[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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Silver Crusade

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

I did recommend that Skizza hand off his Elemental Treaty since he's not a mage (and is the single least card hungry character, and doesn't benefit as much from the extra 'hitpoint'), but that's entirely his choice to make or not.

However, I would continue to stress, again, that my Binder's Tome adds 1d4 to all of his combat checks; especially if he's using blessings for the same end...

EDIT:
Especially given the very high consequences of failing a combat check, when he had no rerolls or armor available at the time. I'd really rather he accept my bonus dice.

The Exchange

Deck Handler

Sorry I completely missed it. I have been really busy at work so the longer posts I sometimes skim over things and forget passive bonuses. I can drop if needed.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Skizza of Dongun Hold wrote:
Sorry I completely missed it. I have been really busy at work so the longer posts I sometimes skim over things and forget passive bonuses. I can drop if needed.

Definitely no need to drop, it's fine! I just kept trying to mention it , which was the main reason I got a little sharp. I don't know how the others feel in general, but I'd be fine if you took an additional 12-24 hours for your turn to ease up on the stress of once-a-day posting if it'll give you more of a chance to examine the game state.

Cogsnap:
Hm... I think we might need to re-play part of your turn. The psychopomp Vanth gives you a scourge before you act, and you drew the Curse of Withering, which would have dropped all of your die sizes, which very well may have changed the outcome of the combat. (if you're not confident with 1d6+3d4+1 to hit 13, remember you also have my Binder's Tome, again. I don't really care about the risk of overkill when underkill loses us 6 boons)

Also, could you please post the DC/target number of the dice rolls you're making? I keep having to scroll up and down to see how much you passed by or if you passed.

Silver Crusade

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

Turn posted; things are going well! 18 turns left, 18 banes to go, and we'll still get some bonus explorations here or there from defeating specific barriers or Estra using her power or however else we need.

A couple of overkills, but no damage yet, which is the most important thing. If I could spend cards from my hand faster I'd be digging into my Cures faster but, alas, this scenario doesn't give me good reasons to burn cards.

Once I get a Cure, I'll throw it to Cogsnap. If anyone needs healing ASAP then I'll hand them Honaire and they can cure themselves that way, though I'd rather not part with him given how weak I am in combat otherwise.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:

Turn posted; things are going well! 18 turns left, 18 banes to go, and we'll still get some bonus explorations here or there from defeating specific barriers or Estra using her power or however else we need.

A couple of overkills, but no damage yet, which is the most important thing. If I could spend cards from my hand faster I'd be digging into my Cures faster but, alas, this scenario doesn't give me good reasons to burn cards.

Once I get a Cure, I'll throw it to Cogsnap. If anyone needs healing ASAP then I'll hand them Honaire and they can cure themselves that way, though I'd rather not part with him given how weak I am in combat otherwise.

Sorry about the combat, thought it was a AYA not BYA. Fixed. Nothing changed.

Also, I'm not in quite so bad shape as I thought I was, forgot to update my recharge pile when I updated my hand manually. So I have six cards in my deck and can (technically) survive a hand wipe. Not that I'd want to . . .

Also, if things look bad I can bury my Alchemist's lab to heal 1d4+1 alchemical things (I have 3 currently). I'd have to start banishing them afterword, but hey, the rest of my items are all basic so I could get them back at the end of the adventure.

REALLY need that power that lets me discard alchemical things instead of banishing them (or the Bloodbomber role power that lets me recharge them!)

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:

Sorry about the combat, thought it was a AYA not BYA. Fixed. Nothing changed.

Also, I'm not in quite so bad shape as I thought I was, forgot to update my recharge pile when I updated my hand manually. So I have six cards in my deck and can (technically) survive a hand wipe. Not that I'd want to . . .

Also, if things look bad I can bury my Alchemist's lab to heal 1d4+1 alchemical things (I have 3 currently). I'd have to start banishing them afterword, but hey, the rest of my items are all basic so I could get them back at the end of the adventure.

REALLY need that power that lets me discard alchemical things instead of banishing them (or the Bloodbomber role power that lets me recharge them!)

Nice. I actually misremembered the Curse of Withering; not as bad as I thought it was.

Yeah, I'd feel better if we all had armor in our hand. But anyway, Cogsnap should remain a hugely valuable player here with his ability to Acid Flask both barrier and monster easily, and he will have a hard time running out of Acid Flasks when he can banish any alchemical item in their place, then keep drawing more from the box.

Personally, I'd be tempted on the 'recharge instead of discard' to draw alchemical/liquid items from the box. Assuming you just keep banishing whatever you draw in place of your actual potions, that way your effective cost of using a grenade (after the first draw) in combat is 0 cards. (Because your only expended card is banishing a card that you drew by recharging something else, so your deck+hand isn't affected).

If you switch banish to discard then you're still spending a card almost every time you get into combat (it's just a matter as to whether you get them back through healing or not, or post-scenario for nonbasics). But it's certainly way more flexible, especially since you only get to draw bonus items from killing monsters, not barriers.

I've also never had a game where The First Law has lasted this long, I think.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Cogsnap-VampByDay wrote:

Sorry about the combat, thought it was a AYA not BYA. Fixed. Nothing changed.

Also, I'm not in quite so bad shape as I thought I was, forgot to update my recharge pile when I updated my hand manually. So I have six cards in my deck and can (technically) survive a hand wipe. Not that I'd want to . . .

Also, if things look bad I can bury my Alchemist's lab to heal 1d4+1 alchemical things (I have 3 currently). I'd have to start banishing them afterword, but hey, the rest of my items are all basic so I could get them back at the end of the adventure.

REALLY need that power that lets me discard alchemical things instead of banishing them (or the Bloodbomber role power that lets me recharge them!)

Nice. I actually misremembered the Curse of Withering; not as bad as I thought it was.

Yeah, I'd feel better if we all had armor in our hand. But anyway, Cogsnap should remain a hugely valuable player here with his ability to Acid Flask both barrier and monster easily, and he will have a hard time running out of Acid Flasks when he can banish any alchemical item in their place, then keep drawing more from the box.

Personally, I'd be tempted on the 'recharge instead of discard' to draw alchemical/liquid items from the box. Assuming you just keep banishing whatever you draw in place of your actual potions, that way your effective cost of using a grenade (after the first draw) in combat is 0 cards. (Because your only expended card is banishing a card that you drew by recharging something else, so your deck+hand isn't affected).

If you switch banish to discard then you're still spending a card almost every time you get into combat (it's just a matter as to whether you get them back through healing or not, or post-scenario for nonbasics). But it's certainly way more flexible, especially since you only get to draw bonus items from killing monsters, not barriers.

I've also never had a game where The First Law has lasted this long, I think.

I am very tempted on that power, but at the end of the day, I'd rather be alive and not getting items, then dead and getting a few extra items. Really, it was pure luck that I started off with alchemist's kit in my hand. If I don't, then I'm kinda SoL as I can't be healed for over 1/4 of my deck. Plus some of the items I draw might be situational, like the Holy Water Grenade that I drew I can't use often because it requires combats 12 or below AND outsider or undead to use. The 'recharge to draw an item from the box' is super nice, and I'm 100% going to get that one second, but keeping alive is priority 1 for me, especially starting with a disadvantage as I am.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
I am very tempted on that power, but at the end of the day, I'd rather be alive and not getting items, then dead and getting a few extra items. Really, it was pure luck that I started off with alchemist's kit in my hand. If I don't, then I'm kinda SoL as I can't be healed for over 1/4 of my deck. Plus some of the items I draw might be situational, like the Holy Water Grenade that I drew I can't use often because it requires combats 12 or below AND outsider or undead to use. The 'recharge to draw an item from the box' is super nice, and I'm 100% going to get that one second, but keeping alive is priority 1 for me, especially starting with a disadvantage as I am.

That's all entirely valid, but I'd just like to clarify, since I was meaning to say something very different, sort of.

I was saying that recharge-instead-of-discard to draw cards is helping keep you alive; as in, more than the discard-instead-of-banish. Again, both banish and discard are "killing" you. Discard vs recharge is very different (and drawing cards helps keep you alive). You're actually healing yourself by 1 every time you recharge a card to draw a new one.

And Cogsnap has no such thing as a 'useless'/situational alchemical item, because he can basically turn it into a duplicate of another one in his hand. If you have an Acid Flask and a Holy Water Grenade; just banish the Holy Water grenade to use your Acid Flask, and you've doubled your effective Acid Flask count.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Cogsnap-VampByDay wrote:
I am very tempted on that power, but at the end of the day, I'd rather be alive and not getting items, then dead and getting a few extra items. Really, it was pure luck that I started off with alchemist's kit in my hand. If I don't, then I'm kinda SoL as I can't be healed for over 1/4 of my deck. Plus some of the items I draw might be situational, like the Holy Water Grenade that I drew I can't use often because it requires combats 12 or below AND outsider or undead to use. The 'recharge to draw an item from the box' is super nice, and I'm 100% going to get that one second, but keeping alive is priority 1 for me, especially starting with a disadvantage as I am.

That's all entirely valid, but I'd just like to clarify, since I was meaning to say something very different, sort of.

I was saying that recharge-instead-of-discard to draw cards is helping keep you alive; as in, more than the discard-instead-of-banish. Again, both banish and discard are "killing" you. Discard vs recharge is very different (and drawing cards helps keep you alive). You're actually healing yourself by 1 every time you recharge a card to draw a new one.

And Cogsnap has no such thing as a 'useless'/situational alchemical item, because he can basically turn it into a duplicate of another one in his hand. If you have an Acid Flask and a Holy Water Grenade; just banish the Holy Water grenade to use your Acid Flask, and you've doubled your effective Acid Flask count.

Yeah, you make a good point. And it’s something I probably should do, I just have a weird mentality. Like, for in this instance, I like keeping the holy water around because it can get rid of some monsters without triggering the first law. That’s my ‘but what about’ness Kicking in. Never been good at cost-benifit analysis. And like you said, barriers are a problem. Anyway, it’s a moot point right now. I’m not getting a power feat at the end of this game in any event.

The Exchange

Deck Handler

Ideally who would want or has the most hand space for the treaty?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Skizza of Dongun Hold wrote:
Ideally who would want or has the most hand space for the treaty?

I blow through my hand pretty fast and have the arcane skill.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Skizza of Dongun Hold wrote:
Ideally who would want or has the most hand space for the treaty?

Qualzar is most likely to successfully recharge it (Binder's Tome and his Tablet item basically make it certain).

Estra will redraw it fastest after being recharged, potentially.

Cogsnap is the most card-hungry, lacking Qualzar's evasion or Estra's cure spells, and presumably gets the greatest benefit by carrying an additional card in his hand. If we're going to play it on an empty location, we never need to worry about recharging it anyway, so that's another point in Cogsnap's favor.

There's a case to be made for all of them. I'd nominate Cogsnap, but I'll go with whatever you decide; there's merits to all of them. Everyone's a caster here but Skizza.

The Exchange

Deck Handler

Alright. Finished up without much error and used the bonus from the Binder's Tome this time. It caused me to break the 15 but the Treaty ate the damage with an empty discard pile. I did contract the Curse of The Ravenous but it won't affect me at the moment. I also have Game of Afterlife if it becomes a concern.

How do we feel about using Allies to explore more? I know we are right on time at the moment but I still have lots of room in my deck.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Skizza: Hate to break it to you, but you also beat it by ten or more meaning we automatically close the location, meaning all our current treaties turn off. I’ll throw up mine that you gave me to aid sure you still don’t take damage, but everyone else will have to recharge their stuff.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Skizza of Dongun Hold wrote:

Alright. Finished up without much error and used the bonus from the Binder's Tome this time. It caused me to break the 15 but the Treaty ate the damage with an empty discard pile. I did contract the Curse of The Ravenous but it won't affect me at the moment. I also have Game of Afterlife if it becomes a concern.

How do we feel about using Allies to explore more? I know we are right on time at the moment but I still have lots of room in my deck.

There's no necessity to explore more; try to keep your hand set up to be able to handle as many things as possible, then stick with it as long as possible. Still, you may as well use them, since you probably should try to keep drawing until you get some Armor.

Obviously we can only do so at the start of our turns, and you've already done so; but handing off cards is a great way to maximise value in this scenario.

And yes, Elemental Treaties recharge as soon as the boon is banished and the location closes, but we've still got 1 available which will usually be enough. I'll be making my recharge check post in a bit; busy at work.


If there's no other use out of the ally (eg it can only otherwise be used to acquire boons, and you don't have an ability like Qualzar's "turn a card into a mental attack spell"), seems like we may as well explore with it.

Although, doesn't Skizza get to try to acquire a random weapon, armor, or item, since Warehouse 1 closed? Which I think ironically would allow him to use the non-explore ability of the Quartermaster!

The Exchange

Deck Handler

Ugh thought I checked everything with the defense card and first law but forgot the over 10 in the scenario.


A pity I didn't hold on to the Turtle instead of the Mirror Image. In retrospect, maybe I should have kept both in lieu of Frost Ray. Ah well. The important thing is that I made the first check.

Silver Crusade

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

That was really unfortunate; 2 Perception-based barriers in a row, which is Estra's highest skill (especially with the Spear in hand for 1d10+1d6+3).

Still, unless someone was still looking for an Item 1, nothing of value was lost. Cogsnap may have been, but I would imagine that getting Item upgrades should be pretty trivial for the character who can draw them from the box with every combat.

I wouldn't think twice about throwing out the Turtle rather than the Mirror Image; statistically, the Mirror Image was probably more likely to be helpful, and the Turtle was only particularly helpful if you ever rolled a 1 on damage, as you did.

Still, right now we're in a good spot. We have 16 banes in 16 turns to go, we're at a closed location so we no longer need to worry about overkill, and we've got Elemental Treaties set up again. All we need is to each draw our Armor and then we've covered every possible source of risk, really.

EDIT: Though I'm not sure how Qualzar redrew his Elemental Treaty straight after recharging it? As far as I can tell, you didn't shuffle your deck until after you reset your hand.


I think Cogsnap took card 3 from Qualzar's turn after the Hurtling Tile Trap, but the scenario deck had shuffled between then and Cogsnap's turn. Still, random is random and you had no idea what card 3 was and it could have been card 1 after the the shuffle, so we'll just move forward. I found the Ghost Scorpion in the deck and banished it.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
BR Hawkmoon wrote:
I think Cogsnap took card 3 from Qualzar's turn after the Hurtling Tile Trap, but the scenario deck had shuffled between then and Cogsnap's turn. Still, random is random and you had no idea what card 3 was and it could have been card 1 after the the shuffle, so we'll just move forward. I found the Ghost Scorpion in the deck and banished it.

Oh, duh! Sorry, I totally forgot that the barrier wasn’t banished. Sorry. I’ll try to be more dillegent next time.

Decided not to discard for an item this round for a few reasons. Mostly I’ve run out of cards I want to get rid of.


Estra and Honaire wrote:
[...] EDIT: Though I'm not sure how Qualzar redrew his Elemental Treaty straight after recharging it? As far as I can tell, you didn't shuffle your deck until after you reset your hand.

Good catch, thanks! Looks like my deck tracker didn't save properly when I recharged my Elemental Treaty. I've fixed it now, but it means that currently there are no Elemental Treaties displayed. (Although Cogsnap has 1 in hand.)

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
EmpTyger wrote:
Estra and Honaire wrote:
[...] EDIT: Though I'm not sure how Qualzar redrew his Elemental Treaty straight after recharging it? As far as I can tell, you didn't shuffle your deck until after you reset your hand.
Good catch, thanks! Looks like my deck tracker didn't save properly when I recharged my Elemental Treaty. I've fixed it now, but it means that currently there are no Elemental Treaties displayed. (Although Cogsnap has 1 in hand.)

Actually, Cogsnap displayed his as soon as the location closed. He rightly pointed out that the location closes before the After-You-Act damage from the Shasalqu (as the location closed as soon as the check was tallied due to the auto-close rule).

Anyway, about to post my own turn.

Silver Crusade

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

Well, I've got a Cure spell. If anyone wants it, feel free to cast it on yourself before you reset your hand.

Cogsnap has the biggest discard/deck ratio, and more cards means he can more freely discard to draw items from the box, potentially nabbing new card upgrades in the process.

However, Qualzar has his only armor card in his discard pile, and armor is a huge deal in this scenario, so potentially getting that back would be valuable.

Ultimately, I'll leave that up to you two to decide; use my spell whenever you wish.

(By the way, Cogsnap, you should've added 1d8, not 1d6, from the Ghost Scorpion's weakness to fire. Not that it makes any difference at all.)


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

So, Estra, I wouldn’t mind a cure as most of my alchemical thrown weapons are in my discard, though you have a smaller deck than I do right now. If need be I could bury my alchemist’s kit to heal some of my stuff, but then I have to start banishing.

Also, if need be I can throw thre binder’s Tome back to you.


I'm passing on the Cure at this time- Estra or Cogsnap would seem to need it more.

Silver Crusade

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

Oh, I don't care about my deck size. I've got armor, and Honaire serves as an emergency heal. I'm happy keeping my deck small for the time being - it lets me recharge then redraw Cure faster!

Hand off the Binder's Tome if you want to draw more cards, sure, but I'd personally rather Estra not hang onto it. I'm trying to draw aggressively to cycle my Cure faster. I'm happy with handing it off in general, though, since it lets us draw more cards if we keep handing it to someone who's at their hand size (and they can hand it back once they take their turn).

Sounds like Cogsnap can take it. I recommend using it at the end of your turn before hand reset, in case you discard anything during your turn that you want a chance to redraw.

The Exchange

Deck Handler

I got home to finish my closing effect post but saw that the random armor changed when I double checked. It wasn't encountered. Do I encounter the Random Armor 1 that was up on my turn or the current one?

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Skizza of Dongun Hold wrote:
I got home to finish my closing effect post but saw that the random armor changed when I double checked. It wasn't encountered. Do I encounter the Random Armor 1 that was up on my turn or the current one?

Good question; I say draw and encounter the one that was up on your original turn. That means the GM doesn't have to change it later if, for some reason, we need to encounter another random armor.

The Exchange

Deck Handler

Alright, it is ended up being an armor 2. With my base roll and quartermaster I have like a 53%.

Should I just go for it at that percentage rather than expending any more of our resources?

Armor:

Canopic Wrap
Armor 2
Traits
Clothing
Light Armor
Magic
Check
Constitution
Fortitude
Knowledge
Wisdom
8

Powers
Reveal this card to reduce damage dealt by a bane that has the Undead trait to you by 3. You may play another armor that has the Light Armor trait on this check.
Bury this card to reduce all damage dealt to you by a bane that has the Undead trait to 0.
If proficient with light armors, you may recharge this card when you reset your hand.

The caveat of having to be undead it doesn't seem worth it aside from it being in the loot pool but we will have plenty of stuff in there.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Skizza of Dongun Hold wrote:

Alright, it is ended up being an armor 2. With my base roll and quartermaster I have like a 53%.

Should I just go for it at that percentage rather than expending any more of our resources?

** spoiler omitted **

The caveat of having to be undead it doesn't seem worth it aside from it being in the loot pool but we will have plenty of stuff in there.

Whatever you want. I’m not after armors in partcular

Silver Crusade

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

VampByDay, be sure to add any cards you acquire to your "DON'T LOOK" tab in the Deck Handler; that's how the sheet knows what's in your deck. Your latest update suggests you have 4 cards in your deck, which sounds like too little given you just were healed 3 cards.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
VampByDay, be sure to add any cards you acquire to your "DON'T LOOK" tab in the Deck Handler; that's how the sheet knows what's in your deck. Your latest update suggests you have 4 cards in your deck, which sounds like too little given you just were healed 3 cards.

Thanks for the catch. I know that wasn't right but I couldn't figure out what I was doing wrong.

Silver Crusade

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

No worries; it's a learning experience and one you're blitzing through. You also appear to have the same Blessing of Elements in your discard pile twice, I'm afraid.

EDIT: I was just taking my turn, and I noticed something. Did Cogsnap intend to pass on his exploration gained from defeating the previous barrier? Just ensuring that's the case before I encounter the next card.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Yeah, I'm feeling pretty vulnerable here, so I'm trying to go risk-averse, especially since I'm down a level from you guys and we seem to be doing quite well.

Silver Crusade

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

Fine by me; we've got way fewer banes to dig through than we have turns left, so I think that's a strong strategy. I just wanted to make sure.

My turn will be up in about 10 minutes. I've been at work, and things have been hectic.

Silver Crusade

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

Turn up. We've got 7 banes to go, and about 10 turns left.

Everyone but Qualzar is healthy on cards; if you have spares, he may be the best person to give them to. Anything that isn't helpful can be handed off or discarded to help draw armor or blessings.

The Exchange

Deck Handler

Exploring isn't likely a good deal for me now but I can pass off cards if any look promising. First time I haven't hand weapon in forever.

The Game of Afterlife can be recharged effectively by Qualzar and my Blessing is useful no matter who has it.

Silver Crusade

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

Recharging isn't a big factor, with how close we are to the end-game.

However, I agree that Game of Afterlife is good in Qualzar's hands. If he doesn't want it, he can just hand it off again, but a reroll gives him a nice buffer given his current vulnerability.


Eh, I’m not feeling too worried about my health.
The issue with my having the Game of Afterlife is that it can’t be used with the Tablet of Languages Lost, which is currently in hand.

The Exchange

Deck Handler

Yeah I was just gonna pass off some stuff at least so I could draw into a weapon without having to discard.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Skizza of Dongun Hold wrote:
Yeah I was just gonna pass off some stuff at least so I could draw into a weapon without having to discard.

Then feel free to hand it to Estra. Cogsnap tends to use items in combat, limiting its use.

You can also recharge any items for free via the Warehouse. Though with a deck size of 10, I think it's perfectly healthy to discard down to draw more blessings and weapons when we've only got 7 explorations left between the 4 of us. You can't possibly run out of cards with only 1 more turn left.

Silver Crusade

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

As a complete aside... Hawkmoon, as the GM, are you putting any restriction on Alchemists Kit? As soon as Skizza gets the "Discard instead of bury" skill, Skizza + Alchemist's Kit is widely considered an "Unfair" combo, since Alchemists Kit can heal itself plus any other alchemical cards, effectively turning any and every alchemical card into an infinite-use ability.

(Display Alchemical Kit, banish->discard an alchemical item, like Twitch Tonic to recall allies, or just to explore.
Bury->discard Alchemist's Kit to heal 2+ alchemical cards from discard pile, drawing back Alchemist's Kit and whatever alchemical item you discarded.
Rinse repeat for infinite explorations/healing/etc.)

Do we just say "treat Alchemist's Kit as if it does not have the alchemical trait for Skizza", or just ask that we, as a party, don't intentionally use that strategy?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:

As a complete aside... Hawkmoon, as the GM, are you putting any restriction on Alchemists Kit? As soon as Skizza gets the "Discard instead of bury" skill, Skizza + Alchemist's Kit is widely considered an "Unfair" combo, since Alchemists Kit can heal itself plus any other alchemical cards, effectively turning any and every alchemical card into an infinite-use ability.

(Display Alchemical Kit, banish->discard an alchemical item, like Twitch Tonic to recall allies, or just to explore.
Bury->discard Alchemist's Kit to heal 2+ alchemical cards from discard pile, drawing back Alchemist's Kit and whatever alchemical item you discarded.
Rinse repeat for infinite explorations/healing/etc.)

Do we just say "treat Alchemist's Kit as if it does not have the alchemical trait for Skizza", or just ask that we, as a party, don't intentionally use that strategy?

As soon as I get the feat I can do that too . . .

The Exchange

Deck Handler

I figure that is why they didn't put it into the Gunslinger deck but it does make me curious if it does/or will show up in an Ultimate deck.


I don't think Cogsnap's power applies, since the kit is buried when played and Cogsnap triggers off banished cards.

For Skizza, it does seem to be a broken. Add in Flensing Jelly and you can actually create a loop that allows you to explore without end. However, I don't feel it is my place to change a card's text. So, I'm going to leave it up to Skizza to decide what to do. There are only 3 ways the situation will come up: (1) If Skizza get the Alchemist's Kit from a trader. (2) If Skizza acquires it from a location deck. (3) If Cogsnap takes the card in his deck and begins to hand it to Skizza (or if someone else gets it and hands it to Skizza).

So, if you think it wouldn't be fun to be able to explore every card in a location in a single turn, 1 and 3 are easily avoidable. Just don't do them. Skizza can (if he wishes) choose to not take the card if a trader offers it. Likewise, Cogsnap can choose to not hand it to Skizza. But situation 2 might be tough to avoid. So, if you want to, I think it would be acceptable to pretend you bury Alchemist's Kit after you draw the cards from your discard pile.

But again, I'm in no position to force you to play the card any way but written. At a physical table with no one "in charge" I leave decisions up to the character involved. If I think it breaks the rules, I might explain why, but I don't force them to see it my way.

The Exchange

Deck Handler

Yeah, I personally wouldn't do it...okay maybe if things were looking REALLY REALLY DIRE but normally not. It works and its legal but it seems to defeat some spirit of the game.

It is also why I avoid extra turn loops in Magic: The Gathering, lol.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
As soon as I get the feat I can do that too . . .

There is no alchemist in the game that can recover buried cards that have the Alchemical trait, something I believe to be an intentional design decision so that cards like Alchemist's Kit and Canteen are not too abusable.

Skizza, though not an Alchemist, is the only exception there, and as a result can trivially develop infinite-explores (or infinite-anything, really, including movements with Potion of Flying) with the right potion and Alchemist's Kit.

The chances of it coming up, given the lack of the Gunslinger deck having Alchemist's Kit or any particularly useful potions, was largely not a concern. Now we have an Alchemist who could hypothetically hand cards off, it opens it up to abuse. I'm all for synergies - I'm looking to test out one myself via Codex of Conversations - but the Skizza/Alchemist's Kit is an unusual case that trivially goes infinite that can literally be without risk (due to the timing of the components, you can keep exploring and never have any cards in hand to lose for damage, and still keep the combo/explorations going indefinitely).

For the record, the loot item Scarab Buckler that Skizza already uses gives him a powerful piece of synergy that isn't available to any other character; discard it to heal himself 1d4+1 cards, which can include itself, on top of its other uses as armor and potentially extra dice. But that's not infinitely abusable, it just becomes a really good card slot as an armor-meets-Cure.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Sorry, right, sorry, your right.

Although there is an ITEM that recovers buried cards, the Shovel, but it's not in the alchemist deck. And you banish it to use, and it's not it's not an alchemical item.

I will say that the ultimate equipment likely has the alchemist kit in it. Can't wait to see what that deck holds. Especially with the NINJA! I don't have it yet . . .


If I might interrupt your alchemy for a moment, Qualzar could use a hand with a pesky undead in the game thread. :)

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