[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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Anyone have any opinions on whether Qualzar should head to the Ruined Amphitheater Temple? He has blessings in hand to satisfy the closing check, but I don't like the prospect of having half of my hand (3 blessings + Acid Jet) being bury on use. On the other hand, someone's going to have to go there eventually.

If not there, the only other real productive thing for Qualzar seems to be to make a run at the Hall of Blessed Rebirth, with potentially 4 explores while having Mirror Image for defense?

(Assuming no major changes during Gronk's turn, of course.)

Silver Crusade

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

The issue is that "bury divine cards" hurts everyone in this team significantly except for Skizza...

...who is currently holding a hand full to the brim with blessings and empty on weapons.

Honestly, I think it's fair for Qualzar to go there. Acid Jet isn't really bury on use, per se, because you can (and probably should) just always use your sorcerous combat power instead, unless the monster is immune to the Mental trait.

Estra, with Honaire and her spear in hand, can actually fight half-well without relying on combat spells, but she's currently got no blessing in hand. in fact, she has the fewest blessings in her decklist (3) of any purely Divine caster I can think of off the top of my head. Gronk is also reasonably well suited there, but again, no blessing in hand currently.

EDIT: As an aside, I should consider finding a way to banish a spell from my deck somehow. Both Conch Shell and the loot Spear can be revealed to add 1d6 to my Perception check, which makes the Basic combat spell Mind Thrust (that can use Arcane or Perception + 2d4 to fight) way better, even as a once-per-scenario combat spell (it will be banished after use since I'm not an Arcane caster, but it'll often surpass any of my other combat checks by up to 2d6).

Hm. Also, rules question (GM?). Inflict Pain lets me add my Perception Skill to a combat check. I'm going to assume that 'adding a skill' is not the same as 'making a check', and so I can't increase the value of what I add by cards that add to my Perception check, like Conch Shell and Spear of the Watchful Guardian?


You are correct. "add your skill" isn't the same as "use your skill". When you "use your skill" your skill becomes a trait of the check. And that is what makes other cards works with that check. So, when you use your Perception, the check has the "Perception" trait. Your Conch Shell cares about checks with the Perception trait.

But when you add your Perception skill, it doesn't get the Perception trait, so it isn't a perception check.

MM Rulebook p11 wrote:
If a power adds an additional skill or die to a check, that skill or die is not added as a trait to the check. For example, a card that adds your Strength die to your combat check does not add the Strength trait to your check.
MM Rulebook p12 wrote:
Some cards and powers affect only specific types of checks, such as Dexterity checks, Acrobatics checks, or non-combat checks. If, on your character card, the skill you’re using refers to another skill, both skills count for the purpose of determining the type of check. For example, if you’re using the Arcane skill on a combat check, and your character card says that your Arcane skill is Intelligence +2, the check counts as both a combat Arcane check and a combat Intelligence check. Traits also determine the type of check; for example, if you’re attempting a combat check and you played a weapon that added the Ranged trait, it counts as a Ranged combat check.

Grand Lodge

Alf Deck Handler

Lost track over the weekend, will post in the morning.

Grand Lodge

Alf Deck Handler

Posted. Sorry for delay. Feeling the fails. Go team. Win it.

Silver Crusade

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

Wei Ji:
I'm afraid "Reveal" isn't the same as "Displaying". Basically just by having Wolfhide Armor in your hand, you get to reduce the damage taken, but it doesn't leave your hand. Since it's still in your hand, you don't get to redraw a new card (nor should it be in your Displayed column) so you'll need to amend your deck handler.

EDIT:
More importantly, you can't reveal the Wolfhide Armor to reduce the damage, because you didn't take combat damage. Due to the location effect, you took 1 poison damage instead. Then, due to the scenario power, that's increased to 2 poison damage, so you'll need to bury the Armor or discard 2 cards.

Grand Lodge

Alf Deck Handler

*shrugs* Will fix it at some point when I have time, if I remember, when I'm not failing. Go Team.


Outpost officially ended last night. What does that mean for this game? Not much. I just want to say thanks for being part of it. I think our first ACG PbP "convention" or "event" or whatever it is was a success. I've reported boons won to the organizers. We'll keep playing and keep having fun.

Silver Crusade

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

And thank you for running it!

Is everyone here interested in continuing? Wei Ji expressed some reservations about his availability in the coming months; if that's the case should we try to finish this adventure or just this scenario before making further decisions on the group? If Wei Ji leaves, we'll be down 2 players from the original intended team size, so would we want to open up recruitment to anyone else? Is recruiting players after an adventure starts considered acceptable or expected?

Unlike in a face-to-face, a new player can certainly catch up on prior experiences, given the patience. At minimum, he can read the scenario intro/outro texts and the rewards over time.


Well, I think everyone is intending to finish this scenario at least. Then we can see about the long term plan. Even if no one drops out, seeing if others are interested might be something to consider, just since we have the space.


Play PACG Play-by-Post? Feel free to use my custom Deck Handler. An index of my other Deck Handlers can be found here.

Nice work, Skizza! I'll be taking my turn in the next 4 hours or so.

One thing to note, and 1 question, though.

Eclipse:
You should have rolled 1d8 extra damage for your power, not 1d6, since you took a power feat to upgrade that.

GM/Hawkmoon:
So... After the check, Skizza's ability added the fire trait to the check to defeat the Warrior Dolls, which due to the Warrior Dolls should add an extra die. I assume that does make it retroactively add your original die, as Skizza rolled (+1d4 on top of the power)? It seems odd to refer to adding a die to a roll you've already made.

But on the flipside, as a comparison, if the bane said "if your check to defeat has the fire trait, add 1d10", it makes sense to me that Skizza using his emergency-bonus-die ability would add an extra 1d10 and I wouldn't question it.

The Exchange

Deck Handler

Woops you are right. Forgot.

Gonna go update the math to make sure it doesn't make me actually discard BoAlk.

Updated!

On the second matter I added the die because I interpreted as it constantly checking for the traits on the check and my power states it adds it to the original check thus invoking the extra die. That is at least my perspective.


The Catacombs actually aren’t closed- because the villain is there! Glad she wasn’t in the Hall of Blessed Rebirth.

The Exchange

Deck Handler

Ah okay. How does that work with "When Closed" effects. Do I need to take the lizard back out of my hand and draw another card?


RE: The Fire trait. I'm actually not totally sure. I'll do don't research. But I'm fine with adding the die right now.

RE: Catacombs. Since the location didn't close, the When Permanently Closed power doesn't activate. So you need to get rid of the lizard.


Estra’s looking for a Blessing 1.
Qualzar would want an Ally 1 or Blessing B, both of which we’ve already acquired.
Is there a particular boon that Gronk or Skizza would want, that we should hunt for before facing the villain?

Silver Crusade

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

Quick strategy question. Before I even move, the Glass Pavilion caused me to scout the henchmen at my location.

This is kind of frustrating, because I know there are 2 blessings in the Glass Pavilion (since we've found the villain), and I really want to pick up a Blessing 1 for card upgrade purposes. As a result, I'm kind of tempted to just kill the Henchmen, choose not to close the location, then continue to explore and clean it up the hard way (and/or temp close it when the time comes for us to fight the villain).

The counterargument is that, since there's no Henchmen in the Halls of Blessed Rebirth (due to Qualzar early in the scenario), there's 2 blessings in that location and a full 3 blessings in the ruined temple. There are 7 blessings in all location decks right now, with only 2 in the Pavilion. Is that really enough of a reason to keep it open to hope to grab a Blessing 1?

If anyone chimes in with supporting or dissenting opinions on just 'going for the close' or going for my selfish card upgrade, I'll probably go with that. I'm tempted to be selfish and not close, if only because we can most likely finish this scenario on-demand already, with 4 remaining locations, 4 of us and a known villain spot.

I'll post my turn in the next couple of hours, most likely, either way.

EDIT: Wow! Ninja'd by EmpTyger by a whole 7 seconds.

2nd EDIT: In addition to what EmpTyger said; keep in mind we get a Card Feat for this scenario, in case that adjusts your card upgrade decision.

The Exchange

Deck Handler

Nothing in particular for a B or 1.

With the time left we can leave it open to better our chances at getting the boons people are after. I don't think it is a big of a risk either way since we have the villain cornered.


Yewstance:
What about postponing the decision? ie Leave the henchman unencountered on top for now, and move to either the Halls of Blessed Rebirth or Ruined Temple to dig there.


Hawkmoon269 wrote:
Outpost officially ended last night. What does that mean for this game? Not much. I just want to say thanks for being part of it. I think our first ACG PbP "convention" or "event" or whatever it is was a success. I've reported boons won to the organizers. We'll keep playing and keep having fun.

Also, thank you too Hawkmoon! This has been a very fun introduction to PbP, and I'm really glad I decided to join in.

Silver Crusade

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

Yewstance:

What about postponing the decision? ie Leave the henchman unencountered on top for now, and move to either the Halls of Blessed Rebirth or Ruined Temple to dig there.

Too late, I've taken my turn. ^^' Flavor will be edited in shortly.

I did consider moving, but ultimately I feel we have time to explore every remaining location, without actually henchmen-closing them, if we so chose (there's now 22 cards, including the Villain, left in all location decks combined, and we have 19 turns left and Cure spells). If any of you decided to just go for the villain and end the game, on the other hand, then I'm now in the best location that I can be to temp-close.

I also like being certain that my first encounter is a monster, because it gives more value to my start-of-turn encounter ability (which buffs my Strength rolls) and lets me draw an extra card (potentially another bonus exploration), so I saw the opportunity to cycle more cards in my hand whilst also exploring aggressively.

I also seem to recall that Glass Pavilion actually has a beneficial effect on its closed side... but the Scenario Update doesn't mention text that's exclusively on the opposite side of the card. Can't be certain.

Either way, perhaps it would have been smarter to jump to the Halls of Blessed Rebirth (I wouldn't want to go to the Temple; the location penalty is too great) and delve deeper into there, which is already henchmen-less and carried 2 blessings itself. But my turn worked out in my favor, and I'm now good for my Card Upgrade (don't know about everyone else).


Male Gnome Sorcerer/Impeller Deck Handler

Yewstance:
Well clearly that was the right play :)

Unless there's a specific type of treasure that Wei Ji wants to search for for Gronk's next upgrade, I think we're all set for Skizza to finish off the villain on his next turn!

Spear of the Watchful Guardian rule question:
Estra and Honaire wrote:
I can recharge the Spear for combat, THEN discard it to reroll if required, correct? I'm moderately certain that's the case, since you don't actually finish an action with a card until you know for certain where it's going (except for Reveal/Display), which can, for example, lead to spells like Remove Curse being "recharged, then Banished instead".

I don't think it works because it seems to be a separate power. But I'm not 100% sure.

MM rulebook p8-9 wrote:

[...]

When you reveal a card, it does not leave your hand. When you display a card, it leaves your hand immediately. When you play cards by performing any other actions, set them aside while you process their effects.
[...]
While set aside, a card does not count as being in your hand, your discard pile, your deck, or anywhere else.
[...]
If you play a card in such a way that it leaves your hand, that action can trigger only 1 power.
[...]
If you are instructed to play, reveal, display, discard, recharge, bury, banish, or otherwise manipulate a card, that card must come from your hand unless otherwise specified.
[...]


Yeah. I've always played it that you couldn't discard for reroll if you recharged it. Once you recharge it, it isn't in your hand (even if it is set aside while you process the effect).

Silver Crusade

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

Good to know on the Spear, thanks. The wording is a little different on, say, Hell's Vengeance 2's 'Shadow Barbs' (a spell that recharges for use, then can be discarded for a reroll, then you can pass an Arcane/Divine check if it was discarded to recharge it anyway, but that's kind of made explicit in the text), but that was my point of reference. The rulebook quotes provided seem to make certain that's not how it works for the Spear.

Silver Crusade

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

Oh, Wei Ji. Your deck handler looks fixed, though you can redraw your Quarterstaff (just type it in) that was in your hand last update. If you chose to bury your Wolfhide Armor, your hand wouldn't have changed - it just went to a different zone.

Grand Lodge

Alf Deck Handler

Sorry, this wasn't updating for me. Posting.

EDIT: Turn complete, use Gronk's things if they'll help you. Go team.


Finish it up Agent Eclipse!

Note that Qualzar has 3 blessings in his hand- he needs 1 to tempclose his own location, but he'll use the other 2 to help ensure that Estra and Gronk make their tempclosing checks.

Silver Crusade

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

I have the highly useful blessing of Thoth, in this situation. It can give Skizza 2 dice to his check against the villain (due to adding Cold) or it could give 2 dice to Gronk and I. I've got a BotG.

It makes most sense to me, based on the various chances, to do the following.

My recommendation (based on light statistics) on how to spend blessings for the final closing-and-villain checks:

  • Estra makes temp closing check (+1 die from Qualzar's BotG) - 2d10+3 >= 6
  • Gronk makes temp closing check (+2 dice from Estra's Blessing of Thoth) - 3d10+1 >= 7
  • Qualzar temp closes (buries BotG)
  • Skizza fights Villain (+2 dice from Estra's and Qualzar's BotGs, plus burying his pistol, plus his optional power) - (don't know the exact rolls, since I don't know Wheellock Pistol from memory, but something like) 4d10+1d6+3+1d8 >= (13 or) 16
  • Those use of blessings lead to a 99% or higher odds on every single relevant check. Even with 1 less blessing on the villain fight check, the chances should still be around 99%, so we're almost autopassing everything, statistically speaking.

    When Skizza takes his turn, I formally give him permission to bot my temp closing check (just spend one of Qualzar's Blessings of the Gods on it). I don't really feel like there's a need to wait for people to make all-but-guaranteed game-ending checks individually.

    Grand Lodge

    Alf Deck Handler

    When you do all this math it always explodes in your face, though? Am I wrong?

    EDIT: Is there any problem with taking our time and doing this 'right'?

    Silver Crusade

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

    I mean, I hardly call it math when I'm just plugging numbers into anydice.com, honestly. I just count how many blessings we have and what checks we make.

    No, there's no problem, but given out different timezones it seems odd for me to wait 8+ hours, potentially, to wait for me to simply make a post saying "dice roll 2d10+3". ^^'

    Silver Crusade

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

    Qualzar needs to make his temp closing decision before reading this:
    That's game, everyone! Huzzah!


    As mentioned earlier, I used one of my 3 blessings to close Qualzar's own location. (And posted again just now to make it "official".)
    So yep, that's a win! Yay team!

    Silver Crusade

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

    Great work team!

    So given that we're about to be picking our deck upgrades, I feel I should check something, lest I unintentionally handicap my progression.

    I currently own (and have registered with cartmanbeck) both the Ultimate Magic Add-On and the Ultimate Combat Add-On decks. The question for the GM is as follows.

    Choice of Ultimate Add-On, and OP rules thereof:

    If I choose to add one of my Add-On decks for Estra now, it is my understanding that I cannot choose to remove or replace my choice of Add-On deck down the line for her as my Organised Play character, correct? If that's the case, then I won't include either of my add-on decks now, and see what the Add-On decks down the line provide (admittedly, I'm kind of holding out for Ultimate Wilderness, and by the time that comes out Estra may be through most of her tiers anyway).

    However, if I'm wrong, and I can 'switch' to a different Add-On deck later, then I'll happily include one of my existing Add-On decks now to greatly expand my upgrade options, and amend it to something better (if a better alternative comes along) down the line. I would assume, if I did switch to a new add-on deck, I'd have to remove all of my old add-on deck boons between scenarios and replace them as per the Hierarchy as if they were all banished.


    Ultimate Add-on Decks:
    I've read it as being a permanent kind of thing. Or at least that you couldn't switch back and forth. I say that simply because the rules only talk about adding an add-on deck, they don't say anything about removing one. But it is a fair question and probably one worth asking in the card guild forums.


    I'm interested in continuing!

    As far as upgrades: I'll take the Ally 1 (Incanter), unless someone else wants it, in which case I'd take a Blessing B (Blessing of Pharasma).

    As far as loot: I'm definitely interested in the Tablet of Languages Lost!
    The Elemental Treaty I would also be conditionally interested in, depending on the scenario. But I would defer if someone else wanted it more.

    Silver Crusade

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

    Woo! Flying-Pyramid Hunting!

    Estra's Card Feat and Card Upgrade:
    Assuming I don't hear anything about being able to switch Add-On decks down the line, I'll just be sticking with the Occult Adventures 1 class deck.

  • Card Feat: Ally
  • Estra will rebuild her deck with the Basic Ally: Sage
  • Card Upgrade: Blessing 1
  • Estra will replace Blessing of the Gods with Sign of the Daughter
  • Sign of the Daughter:
    Traits
    Sign

    Powers
    Discard this card to add 1 die to any check. If the check is against a spell, recharge this card instead.

    Discard this card to explore your location. If you encounter a spell, recharge this card instead.

    When you play this card, you may reveal another blessing that has the Sign trait to treat this card as if it has that card's powers.

    New Loot:
    Well, the actual bona-fide Loot cards have all been wonderfully useful for one member of our team each time, and now it's Qualzar's turn. The Tablet of Languages Lost is effectively +2 (or -2) to every combat and recharge check Qualzar makes, as a Charisma-based caster, as well as the usefulness against barriers and acquiring items.

    It actually seems overwhelmingly good; basically 2 skill feats worth. The +2 to Intelligence headband loot in Rise of the Runelords (which made Ezren all the more absurd) was at least late in the game! XD

    Regarding continuing:
    As I've mentioned, I'm 100% in favour for continuing.

    If Wei Ji doesn't have the time or interest to continue, as the indication was floated, we could consider putting the adventure path on hold (depending on how long that would be) for their return. If we're going to continue, then I'd encourage opening up recruitment for a week or so. Some players may be fine with joining an AP a little late (and the Tier progression rules even allow for a bit of catchup).

    We also have one more scenario left in the Adventure, so we can complete that before deciding whether we are going to change the team or stop; so we can get the Adventure Reward boon (Opening up Zadim for OP via the Inquisitor deck, I believe?).

    Grand Lodge

    Alf Deck Handler

    We have one more to finish this? Okay.

    Silver Crusade

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

    That's up to you. I was making the suggestion that there's one more scenario for the adventure (and corresponding reward), but you only have to play for as long as you're enjoying doing so and have the time to do so. Outpost is over, for one thing. ^^

    Grand Lodge

    Alf Deck Handler

    I've already had one fatality and I'm getting jack-all from all that time and effort from the other game.

    Might as well try to see this one to completion, and if it goes south then I can step away from ACG just like I would have from CORE if my first CORE character died in the first fight they were in. True story, almost bled out in The Confirmation in the first encounter.


    My sympathies, Wei Ji. I don't know how character death works in guild play, but my first PACG character died during her first [non-guild] adventure. A costly learning experience.


    Guild play can be more forgiving with character death, but only after you've completed a few adventures. Essentially, if a character dies the table can pool their "die bumps" and collectively spend 3 of them to raise the character at the end of the scenario (they get the reward and everything). But until the characters you are with have enough die bumps to have 3 available, there isn't anything you can do.

    Sorry to hear about that. Hope it doesn't spoil the fun of the card guildfor you too much. The good news is that after you all complete the next scenario, you'll be able to raise someone should that unfortunate thing happen to one of you.

    The Exchange

    Deck Handler

    Card Feat: Ally (Taking Basic Master Gunner)
    Upgrade Choice 1: Blessing B (Blessing of Calistria)

    Grand Lodge

    Alf Deck Handler

    Where is this 'Card Feat'?


    It is the reward for completing your fourth scenario at the current tier. On the back of your character card is your deck list (the number of weapons, spell, armors, items, allies, and blessings you have in your deck when you rebuild it after each scenario). There should be check boxes next to most (if not all) of the various types. That lets you expand your deck from 15 to 16 cards.

    For example, here is Lini from Rise of the Runelords. She could choose Spell and go from 6 to 7 spells. Or Ally and go from 3 to 4.

    Silver Crusade

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

    Just indicating that I've changed my profile picture... because when browsing the images by date, I found multiple actual pictures of Estra. When I check "Human", "Female" or "Iconic" (all of which are even listed on the pictures), pictures of Estra don't show up at all, however. I'm going to report that on Website Feedback.

    Grand Lodge

    Alf Deck Handler

    What's leftover after everyone else gets their pick of wants?


    Spell B
    Ally B
    Blessing B

    (Although, if you'd rather take an Ally 1, you can have it and I'll take a Blessing B instead.)

    Grand Lodge

    Alf Deck Handler

    I would like to take Ally 1, Add Ally as my Feat bonus, and then select Druid of the Flame for my bonus Ally.

    Is that okay?

    Silver Crusade

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

    Seems fair, that means everyone's card upgrades have been chosen!

    Skizza: Blessing B
    Qualzar: Blessing B
    Estra: Blessing 1
    Gronk: Ally 1

    I'm not sure Agent Eclipse/Skizza has explicitly confirmed his interest in continuing, or if so I can't find the message. Outpost is over, and we've one more scenario left of the Adventure. Nobody has to continue if they don't wish to, or are unable to find the time.

    EmpTyger and I have stated that we're good to continue as long as we can, largely. Wei Ji, it sounds like, wants to complete one more scenario to finish off this Adventure and grab the reward (ability to play Zadim in OP), correct?

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