[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

Someone figure out that complicated stuff, then. Meh.


Wei Ji:
You need to roll 1d6, which will determine which location Gronk is moved to at the start of his turn:

  • 1) Crypt: you trigger the Aghash
  • 2) Peasant Tombs: maybe trigger
  • 3) Scorched Obelisk: no trigger
  • 4) Surgery: no trigger
  • 5) Embalming Parlor: no trigger
  • 6) Precinct of Left Eyes: maybe trigger, and need to recharge an ally (Dog) to move

But after the Sandstorm happens, Gronk can take his normal move.

So on a 1, 3, 4, or 5: you can just move back to the Crypt and your turn doesn't change. (Triggering the Aghash wouldn't get in the way.)
On a 2: unless you hit a trigger that affects your cards or shuffles the Crypt, your turn doesn't change.
On a 6: unless you hit a trigger that affects your cards or shuffles the Crypt, you can recharge the Dog to move back to the Crypt, and the rest of your turn doesn't change.

So, in most cases, you turn will probably stand!

[Although this assumes that there isn't a trigger that Skizza or Estra hit that could change the situation.]

Grand Lodge

Alf Deck Handler

Done, hopefully no one else upsets that balance. Sorry for impatience, was trying to get to work on time.

Silver Crusade

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

Nice work all! Another location closed.

Qualzar ended up at a better location, since that blessing he just spent is going to be healed straight back up. Estra and Skizza ended up at worse locations; Skizza is going to find it hard to move, and Estra is going to find it hard to move and has been robbed the Surgery healing. But all in all, a reasonably toothless Sandstorm.

Silver Crusade

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

Just checking if Skizza is okay if I use a blessing to help acquire an Item 1 card? Primarily for Card Upgrade purposes, but like any spare boon it's basically an exploration in Estra's hands. I'm thinking the Blessing of Alkenstar, as I'm very confident it would recharge.

The Exchange

Deck Handler

Oh for sure.

Silver Crusade

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

Thanks. For the record, I used Blessing of Alkenstar for a 1d6 and managed to hit the target exactly, so it goes to the top of your deck. Unless you'd prefer to discard or recharge it. :)

The Exchange

Deck Handler

Oh that is awesome! On top it goes!

Silver Crusade

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

Hm. And now, thanks to Aunty, I've examined a Fire Hydra and may explore into it. I can beat it in a fight and handle the BYA check, but Skizza may take fire damage (which can be Buckler'd away, but there's also the Lightning Storm next turn) if he doesn't pass a check, and I'd need Qualzar's Blessing of Ra to actually kill the creature.

Having 2 people and no way of natively gaining a trait to perma-kill the Hydra is unfortunate... but I don't think it's worth letting my exploration (that I've already discarded an Ally for) go to waste. Besides, it's not like Skizza can move from this location anyway due to lacking an ally in hand.

Permission to use Qualzar's Blessing of Ra to kill the creature?

Bah, too much can go wrong. Even with Honaire's help, I actually have good odds to fail the BYA check, which would have a 50-50 chance of wiping my hand and destroying my chance of killing the Hydra. At least it would shuffle the deck, but at too high a cost. Annoyingly, I think I have to end my turn here and skip the exploration...

EDIT: Okay, I've posted my turn. That Fire Hydra may be a headache, as will Skizza's inability to move from this location. As mentioned, Qualzar may want to try evading it and go for the deck shuffle, given none of the top 3 cards are nice for any of us.

On the plus side, I've now got a Remove Curse, which will most likely be used at the start of Skizza's turn one way or another - either on him if it'll help him immediately, or on me if it won't. Also, we've now got an Item 1 for Card Upgrade purposes, and we've got some more information about a location.

Grand Lodge

Alf Deck Handler

My cards are packed away for PaizoCon and I have no idea what the ones in my hand can do.

Eeesh.

I want to move to the Peasant Tombs, but it'd be 'moving blind' and then 'playing dumb' because I don't know.

...sorry.

Silver Crusade

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

I gotcha, Wei Ji.

Sickle:
Weapon B

Traits
Knife
Melee
Slashing
Finesse
Basic

Powers
For your combat check, reveal this card to use your Strength or Melee skill + 1d6; you may additionally discard this card to add another 1d6.

Viper Strike:
Spell B

Traits
Magic
Arcane
Divine
Attack
Poison
Basic

Powers
For your combat check, discard this card to use your Arcane or Divine skill + 2d4.

After playing this card, if you do not have either the Arcane or Divine skill, banish it; otherwise, succeed at an Arcane or Divine 6 check to recharge this card instead of discarding it.

Blessing of Bastet:
Blessing B

Traits
Divine
Bastet
Gambling

Powers
Recharge this card to allow a character at your location to reroll 1 die on his check, or bury it to reroll all the dice; that character takes the new result.

Discard this card to examine the top card of your location. If it is a bane, encounter it and it may not be evaded; otherwise, you may encounter it.

After you play this card, if it matches the top card of the blessings discard pile, you may search your deck for a card that has the Gambling trait and add it to your hand.

Dog:
Ally B

Traits
Animal
Basic

Powers
Recharge this card to add 1d10 to your Perception check.

Discard this card to explore your location.

Grand Lodge

Alf Deck Handler

Thank you, will post after running for haircut!

Grand Lodge

Alf Deck Handler

Skizza, you shot something far away, grats! It's nice to have insurance!

Silver Crusade

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

Nice turn, Gronk!

Defeated Collapsing Scaffolding without any negative consequences (one of the tougher barriers to do that with in my opinion), took multiple explorations, used every single card in your hand productively and closed yet another location. We're blitzing through this last scenario of the adventure!


Wei Ji:
I hope you do decide to continue with us (though I will understand whatever you decide)- but if this is your last scenario with us, nice to see Gronk go out on a tear!
(And it was a little greedy of me, but with your note, and since your blessing recharged for free, I figured it was worth borrowing it to use for a 1 boon. Hope that was okay?)

Yewstance:
Sorry for not shuffling, but I was a little nervous about so many of us bunching up at the hard-to-escape Precinct with the hydra there.

Silver Crusade

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

Nice turn to Qualzar too. Love the flavor, as always.

Just to keep tabs on changes to the Blessings deck, for both the GM's and Skizza's benefit.

When Gronk examined the Ahghash, Blessing of Ra was discarded from the blessings deck (Card 1), and Sandstorm was shuffled in. Qualzar randomly discarded a Blessing of Elements (Card 7) at the start of his turn. If Skizza posts before the next scenario update, it'll be easiest to just roll 1d19+1; with 7==Sandstorm.

Just to ask in advance, since Skizza can't move from his location either way: Qualzar/EmpTyger, would Skizza be able to use your Blessing of Thoth so he has the Cold trait to kill the Fire Hydra? Right now he has no other actions he could take. (Feel free to fight the Hydra either way if you choose to, Skizza; Estra can take the damage. She can also Remove Curse you if needed).

EDIT: Ninja'd. No worries, Qualzar, about not taking on or evading the Hydra. Shuffles are a messy business; I've lost count of the amount of times I've evaded a card and ended up putting it on top again in PACG! And you're right, the location is a drag.

Grand Lodge

Alf Deck Handler

I am NOT complaining about the use of the cards, that's what they're there for, and I won't be reliably connected in about six hours or so, and then my updating may become quite spotty indeed all weekend.

Go team!


Absolutely- use the Blessing of Thoth for the hydra (regardless of whether it would recharge or be discarded).

The Exchange

Deck Handler

Gah sorry about to post.

My laptop crapped out when I left to go out of town so it has delayed me quite a bit.

Silver Crusade

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

No worries, Skizza. Glad that Fire Hydra is out of the way - phew.

Just to notify; I will most likely post my turn in approximately 3-4 hours from now. Estra needs to make the BYA check.

Also, the Lightning Storm needs to move, but I can do that.

Silver Crusade

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

Sorry for that delay. Got blindsided by things all evening. Finally managed to post... but my turn's still ongoing. Found the villain, at potentially one of the worst possible times, without any attack spell or Honaire to support me.

It won't be impossible, however. I actually have excellent odds on the BYA check and perfectly reasonable odds on the check itself if I have Blessing of Alkenstar to help me. But first, Qualzar and Skizza need to take actions before I can truly fight the villain.

Incidentally, had I remembered that the villain was undead, I probably wouldn't have explored like I did. I was relying on Inflict Pain to let me pass combats. Oh well, my fault for forgetting scenario details.

I'll be heading to bed shortly, and will make my next post first thing in the morning if Skizza and Qualzar have done their parts. Please let me know what blessings I'm welcome to.


Yewstance:
How strongly do you feel about 2d4 + ... vs 3d4 + ...?
Gronk's notes (and Wei Ji's last comments) seem to indicate he's offering one of his blessings. If you feel like that's not enough, then you can also use Qualzar's Blessing of Pharasma. I'm not sure adding another d4 is worth spending a 3rd blessing (especially since then it's that much less likely for Skizza's to recharge). But your call.

Also, remember that you could instead roll Xd4 + 1d6 + 1 + ... + a reroll, in case the math there is more favorable?

Silver Crusade

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

I was waiting until anyone wished to offer anything specifically before doing all of the math, but I was aware that a reroll would often be the better choice statistically, though there's a tradeoff involved either way (given that I'd like to keep the Spear in my hand, but I'd also rather recharge it than discard it, of course).

Each 1d4 was pretty significantly altering my odds, but it still is the worst-case scenario for a blessing. As it turns out, I grabbed 2 blessings (Alkenstar and Gronk's BotG) and blitzed it with strong rolls anyway. Villain's escaped, and the newly-shuffled top card of one of the decks has been examined.

Sorry for the unusually long delay in my posts. The past 24 hours got a bit crazy.

Grand Lodge

Alf Deck Handler

I am at PaizoCon (as has been mentioned a couple of times already in passing. Updating/posting is a no-go atm.)

Silver Crusade

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

No worries, Wei Ji!

Thanks, GM, for the Scenario Update; I would imagine you're equally busy with PaizoCon going on. Just mentioning that you left the previously examined cards still 'visible'/faceup in the location decks after shuffling, so we currently can see what position they are in.

That is, unless the spoiler doesn't match up to the card listed, but I don't want to check for obvious reasons. If the spoilers don't match up, then it's fine, and helps track what cards we might encounter whilst we're there.


I'm not at PaizoCon, but the US Holiday weekend has kept me busy. Thanks for noticing the spoiler mistake. I fixed that in a new post and shuffle them.

Grand Lodge

Alf Deck Handler

...*headdesks*.

Between GMing for PFS, playing, and losing my voice, I didn't have a chance to finally play ACG in-person.

However, I did end up with some Hunter deck, some Hell's Vengeance deck thingie, and a couple of promo cards?

Still recovering here.

Silver Crusade

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

Lucky you on the Promo cards! The Hunter and Hell's Vengeance decks are absolutely amazing. Very powerful, very creative; though both rather advanced.

No serious rush; take your time recovering!

Grand Lodge

Alf Deck Handler

Can the Hell's Vengeance decks be used in PFSACG?

Silver Crusade

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

Yep! "Character" decks are basically the exact same thing as Class Decks, just they technically include more than 1 class of character. The first Hell's Vengeance Character Deck includes an Antipaladin, a Cleric and a Hellknight, for example.

In fact, if you play the Season of Faction's Favor in PFSACG, there's even a scenario reward that lets you swap your normal character (that's playing in the season) for a Hell's Vengeance character (and a Hell's Vengeance deck) whenever you want whilst you play in that adventure.

Grand Lodge

Alf Deck Handler

Huh.

Must have missed the Occult Adventures with Erasmus, Mavarro, and Yoon when I was packing... I have that one, too...


Oops. Well, as far as locations to be left open, at least the Surgery's one of the better ones? Nice start of turn benefit, and only 1 bane remaining.

Wei Ji:
Sounds like a fun weekend!


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

Given the top card of the blessings deck was a Basic blessing, I'd have been happy for you to use Estra's Blessing of the Ancients, but it's your call. ^^'

Aaand I just noticed that Sandstorm was just flipped from the blessings deck. Shall we leave the GM to deal with that or should we all move our own characters and do our own examinations?

Also, since Sandstorm banishes itself, that means Blessing of the Elements remains on top of the blessings discard pile; so once again, my Blessing of the Ancients is free game for Skizza's turn. Not that I'm liable to run out of cards this scenario whether it's a discard or not.


I'll take care of it.

Silver Crusade

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

Thanks Hawkmoon!

@Skizza/Eclipse:
I'm afraid you can't draw Blessing of Alkenstar from your discard pile. Precinct of Left Eyes only lets you draw items from there.

I'll be taking my turn shortly.

The Exchange

Deck Handler

Woops

Silver Crusade

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

No worries.

Turn posted! Sorry about discarding the Remove Curse - honestly, I ended up forgetting to take the 1d4 Electricity damage, and I had to make discards that wouldn't have rendered any future decisions invalid/illegal, though it was hardly optimal to do so.

I've also used up Honaire for a rather underwhelming heal; but at least it included my Cure, so I should be absolutely fine. As mentioned in my notes, I'd like to have the opportunity to dig at that spell in the Surgery, and potentially replace it with Dredge, before we end the scenario - we're not on a harsh clock, with 14 turns left and 8 cards left in location decks.

Any other boons that people are particularly looking for? It's looking like we'll have this adventure wrapped up any day now.

Grand Lodge

Alf Deck Handler

Let's just not get greedy and be cautious in our efforts?


Yewstance:
I'm not looking for anything in particular.
(I mean, if there's somehow a 1 boon that no one else wanted, I'd take it just for trading potential. But I don't expect that to be the case. Rather, I'm expecting to take one of the already acquired blessing.)

The Exchange

Deck Handler

Nothing particular here and we definitely have the room for it to be dug for.

Grand Lodge

Alf Deck Handler

Well, that's a thing.

Do we want to try and win this now, or hold off? And what can folks contribute if we go for the win (pending the other place being closed?)

Silver Crusade

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

I already posted in gameplay. Skizza and Qualzar have 1 blessing each, and nobody else has any cards that can further support the check against the villain.

Skizza can replace his Constitution die with a 1d10 for the temp close with Emerald of Dexterity. I can buff my own Constitution roll, but I tried and failed already.

Chances are not in our favor. One blessing on Skizza's check and one blessing on Gronk's leads to a >50% odds for both, but not by much. I'm slightly more in favor of giving 2 blessings to Skizza and just letting Gronk fail against the villain, so she just runs back and remains in the Surgery. But ultimately, it's not my decision - not my blessings.


I think I'm actually okay if the villain does get pushed into the Scorched Obelisk. It'd be nice to not have to make its CON closing check; for Qualzar especially, but CON is the party's weak point.

As for what Gronk does against the villain right now: I'm not feeling strongly one way or the other. I'll offer my Blessing of the Gods For Gronk to use, depending on whether Wei Ji feels like taking a chance, or preserving party resources.

Silver Crusade

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

Seems we still have one more location left. (Also, Skizza doesn't get a +1 to his Constitution check; the Emerald of Dexterity just replaces the die)

Grand Lodge

Alf Deck Handler

Does Estra need the Cure Gronk is carrying more than he does?


Qualzar's Surgeon is also available if someone wants it.
(Since I'm assuming that the game will be over by the time Qualzar would get another turn.)

Silver Crusade

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

The cure shouldn't matter one way or another, but I'd somewhat recommend using it on Gronk himself. Estra won't die if she loses her hand, and she's got another Cure waiting to be drawn.

Grand Lodge

Alf Deck Handler

Because the location closed, I shuffle 1d4+1 random cards from my discard pile into my recharge pile, right?


Gronk, The WoodWose wrote:
Because the location closed, I shuffle 1d4+1 random cards from my discard pile into my recharge pile, right?

Yep!

The Exchange

Deck Handler

Unless I miss getting cured I will have to burn my blessing to explore and fight so should I just pass my turn and move to another location to provide support with arquebus?

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