[ACG][OutPost I]Hawkmoon269's Season of Plundered Tombs Table 3 (Inactive)

Game Master Hawkmoon269

Loot List
POTENTIALLY SUMMONED CARDS:

Silver Chain Smuggler:

Henchman 2
Type: Monster
Traits: Human Rogue
To Defeat: Combat 12
Before you act, each other character at your location must summon and encounter the Silver Chain Smuggler.
Before you act, succeed at a Stealth or Diplomacy 5 check or you are dealt 1 Poison damage.
After you act, if your check to defeat did not have the Attack trait, examine the top card of your location. If it is a boon, banish it.
If defeated, you may immediately attempt to close the location this henchman came from.

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.

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.

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.

Sandstorm:
Sandstorm
Villain Barrier B

Traits
Obstacle
Weather
Trigger

Check
None

Powers
When you examine this card or discard it from the blessings deck, each character moves to a random location, then examines the top card of his location deck; if it is a boon, shuffle his location deck. Then banish this card.

Theletos:
Theletos
Henchman Monster 3

Traits
Outsider
Trigger

Check
Combat
18
OR
Knowledge
Diplomacy
Divine
14

Powers
When you examine this card, if you have a card that has the Curse trait displayed next to your deck, banish a card that has the Curse trait; otherwise, draw the scourge Curse of Fevered Dreams from the box.
Damage dealt by the Theletos is Mental damage that may not be reduced.
If defeated, you may immediately attempt to close the location this henchman came from.

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.



RULES: TRADERS:
In Season of Plundered Tombs, 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.
When you are dealt Fire damage, if that damage is not reduced by at least 1, suffer the scourge Curse of Withering.
Before building the location decks, choose and set aside a random ally that has the Aspis trait from the box. At the start of the first turn, choose a character to draw that ally.

Replacement Cards:
Remove Curse
Spoiler:
Remove Curse
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
8
OR
Wisdom
Divine
6

Powers
Recharge this card to banish a displayed card that has the Curse trait.
After playing this card, if you do not have either the Arcane or Divine skill, banish it.

Scarab Buckler
Spoiler:
Scarab Buckler
Loot Armor B

Traits
Shield
Alchemical
Healing

Check
None

Powers
Recharge this card to reduce Acid, Cold, Combat, Electricity, or Fire damage dealt to you by 3. If proficient with light armor, you may play another armor on this check.
Bury this card to shuffle 1d4+1 random cards from your discard pile into your deck or to add 2d8 to your check that invokes the Swarm or Poison trait.

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.

Elemental Treaty
Spoiler:
Elemental Treaty
Spell B

Traits
Magic
Arcane
Divine
Basic

Check
Intelligence
Arcane
Wisdom
Divine
4

Powers
Display this card next to your location. While displayed, reduce Acid, Cold, Electricity, Fire, and Poison damage dealt to characters at this location by 1.
When this location is closed, if you do not have either the Arcane or Divine skill, banish this card; otherwise, you may attempt an Arcane or Divine 6 check. If you succeed, recharge this card; if you fail, discard it.

Tablet of Languages Lost
Spoiler:
Tablet of Languages Lost
Loot Item 1

Traits
Object
Magic

Check
None
0

Powers
After the roll, reveal this card to add or subtract 2 from your Charisma or Diplomacy check.
Recharge this card to add 3 to your check to defeat a barrier or your Intelligence or Wisdom check to acquire an item.

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.

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


Sunburst Market
Campaign Sheet


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Grand Lodge

Alf Deck Handler

How many more runs are there in this?

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

We are currently playing 1 adventure, which has 2 remaining scenarios. However, I think the inference from EmpTygers suggestion is that some of us wish to continue beyond that, which would potentially be the full adventure path.

That'd be another 5 adventures, or another 25 scenarios; 27 in total. This would be outside the scope of Outpost, and would simply be something we have chosen to continue (as long as Hawkmoon is willing to run it) to progress our characters, likely for many more months, maybe even a year, or until we no longer wish to.

You certainly aren't compelled to join, but you're very welcome to if you want to continue after this adventure and are still having fun.

Grand Lodge

Alf Deck Handler

It's not so much a like/don't like, as much as 'I won't have the time in about a month or so to give it the justice it deserves' with PaizoCon, a writer thing I go to in June, and then GenCon at the start of August.

Things may change dramatically for the better, but my posting quality HAS visibly degraded the past few months and I do not like that.


Well, first things first. Have we finalized upgrades?

Outpost isn't over. I'm assuming we at least want to all continue with the next scenario. After outpost ends, anyone that wants to continue is welcome to do so. But definitely no pressure to do so. We can also recruit to fill any spots (since we can play with up to 6 players). I'm sure we'll occasionally take a break for a few days, and things might slow down a bit over the summer.

If you don't continue now, we are working on offering more regular games in the pbp forums, so you can look for opportunities to jump in with another group later.


I think we're just waiting for Gronk's upgrade?
Qualzar will be taking the Frost Ray unless Gronk would want the Spell 1 (in which case he'll take the Blessing of Pharasma).

Wei Ji:
Also, the commitment isn't all-or-nothing; when it is time to decide, you wouldn't have to choose between either 27 scenarios or quitting. (For example, you could decide to play out the rest of the adventure, which would only be 1-1 1/2 scenarios.)
But, the choice is definitely up to you, and doesn't have to happen until Outpost ends. As much or as little as you'd like, no pressure.

(I was mostly asking my question to make sure that *Hawkmoon* was okay with continuing!)

Grand Lodge

Alf Deck Handler

I've only got one spell 1 I can see 'Charm Animal'. It doesn't seem like it'd be that handy, but I could be mistaken?

I'll grab one of the Blessings and swap another one out, it seemed to work pretty well in the other game I was in.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

Then we're good to go. For Hawkmoon's benefit:

Gronk: Blessing B
Qualzar: Spell 1 (Adding Frost Ray, removing Lightning Touch)
Estra: Ally B (Adding Onmyoji, removing Sage)
Skizza: Item 1 (Adding Weaponrack Backpack)

Traders (and loot) can be decided after we see the new scenario, but I'm pretty much certain I'll be heading to the Sunburst Market no matter what.

Heads up to the other players: I do wish to take the Spear loot (and presumably will wish to continue to do so indefinitely), and I can take the Remove Curse spell if a scenario power or locations seem to justify it. If there's henchmen running around scourging us with Curse of Daybane and the like; that's a problem. Curse of Vulnerability, however; not a real problem (certainly doesn't make Remove Curse rank higher than Cure).

Grand Lodge

Alf Deck Handler

Do I have to re-acquire the Explorer's Staff from last Scenario?

Blessing of the Gods 0 replaced with Blessing of Desna

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

The Explorer's Staff is gone and you've received your Quarterstaff back that you originally traded away.

At the start of the next scenario (which you can wait to see, if you want), you can go to a trader again. If you want, you can trade your Quarterstaff back for the Explorer's Staff again, or you might choose to make a different trade. You can trade out any card in your deck for any Mummy's Mask basic card at all at the Sunburst Market, which generally seems best here.

Grand Lodge

Alf Deck Handler

But only get to make one trade, right?

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

Correct. Each trade lasts for 1 scenario, so it's 'undone' before the next scenario starts.

To expand on that:
For Sunburst Market; trade away any one card from your normal starting deck for any basic card. If you notice any card in your deck - whether item, spell, weapon or otherwise - that hasn't seemed to work very well, you can always switch it out for anything you want. A new basic weapon, blessing, a Cure spell, anything.

For the other traders we have (which don't seem very good, IMO); it's a little more complicated. To simplify, you trade away 2 cards for one (mostly) random card (could be AD0 or AD1) of a given type, but you do get to choose whether to make the trade after seeing what your options are.

To be fair, if you wanted to cut down your deck to a smaller size (so you could draw your best cards faster) it could be feasible to intentionally go for the non-Sunburst traders.


Contrary (but in this case moot) counterpoint on traders:
Estra and Honaire wrote:

[...]

For the other traders we have (which don't seem very good, IMO); it's a little more complicated. To simplify, you trade away 2 cards for one (mostly) random card (could be AD0 or AD1) of a given type, but you do get to choose whether to make the trade after seeing what your options are.

To be fair, if you wanted to cut down your deck to a smaller size (so you could draw your best cards faster) it could be feasible to intentionally go for the non-Sunburst traders.

Well, another advantage of the other traders is that they offer non-basic B and 1 cards. I'm actually curious about going to Hadden Hoppert, the spell trader. But as mentioned before, I'd like to go with someone else, in case with only 2 choices I get Divine options.

But also, and as also mentioned before, this is all moot for Qualzar when the scenario setup features pesky constructs :(


Future Trader Things:
There is a reward later that lowers the cost of traders by 1. This makes some of those other traders very good choices.


Scenario Rules wrote:
When a character starts her turn at a location that has an Elemental Treaty displayed, or when you close a location that has an Elemental Treaty displayed, display each Elemental Treaty at that location at a random other location.

These Elemental Treaties begin at the Mausoleum and the Catacombs.

Qualzar will want to explore the Mausoleum on his first turn, but if he picks that as his starting location, the Elemental Treaty will move away at the start of his turn. So I'm planning to start somewhere else and move to the Mausoleum on my first turn. Could no one choose the Mausoleum as their starting location? (Though it's okay to move there on your first turn.)

Is anyone interested in exploring the Catacombs on their first turn?
If not, I'll have Qualzar start at the Catacombs, and hopefully chase the Elemental Treaty to a more promising location.
If so, I'll have Qualzar start at the Glass Pavilion to get a free examine there before moving.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

OH GOD.

I'm sorry, I have a phobia of the Glass Pavilion now, after my last table's character had such awful experiences there each turn, coming across the downright most punishing deck 1 triggers that I think it would've been possible to come across in that situation, with those characters at that location.

But then, I'm playing Estra who literally does that effect every turn without much worry, so... Well anyway, Estra can at least complete combat without using up combat spells. Usually.

Anyway, seems like a pretty forgiving scenario so far. Purely beneficial scenario power, and some pretty nice locations. Estra likes the look of the Mausoleum too - she invokes the Undead trait with ease, after all. I think Estra will start at the Glass Pavilion, though - if there's a nasty trigger at the start of her turn, she's well-placed to handle it (since all of her core skills are strong with Honaire's help). So I'll place myself there.

EDIT: I've also noticed that, again, Wisdom seems super over-represented in Closing checks, so once again Gronk and Estra have an advantage in closing locations.

I'm just making my Sunburst Market choice, then I'll post all of my decisions in Gameplay.


I'm waiting on my location in case anyone does want to start at the Catacombs. Though since Estra will be going to examine the Glass Pavilion, Qualzar will start at Hall of Blessed Rebirth if not the Catacombs.

Grand Lodge

Alf Deck Handler

Gronk is going to trade a Dog in for a Camel at the Sunburst Market.

Starting at the Halls of Blessed Rebirth

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

What did Skizza remove to add his new Weaponrack Backpack? I'm not sure he ever said, and I confess I'm curious.

Aside from that, seems we're ready to begin!

The Exchange

Deck Handler

It just filled in the hole from the last trade which was a powder horn.


Note that Qualzar intended to start at the Catacombs, not the Hall of Blessed Rebirth. Sorry that that wasn't more clear.
(Although he didn't make the tempclosing check anyway.)

EmpTyger wrote:

[...] Qualzar will want to explore the Mausoleum on his first turn, but if he picks that as his starting location, the Elemental Treaty will move away at the start of his turn. So I'm planning to start somewhere else and move to the Mausoleum on my first turn. Could no one choose the Mausoleum as their starting location? (Though it's okay to move there on your first turn.)

Is anyone interested in exploring the Catacombs on their first turn?
If not, I'll have Qualzar start at the Catacombs, and hopefully chase the Elemental Treaty to a more promising location.
If so, I'll have Qualzar start at the Glass Pavilion to get a free examine there before moving.

EmpTyger wrote:
I'm waiting on my location in case anyone does want to start at the Catacombs. Though since Estra will be going to examine the Glass Pavilion, Qualzar will start at Hall of Blessed Rebirth if not the Catacombs.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

You're kidding, Villain already!? Well, that's great! Thanks for spoilering the Villain combat Skizza (though this seems like the time when Hangouts would've notified me earlier :/).

Posting my closing check now.

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

Er, as I pointed out; Skizza missed the BYA check of the villain. This might require a re-do of his turn, actually, because if he takes more than 2 damage he'll be unable to use the weapon in combat.

He only had 3 cards in hand when encountering the villain. And the scenario power increases Cold damage dealt by 1, so he needs to pass the Wisdom check or roll a 1 on the 1d4 damage. He can take one of my blessings if needed.

...Uh... hang on. I see the problem. The card that SKizza encountered in the deck does not match the villain in the scenario rules.

GM?


Sorry. The one in the location is correct. The one from the setup post is wrong. When I grab their text for the setup post I type there names into a search function in the db. In this case there were two matches

VELRIANA HYPAXES
VELRIANA HYPAXES UNBORN

We need the first one, but the second one sorted as the top result and I didn't notice. But we just need regular old VELRIANA HYPAXES.

Sorry about that.

Grand Lodge

Alf Deck Handler

So, is it just me or is it exceptionally fortuitous to have managed to have closed two locations in two turns?

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

It is indeed. If we're looking for specific card upgrades, we could even consider choosing not to close a location at this rate.


1 person marked this as a favorite.

Is there some rule for what order how damage effects are applied? I was wondering about how the scenario rule (increase elemental damage by 1), Elemental Treaty, and Hall of Blessed Rebirth would interact with each other. And then I was trying to figure out how the adventure rule (become cursed from unreduced acid damage), and the Curse of Vulnerability itself might factor in.

Like, hypothetically, what would happen if an Elemental Treaty gets moved to the Hall of Blessed Rebirth, and then Estra goes there and fails a check against that Toxic Geyser barrier?

Silver Crusade

Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

I expect Hawkmoon to chime in and correct me, but from my perspective...

  • First and foremost, if you're at a location with Elemental Treaty displayed, I imagine you won't fall prey to the Adventure Rule. The Adventure rule doesn't care how much acid damage you take, it simply cares that the amount wasn't reduced in any way. Elemental Treaty certainly reduces it (even if something else also increased it, the key word remains that some effect reduced it, and so you won't get cursed).
  • If you're already cursed with the Curse of Vulnerability, it will prevent Elemental Treaty from affecting you.
  • Hall of Blessed Rebirth is rather more interesting... but I would imagine there are three possibilities here.

    1. Multiple effects (scenario rule, Elemental Treaty and Location effect) are occurring simultaneously, so choose in which order to resolve them. Or perhaps they 'stack' in a specific way, since one is a replacement effect and others are modifiers.

    2. Replacement occurs first. After all, it says "when you are dealt damage", which seems to nullify the original damage first, replacing it with 1 poison damage (which is increased by the scenario rule, then decreased by the Elemental Treaty to remain at 1). Presumably things that change how much damage is actually dealt (rather than REPLACE the act of taking damage) are treated last, if this is the case.

    3. Consider the rulebook text. "If cards conflict with one another, then Adventure Path cards overrule adventures, adventures overrule scenarios, scenarios overrule locations, locations overrule characters, and characters overrule other card types". By extension, scenario increases the damage dealt, then the location switches the damage to 1 Poison, then the Elemental Treaty nullifies it to 0. This isn't really a "Conflict", though, just a matter of sequencing.

    My personal opinion, and helpful(?) example:

    Personally, I have a strong confidence in option 2. Intuitively to me, you don't check how much damage you actually take until you are dealt it, which the location replaces. I can even give a better example...

    Radovan from the Pathfinder Tales class deck has some interesting interactions with damage. If he is dealt 5 fire damage from a bane, though, and he had Norge displayed... would Norge count him taking fire damage even if Radovan's at the Hall of Blessed Rebirth? I would say no - the damage replacement occurs first, because it prevents the fire damage from ever being considered fire damage in the first place, basically. From there, Elemental Treaty and Radovan both decrease the poison damage by 1, and the location power increases it by 1, causing him to take 0 damage overall.

    The alternative to consider is that Radovan was just dealt both Fire and Poison damage in the same damage step, even though the fire trait was never applied. He has another Devil form that's almost identical to Norge but triggers (and grants immunity) from poison damage. Would BOTH devil forms trigger? I highly doubt it, and would put forward that the fire damage never existed, only the poison replacement.


  • Hall of Blessed Rebirth says "When you are dealt damage, instead you are dealt 1 Poison damage." And the key is "instead". That means the thing it replaces never happened. See Vic's comment here. So, at the Hall of Blessed Rebirth, whatever damage you were going to be dealt never happens and you are dealt 1 Poison damage instead.

    Toxic Geyser:
    Toxic Geyser
    Barrier B

    Traits
    Trap
    Acid
    Fire
    Poison
    Veteran

    Check
    Dexterity
    Acrobatics
    Wisdom
    Survival
    5

    Powers
    The difficulty to defeat is increased by twice the scenario's adventure deck number.
    If undefeated, roll a number of d6s equal to the scenario's adventure deck plus 1. For each die:
    1-2. You are dealt 2 Fire damage.
    3-4. You are dealt 2 Acid damage; discard a weapon or armor.
    5-6. You are dealt 2 Poison damage.

    That means the roll from the Toxic Geyser doesn't really matter. It will deal you 1 Poison damage. Even if you roll a 5 or 6, it will deal you 1 Poison damage, not 2.

    At that point, any rules about the damage kick in. So, the scenario power increased it by 1 (1+1 = 2). Elemental Treaty reduces it by 1 (2-1=1). (Thanks to the order of operations you can apply those in any order really.) And you could of course play other cards to reduce it as well.

    It isn't Acid damage, so the adventure power doesn't matter. If you had Curse of Vulnerability it wouldn't interact since that Curse doesn't care about Poison damage.

    Curse of Vulnerability:
    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.

    So you are left with 1 Poison damage.

    As for Radovan, you are correct that, again, the replacement happens first and the thing that it replaced never happened.


    Wei Ji:
    Yep, you can use Qualzar's Blessing of the Gods. Good luck!
    Actually, Estra has offered a blessing that recharges when used for ally checks (Sign of the Thrush). So that's probably better to use.

    Hawkmoon:
    Thanks for the example walkthrough!

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Couple of notes:

    First, as per my notes, I request the use of my blessing over EmpTygers. Same outcome, but it recharges.

    Second, Lightning Storm isn't banished, and the 1d4 didn't do anything. It only triggers at the start of the turn, not when you encounter.

    EDIT: I'll leave it up to the GM as to whether to keep the Lightning Storm roll or not at the beginning of your next turn. My Deck Handler's been updated.

    Grand Lodge

    Alf Deck Handler

    Edited to reflect, edit window now closed.

    GM, may we please save that 1d4 for the start of the next turn when someone encounters the Lightning Storm, since it was rolled for the effect?

    Thank you.


    Yeah. Just put in your post when you start your next turn that you already rolled a 4.

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Personal strategy opinion:
    We are most certainly not in any rush, after so rapidly closing the first two locations. However, leaving the turn there seems a bit awkward, since you're not drawing any cards and still have no weapon or combat spell in hand, meaning you're poorly suited to dealing with any monsters.

    Discarding allies to explore would both clear more cards in the location deck (hopefully) and empty your hand to draw weapons. If you did come across a monster you couldn't beat - you'd only take 2 damage due to the location effect (+scenario power), and you'd still have your Cure spell in hand. Using that spell in that situation would likely end up healing most, or all, of your discard pile and let you redraw a full hand. In short, there wasn't any risk of losing your hand between the location power and your mighty Cure spell. (Unless you came across an effect that said something like "discard X cards in hand".)

    If you didn't want to explore (such as worried about encountering the villain - which would indeed be very bad), recharging Azaz, Arafe, and Zazu would have given you some information on the location, whilst letting you draw a replacement card. You can also recharge your Wolfhide armor at the end of your turn, again letting you net a replacement card without costing you anything.

    Instead, I worry that you have a hand comprised of a heal spell - when you have no discard pile - an armor - which does almost nothing at a location that eliminates almost all damage dealt to you (and the Dex bonus is not comparable to a blessing that you could've redrawn) - and two allies when you're not confident in exploring with them, because you don't have a weapon or combat spell. Gronk's tiny hand size of 4 means that he needs to keep a careful eye on what options are in his hand (usually, ideally at least 1 weapon or combat spell, at least) to be able to handle the unknown of normal explorations, and he's left himself with a hand that doesn't really do that.

    To be clear; I'm more worried about the effectiveness of your next turn, rather than what you elected to do (or not do) on this turn, since you had 2 successful explorations - which is nothing to sneeze at for a 4 hand size character. In the unlikely event you encounter the villain next turn, you will almost certainly be unable to defeat it without any means of combat, and failing combat against a villain is pretty terrifying proposition. Perhaps move to a location that can't have the villain, like the Glass Pavilion? You could also explore safely by checking the top card with Azaz, Arafe and Zazu, but you could've also done that before resetting your hand, as I noted before.


    Agent Eclipse:
    I think you're the only one currently with blessings. Could I borrow one for the Intelligence 8 closing check?

    Yewstance:

    Spoiler:
    For one thing, Wei Ji shouldn't "know" that the Lightning Storm is dissipating on his next turn. Your course of action relies on the armor and cure not being useful cards next turn, but we shouldn't know that Gronk will miss what likely would be 2 poison damage. I don't think it's sporting to adjust play decisions based on that.

    But more importantly, Wei Ji has already mentioned that he doesn't like playing with a mindset of 'one true build' and 'only this way wins', and I think we all should try to respect that. His choice to play conservatively is reasonable, for both that turn and in general.


    Yeah. If I'm letting his 4 from the d4 stand, you can't do anything based on that knowledge, such as moving there because you know it won't be around for your second turn. Otherwise, I'll have to say to roll again.

    The Exchange

    Deck Handler

    You got it Qualzar! Sorry I replied later than I wanted to...been at the doctors.


    Sorry team- didn't have the best d10 that turn. Despite stalling and using a blessing, I couldn't close the location :(
    At least we're still in good shape with 2 locations closed.

    The Exchange

    Deck Handler

    Gah sorry my blessing didn't pull it off. Can never tell if it is a true blessing or tinnitus with Skizza. How is your hearing? Any ringing?

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Correction:
    Just to clarify, the Lightning Storm didn't factor into my suggestion. I could certainly see a very compelling reason not to dig further and Cure himself based on that, but I'm still unsure as to the role of the Armor or keeping Azaz in hand rather than recharging one or both. Unless burying the Armor to save one other card is desired, which seems unlikely with a Cure in hand.

    But very well.

    Bad luck on the closing check!


    No ringing, but Qualzar does keep his doctor on hand :)

    And this means that Estra has to stay cursed a little longer- hope that there are no ill effects from that.

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Apologies:
    Apologies for my earlier comments. Especially considering the 75% effective likelihood of 2 guaranteed damage leading to Gronk starting his next turn (post-Cure) with an almost empty hand either way.

    More importantly, especially given earlier statements about playstyles; my opinions were both uninvited and not relevant.

    Side-note, what a series of poor rolls for Qualzar, eesh. Also, I'd like us to spend cards/blessings if they will help us acquire a Blessing 1 during this scenario.


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    Yewstance:
    Clearly Qualzar was deliberately leaving the location open so that we could go for the 2-3 blessings located there :)

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    I just noticed. Gronk acquired a card with the Animal Trait (Azaz Arafe and Zazu), which means he can recharge the Frog in his discard pile due to his druid power, incidentally.


    I was expecting to have Qualzar work on cleaning up his mess at the Hall of Blessed Rebirth. But if the Gholdako is evadable, Qualzar might be the best person to go to the Ruined Amphitheater, as he could safely start his turn there.

    Hawkmoon:
    Could you provide in the header the text for the Gholdako henchman summoned by the Ruined Amphitheater?


    Dang it. That should be Ruined Temple. I'm so sorry. Let me fix that now.


    There fixed. Again, so sorry about that. Ruining so many games at once is a bit of a challenge.

    Grand Lodge

    1 person marked this as a favorite.
    Alf Deck Handler
    Hawkmoon269 wrote:
    There fixed. Again, so sorry about that. Ruining so many games at once is a bit of a challenge.

    Was that a work of Freud there? :P Thank you for running this one so far?

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    No worries, and thanks again for running this game!

    I've already seen that Gronk's recharged his Frog (nice!), and I'll be posting my turn sometime in the next hour, most likely.


    Gronk, The WoodWose wrote:
    Hawkmoon269 wrote:
    There fixed. Again, so sorry about that. Ruining so many games at once is a bit of a challenge.
    Was that a work of Freud there? :P Thank you for running this one so far?

    Ha. Yeah. It seems my subconscious is working against me.

    Silver Crusade

    Deck Handler // Searching for: Blessing 6 > Spell 6 > Spell 5 > Item 4

    Turn posted. Do note I've examined the top card of the Hall of Blessed Rebirth, so you know what's coming up. I'm also apparently swimming in Cure spells, so we don't really need to worry much about spending cards.

    On the flipside, we're doing really well on time, so we don't need to worry about taking it slow. Basically, we've got this under control either way.

    Also note that the Hall of Blessed Rebirth is going to be almost entirely made up of banes (depending partially on whether the villain escaped there or not), so it may be worth ignoring it and moving to somewhere less filled with death. There's no henchmen left there either, but we can always push the villain there or temp-close it if needed.

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