyboard Friday 22 July until Late Monday 25th July


deck handler Searching for:

Bad news. I took my turn before reading this.
Good news. I didn't get the 3 - 4 roll and beat it handily.
Bad news. With hand nearly empty I risked triggers. Got a very bad one.

Ubashki Swarm
Monster 1
Traits:
Trigger
Undead
Mummy
Swarm To Acquire:
Combat 8
THEN Combat 8
When you examine this card, succeed at a Stealth 6 check or each character at your location summons and encounters an Ubashki Swarm_
The Ubashki Swarm is immune to the Mental and Poison traits_
If the Ubashki Swarm is not defeated by at least 2 on both checks, succeed at a Constitution or Fortitude 7 check or bury 1 card_

So we either need to get my 1d4 high enough to beat a 6 or face 4 combat checks total.


Female gnome Arcanist | Tier 4.5

All I have to offer is my Blessing of the Master of Masters, which unfortunately only add 1 die. You can use it though.


deck handler Searching for:

It took 2 blessings but it worked. Henchman on top of the deck.


deck handler Searching for:

There are now 3 henchman on top of 3 location decks. Alahazra has 3 blessings in hand so this could be a good turn to take 1 or more down.

The Concordance

Deck handler link

Please clear the Howling sands. I will take on the Calikang next turn. I am likely to need a couple of blessings to successfully close. 1 to succeed the BYA damage check to make sure I keep Arcane, 1 to assist the overkill using Life Drain (hint, hint - Pharasma) and one for the close check. Assuming I am lucky with the BYA 3/4 check :-) Otherwise if I get 5/6 it is putting the first two blessings on the banish check (3d6 to get 11) then 1 for the dex to close.


deck handler Searching for:

Can you choose not to explore? Or did you use a class ability in place of exploring?

The Concordance

Deck handler link

Yes you can choose not to explore. Rule book effect.
Free explore is optional

Mummy's Mask pg7 wrote:


Explore: You may explore your location once each turn without playing a card that allows you to explore; this must be your first exploration for the turn.


deck handler Searching for:

Would you rather move elsewhere to explore then move back for the fight?

The Concordance

Deck handler link

I didn't want to risk resources as I have very few combat spells (more dice with the pharasma on the table) and my binders tome
If I hit a bane I would have blown my 3 card hand and likely been weaker for next turn


Female gnome Arcanist | Tier 4.5

Apparently I totally misunderstood the suggestions you guys were making here, thinking that Raheli was planning to move to the Hot Springs to deal with THAT Calikang. I'm checking with Hawkmoon to see if I can delete my post and start the turn over, having completely misunderstood.


Yeah. Sorry. I missed flagging those cards as known and confused the situation. Take the turn again. I've updated the cards now so the next post will show them as known.

Again, sorry about that.

The Concordance

Deck handler link

Deleted. Not relavant

The Concordance

Deck handler link

Deleted as not relevant

Time moves in mysterious ways :-)


The mistake was all mine.

I think Enora's turn has been corrected now. I've posted a new scenario update.

The Concordance

Deck handler link
Hawkmoon269 wrote:

The mistake was all mine.

I think Enora's turn has been corrected now. I've posted a new scenario update.

No problems at all. Appreciate all the effort you put in to enabling us to play!

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