[ACG][OutPost I]Hawkmoon269's Season of Faction's Favor Adventure 1: Chasing Yellow Sails Table 1

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.



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.

DURING THIS ADVENTURE:
The scourge die is 1d6.
If the result of your check to acquire a boon equals the difficulty, you may draw a boon of the same type from the box.
When creating the blessings deck, replace 1 blessing with the favor Sovereign Court Favor.

REPLACEMENT CARDS:

Spear of the Watchful Guardian
Spoiler:
Spear of the Watchful Guardian
Loot Weapon 1

Traits
Spear
Melee
Piercing
2-Handed
Magic

Check
None

Powers
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.

Filter Hood
Spoiler:
Filter Hood
Armor B

Traits
Accessory
Light Armor
Elite

Check
Constitution
Fortitude
4
OR
Intelligence
Craft
Survival
6

Powers
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.

Game of Afterlife
Spoiler:
Game of Afterlife
Loot Item B

Traits
Object
Gambling

Check
None

Powers
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:
Compass
Item B

Traits
Object
Basic

Check
Wisdom
Survival
4

Powers
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.

Camel
Spoiler:
Camel
Ally B

Traits
Animal
Mount
Basic

Check
Wisdom
Survival
7

Powers
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.

Scorpion Whip
Spoiler:
Scorpion Whip
Weapon 1

Traits
Whip
Melee
Piercing
Poison
Finesse
Elite

Check
Strength
Melee
8

Powers
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.

Akhentepi's Armor
Spoiler:
Akhentepi's Armor
Loot Armor 1

Traits
Light Armor
Magic

Check
None

Powers
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 proficient with light armors, you may recharge this card when you reset your hand.

Hand of the Honest Man
Spoiler:
Hand of the Honest Man
Loot Item 2

Traits
Accessory
Magic
Mummy

Check
None

Powers
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.

Natron Fang
Spoiler:
Natron Fang
Loot Weapon 2

Traits
Sword
Melee
Slashing
Magic

Check
None

Powers
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:
Disable Mechanism
Spell 2

Traits
Magic
Arcane
Divine

Check
Intelligence
Arcane
Wisdom
Divine
10

Powers
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.

Neferekhu
Spoiler:
Neferekhu
Loot Ally 2

Traits
Mace
Melee
Magic
Undead
Mummy

Check
None

Powers
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 at your location; then succeed at a Diplomacy 8 check or draw the scourge Curse of Withering from the box.

Ushabti of the Willing Servant
Spoiler:
Ushabti of the Willing Servant
Loot Item 2

Traits
Object
Undead

Check
None

Powers
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.


TRADERS:

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 1 boons.

The Ghoul Market
Spoiler:
Offers armors. Cost: 21 boons.

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.

Agymah
Spoiler:
Offers spells that have the Arcane trait. Cost: 3 boons.

Shardizhad
Spoiler:
Offers weapons that have the Melee trait. Cost: 3 boons.

Traders

Sunburst Market


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This is where discussion goes.


Hi everyone!

It looks like everyone has picked a character except me. I'll try to pick something that fills the gaps a bit. We seem to be pretty strong in Ranged-based characters, but we're defintely missing an arcane caster, and probably a healer? Adowyn has Divine, but I'm not sure how many healing spells she has access to. I'm thinking maybe a Magus or Bard (or maybe Mavaro with either deck).

If you have any suggestions for fun characters that would fit nicely in this party, let me know! I have most of the class decks, and all of the recent decks.


One thing we should figure out before we start: What timezone are we each in and during which time of a day will we be most likely to be active and posting. You can use that to set a turn order so the game flows more quickly.

Not that it matters as much as the players, but I'm Eastern Standard Time (USA). I can be fairly active weekdays between 8:30 a.m. and 5:30 (except on Wednesdays) p.m. and again from 9:00 p.m. to 11:30 p.m. Weekends are more in flux, but if I'm home I'm happy to check the thread and post as needed.


I'm EST as well, generally active from 6:30 AM through 10:00 PM (weekdays, at least).


I'm in PST. I tend to be active for a bit around 10:30am to noon. Potentially for a second chunk around 2pm and then most nights around midnight.


I am EST, and generally post between 6:30am - 9:25am.

As for party composition, we are far enough out that I am perfectly happy to switch something that benefits the group - I chose Adowyn because it as the one character deck I owned as of last week. I just got the witch deck (still in the plastic) and will have the druid deck as of next week. Equally psyched to play any of the above, in whatever way helps.

Liberty's Edge

Hi all! First time ACG PBP, and really looking forward to it.

My time zone is UTC +8, and I post once at ~5am, and another time at 5-8pm.

I have the goblins burn deck! And I'm keen to use it, perhaps choosing Tup as my character. Otherwise I have the gunslinger deck.


1 person marked this as a favorite.
Statistician 7.5 +/- 1.5 (95% Confidence Interval)

Hi everyone, really looking forward to this as well. Long time PACG fan, but first time using the organised play rules and the class decks. I have been playing in a PbP of Wrath of the Righteous for a couple of years now over on RPGGeek and think the game is still really great in this format.

I'm from Sydney, Australia, so converting that to US EST, I am active from around 4pm onwards and all through your night, but as you guys are likely getting up in the morning it is approaching midnight and bedtime in my neck of the woods. Changes a little when daylight savings ends over here and starts in the US, though.


How do you join the game (as in, show up in the "players" tab)?

Also, I to am fresh to the organized play rules. I really only have experience playing the game solo, so there's a good chance I may be misapprehending some things... so, am always very happy to take direction and suggestion this time around.

Looking forward to trying this pbp; I've been doing the PFS rpg over at MythWeavers for years, and I like the format.


chthncthul wrote:
How do you join the game (as in, show up in the "players" tab)?

I'm pretty sure you'll show up on the players tab after you first post in the gameplay thread (even if you delete that post).

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MorkXII wrote:
chthncthul wrote:
How do you join the game (as in, show up in the "players" tab)?

I'm pretty sure you'll show up on the players tab after you first post in the gameplay thread (even if you delete that post).

Correct. Many veteran play-by-posters will simply do a "dot-and-delete" post in the gameplay thread. It's also perfectly acceptable to just make an OOC "dot" post and leave it there.


chthncthul wrote:
Also, I to am fresh to the organized play rules. I really only have experience playing the game solo, so there's a good chance I may be misapprehending some things... so, am always very happy to take direction and suggestion this time around.

The only differences are basically with (re)building your deck and that you can not trade cards before the scenario starts. During the scenario itself, the game plays the same way.


Hi Everybody! I'm super excited to participate. This will be my first play-by-post of anything. I'm very familiar with RotR PACG, but haven't kept up with the more recent Adventures, though I do try to keep up with the PACG blog.


I'm in CST. Typical active time 8am-11pm

Liberty's Edge

Where do we look for the "how to PBP for ACG?"


1 person marked this as a favorite.

You can get the instructions through this post.


Thanks for the link, Hawkmoon. That is super helpful. I feel much more prepared now!


I think I've settled on Grazzle, so I'll be the dedicated healer for this adventure, and (eventually) I should be able to share the scouting duties with Adowyn. :)


I just recently finished scenario 3-P which has this reward:

3-P wrote:
When playing the Mummy’s Mask Adventure Path, Season of Plundered Tombs, or Season of Factions’ Favor, when any of your characters visits a trader, he may also visit (and trade with) the trader Sunburst Market.

I'm assuming I'll be able to use that reward in this adventure path, as soon as we unlock another trader?


You are correct.

Liberty's Edge

Hey guys, while i'm pretty keen to use the Goblin's burn deck, I know that Goblin's can be a bit player unfriendly. Pretty cool powers but causes havoc to friendlies. So just wanted to check if everyone is ok with that, else I'll pull out my other deck, gunslinger.


Statistician 7.5 +/- 1.5 (95% Confidence Interval)

I’m Ok with the goblin. I say play what you want.

Liberty's Edge

I also can't seem to find the rule for traders in the guild guide. I just downloaded the latest version 5.0.


Statistician 7.5 +/- 1.5 (95% Confidence Interval)

I think the standard rules for traders are in Mummy's Mask base set instructions. The GM's copied in the modified rules at the top of this thread. Basically, depending on the trader you get to trade a couple of cards from your hand for a particular type of card from the trader. I'm sure it'll all be made clear when we get started.


A goblin character is fine with me too.


Batpony wrote:
I also can't seem to find the rule for traders in the guild guide. I just downloaded the latest version 5.0.

For the first scenario, you don't have access to any traders. You'll earn some traders as a reward in the first scenario.

You can see some details about them in this blog post.


I'm fine with a goblin.


1 person marked this as a favorite.
Statistician 7.5 +/- 1.5 (95% Confidence Interval)

Sounds like an interesting party is forming. A goblin, a lizard, a rat and a succubus...oh, and a couple of those weird-looking humans.


Hawkmoon269 wrote:
Batpony wrote:
I also can't seem to find the rule for traders in the guild guide. I just downloaded the latest version 5.0.

For the first scenario, you don't have access to any traders. You'll earn some traders as a reward in the first scenario.

You can see some details about them in this blog post.

Sorry, I ran out of time to finish this post. So, continuing with how Traders work in Season of Factions' Favor:

One of the first traders you'll earn is Falsin Deek. So, let's say you decide to visit him before the start of the second scenario. He offers items.

MM Rulebook p18 wrote:
For each trader, draw a number of random cards from the box equal to 1 plus the number of characters visiting that trader. These cards must be of the type that that trader is offering, and must have an adventure deck number equal to the completed scenario’s adventure deck number, or 1 less than that number. Display these cards on the trader.

Let's say you an 2 others decide to visit him. I'd put out 4 items (1 + characters) and they'd be from decks B/C or 1.

If you saw an item you'd like, you'd have to pay for it. Falsin Deek says the cost is 2 boons. The rulebook says the items have to be within 1 deck numbers of the card you are buying. (i.e. you can buy 2s with 1s and 2s, you can buy 3s with 2s and 1s). The rules for Season of Factions' Favor says you put one of the 2 in you class deck box and bury the other.

At the end of the scenario, you put the card you got from Falsin Deek back in the base set box (i.e. you can't use it for an upgrade) and you get the card you'd put in your class deck box back. The caried you buried is probably still buried, so you already have it.

I hope that makes sense. Let me know if you have other questions.


Ok. We are just a little over 1 week out from the start. It looks like everyone has chosen a character. If you could go ahead and make a post in the "Gameplay" thread, that would be great. If you want, you can create an alias on your account for the character. This is mine as an example from another table. The text is just the flavor text from Reta's token card in my example.

I will set up the first scenario and list out the locations shortly. That way you can finalize turn order and chose your locations so we can start right out of the gate on March 5th.

Liberty's Edge

Sorry in advance, but I have more questions! Thank you for the earlier explanation on Traders. I was a heavy RotR and SS card game player when it came out but haven't tried anything after, so a lot of this new additions are quite foreign to me.

I noticed the Scourge dice and Scourge table, but am not getting what that is suppose to reference? (besides the lurking spy making a reference to one of the possible scourges) What is this "Scourge" referring to?


No worries. Scourges are curses that mess with your character. They can reduce your hand size, bury cards from your discard pile, all kinds of stuff. Sometimes you will be told to suffer a random scourge. When that happens, you roll the scourge die and get the result of the scourge table.

Think of the Haunts from RotR's Foul Misgivings or the Cannibal Haunts from Cabin in the Snow. See this blog post for more info.

Dark Archive

Thanks again, i'm familiar with curses. So that shouldn't be too difficult to catch up with.

Also, I tried looking at the timings and compiling them in EST, here is the recommended turn orders.

Tup 5.00am-9am
Chthonicthul 6.30am-9.00am
Grazzle 6.30am +
Athnul 9am - 12pm
Succubus 1.30pm - 3.00pm
Skizza 4pm + (So Skizza will start an Australian morning of March 6th )


I am trying to figure out where to start Adowyn, and since this is discussion more than gameplay, I'm moving that question here.

Looking at all the closing conditions, the only ones that Adowyn is really a lock on are the Warehouse, the Dye Market (assuming an appropriate hand) and the Caravanserai. Everything else is either diplomacy or strength, which she'd need blessings to handle. I had suggested Precinct of Left Eyes for her, but even though she'd get a wisdom check (which she'd probably still want to burn a blessing for), she'd then need to be able to tackle one of the others. There are folks to fill all three of those likely locations already, though.

So, does she stick with the Precinct of Left Eyes and trust in the blessings (or other die mod card) coming when needed? Or does she double up on one of the other locations until it is closed (switching to, say, Tarworks until it is closed)? I know that, in general, it seems to be recommended that you split the party early to cover as many locations as possible.

Or, is it better to bail on bringing Adowyn to this party, and switch to something a bit more face-y? I know in PFS, the general notion is that party members bring who they bring and make it work. Since this is my first game like this, I don't know the general culturally-recommended approach. It would be no skin off my nose to bring either a witch or druid, since I have those decks as well.

Also, sorry if the dithering is annoying... I'd rather ask then do something terribly gauche right out of the gate.

Dark Archive

Yeah, splitting is the typically better to avoid villain escapes. But doubling up is not uncommon. If you're not feeling confident in closing a location solo, I suggest to double up on one location.

Silver Crusade RPG Superstar 2014 Top 16

Chthonicthul wrote:

I am trying to figure out where to start Adowyn, and since this is discussion more than gameplay, I'm moving that question here.

Looking at all the closing conditions, the only ones that Adowyn is really a lock on are the Warehouse, the Dye Market (assuming an appropriate hand) and the Caravanserai. Everything else is either diplomacy or strength, which she'd need blessings to handle. I had suggested Precinct of Left Eyes for her, but even though she'd get a wisdom check (which she'd probably still want to burn a blessing for), she'd then need to be able to tackle one of the others. There are folks to fill all three of those likely locations already, though.

So, does she stick with the Precinct of Left Eyes and trust in the blessings (or other die mod card) coming when needed? Or does she double up on one of the other locations until it is closed (switching to, say, Tarworks until it is closed)? I know that, in general, it seems to be recommended that you split the party early to cover as many locations as possible.

Or, is it better to bail on bringing Adowyn to this party, and switch to something a bit more face-y? I know in PFS, the general notion is that party members bring who they bring and make it work. Since this is my first game like this, I don't know the general culturally-recommended approach. It would be no skin off my nose to bring either a witch or druid, since I have those decks as well.

Also, sorry if the dithering is annoying... I'd rather ask then do something terribly gauche right out of the gate.

The close checks are not a strong enough reason to abandon a character and pick a different one. I think you'll be just fine with Adowyn. I would recommend you start her at the Precinct. I generally find that blessings aren't THAT hard to come by when needed.


Fair enough, I'll stick with it then.

Thanks for the feedback.


Also, this is just one scenario. The others might be much more suited to Adowyn's skills for closing. You'll be fine.

You can always move to the Dye Market if you start your turn with a hand that has 3 boons you can recharge.


I'm going to be sending everyone a private message later today. I mention this because with the new website update, you won't get a notification that you have a new message. You'll just need to go check. The way to do that is to click "My Account" then "Private Messages". I'll post here once I've finished sending them all.


My Athnul's got blessings for days! She'll be more than willing to help out, especially when its time to close locations! She's actually in a not too dissimilar position as Adowyn with the closing checks in the first scenario, but should be able to manage to find some extra dice to roll amongst her card loadout.


The new site design is very pretty btw! Looks much more modern.


Ok. I sent everyone at this table a private message. It is about starting a google hangout for the table. But I want to make sure everyone is ok with that. Please don't reply in this thread, just reply to the email. That way if anyone isn't ok with it, that can be kept confidential.

Thanks.


Ok. Everyone was ok with the Google Hangout idea. If you haven't already, please PM me your email address and I will set it up. Thanks.

Dark Archive

Just for reference, I may not be able to access my physical deck at times, but I have took a picture of all my cards on my tablet, and am going to use it virtually.

Deck list:

Dogslicer
Immolate
Oozikinesis
Burning Snot
Bloodscent
Detect Magic
Doghide Armor
Potion of Fortitude
Potion of Beast Skin
Potion of Vision
Reformarium Servant
Frilled Lizard
Blessing of the Gobs 1
Blessing of the Gobs 2
Blessing of the Gobs 3
Deliverance

Dark Archive

OK.. so I just realized the deck handler is supposed to be used as the digital deck! I had some errors in the file when I downloaded it, I think it is due to an older version of excel (2013)? I'm not sure, but for my life cannot figure out how to edit the formulas to make it work. Once I edited the file using google slides, the error seems to be gone. Impressive use of excel though!

Silver Crusade RPG Superstar 2014 Top 16

Tup the terrible - 1001 wrote:
OK.. so I just realized the deck handler is supposed to be used as the digital deck! I had some errors in the file when I downloaded it, I think it is due to an older version of excel (2013)? I'm not sure, but for my life cannot figure out how to edit the formulas to make it work. Once I edited the file using google slides, the error seems to be gone. Impressive use of excel though!

Yes it was written to work in Google sheets, so downloading to Excel might break some things. If you need help getting it set up and using it, let me know and we can have a quick chat.

Silver Crusade RPG Superstar 2014 Top 16

Just checking in, it looks like all of your players are here, so that's great! Looking forward to seeing how all these tables go!


Oh crap, I could have tried to close my location, which also would have avoided the curse... well, live and learn, I guess. One of the hard parts about pbp, you don't get the benefit of people at the table who can gently nudge you when you are about to do something foolish...


Yeah. It happens. There is another ally in there anyway, so I wouldn't worry about it too much.

Dark Archive

Just putting it out there early on things I've picked up this scenario.

Ally B - Embalmer
Ally 1 - Sebti the Crocodile
Weapon C - Bolas
Amror ? - Tussah Silk Coat (from Arushalae, not sure if this from her class deck or not.)

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