[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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Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Pretty sure it gets shuffled AND you don’t suffer poison damage because you didn’t examine it, you just encountered it.

The Exchange

Deck Handler

Fixed the poison damage. Thanks for the catch.

And yeah, Estra, I figured someone would need the weapon so I went for it with the dice.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
Pretty sure it gets shuffled AND you don’t suffer poison damage because you didn’t examine it, you just encountered it.

Correct; no poison damage. However, it's not shuffled back in. The grammar is correct, but it's not very readable.

The Scarab Swarm gets shuffled back in if you didn't have the fire trait or if you didn't overkill it by 4.

In other words; to kill it permanently you either need to have fire, or you need to overkill it by 4. So it's easier to wipe out with fire, but it's not mandatory to do so.


Yewstance:
I hope that was okay? It seemed like from your notes that you were offering its use without asking, and I wanted better than 50% on the closing check after banishing the henchman.
(Though, wasn’t it -5? Not familiar with the card, but your spreadsheet says 1+Perception modifier, and you have +2 Perception +2 WIS feats?)

But yeah, turns like that are why I love Sorcerers; that flexibility of turning a card into an attack spell when necessary, makes me feel like I can take on whatever comes! (Well, almost. That’s why Qualzar is necrophobic.)

And, don’t save your cure on Qualzar’s account.

Silver Crusade

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

Yewstance:

I hope that was okay? It seemed like from your notes that you were offering its use without asking, and I wanted better than 50% on the closing check after banishing the henchman.
(Though, wasn’t it -5? Not familiar with the card, but your spreadsheet says 1+Perception modifier, and you have +2 Perception +2 WIS feats?)

Ah; first of all, you're right, it is -5! I've been getting it mixed up with other effects... and perhaps more importantly, I'm genuinely struck by how much stronger it is than similar effects from spells of its type, given it's a basic that is particularly easy to recharge.

And yes, I'm absolutely okay with it! As a general rule of thumb, I'm pretty open to other players using their best judgement when using my cards; I'm playing as a primarily Divine caster with underwhelming combat, so I am most likely to function as a support character to the team. I was just a little impressed that you passed harder combat checks, then used the Spiritual Ally on the easier one (so that you didn't let the opportunity to close slip away, I imagine) and then it turned out to be needed. :)

Anyway, so far so good on this scenario!

The Exchange

Deck Handler

Till now, lol!

So my Charisma is a d6 so even with a blessing this would be rough. Not sure how many of us want an Ally 1 but do we have anything to really boost the chances to being worthwhile. Failure also means more monsters for me to possibly blast through before closing.

Silver Crusade

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

In Tier 2, I don't think we're likely to really be hurting to find more Ally 1+ cards, and I don't think any of us except maybe Cogsnap need it.

I recommend choosing not to acquire; no monsters are shuffled in unless you fail the check to acquire, and you can elect not to take those checks against boons.

(If it said "If you fail to acquire Sebti", then the consequence would occur even so, but thankfully it doesn't say that)


Besides, I feel like Skizza is the type who'd prefer to blast 3 monsters than make nice with a Pharasman cleric. :)

Silver Crusade

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

I think Skizza's actually quite friendly and outgoing; just misunderstood. He gets along well enough with Estra, so he's clearly good with the death-obsessed, elderly ladies.


Oh, I don’t think he’s not!
I just think he’s at least 3 times better at explosive projectiles. :)

The Exchange

Deck Handler

Ah I learned something new. I will send the woman on his way then...Skizza probably wouldn't say no to helping her blast some things to Pharasma though! Haha.


Uh, maybe I *do* want Estra to save that cure on Qualzar's account? Was not expecting to run so close to death.

Though, still might be better for Estra to cure herself first. Qualzar really only has to fear unlucky barriers.

Silver Crusade

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

I decided to be altruistic and, despite my entire discard pile being high-value cards, I thought to go to Qualzar to heal him. Estra is never at risk of death, after all, and if we're at the same location he uses Binder's Tome excellently (I may have actually recommended you go to Estra's location rather than the Thornscrub, in fact, because of that. There's no temp-closing this scenario to reward splitting up over).

No good deed goes unpunished; It's immediately gone very poorly. I presume it's okay I use Cogsnap's Remove Curse to prevent Curse of Withering impacting 2 combat checks of mine?


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

No problem. I’ve also got a soul stimulant to get rid of curses too (which I don’t banish but discard, so We keep the upgrade) if we need to get rid of Qualzar’s curse before remove curse comes back around to my hand.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
No problem. I’ve also got a soul stimulant to get rid of curses too (which I don’t banish but discard, so We keep the upgrade) if we need to get rid of Qualzar’s curse before remove curse comes back around to my hand.

Thanks. Curse of Withering gets my vote of the single worst Curse that we can currently get (followed by Curse of Poisoning).

Don't forget you can also keep Soul Stimulant in hand and just banish the largely-useless Holy Water grenade thanks to Cogsnap's replacement power, so you can actually still remove 2 more curses right now with your hand.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Cogsnap-VampByDay wrote:
No problem. I’ve also got a soul stimulant to get rid of curses too (which I don’t banish but discard, so We keep the upgrade) if we need to get rid of Qualzar’s curse before remove curse comes back around to my hand.

Thanks. Curse of Withering gets my vote of the single worst Curse that we can currently get (followed by Curse of Poisoning).

Don't forget you can also keep Soul Stimulant in hand and just banish the largely-useless Holy Water grenade thanks to Cogsnap's replacement power, so you can actually still remove 2 more curses right now with your hand.

That is true. I’m not a huge fan of banishment, but that one might be worth it.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Cogsnap-VampByDay wrote:
[...]I’m not a huge fan of banishment, but that one might be worth it. [...]

I hate to break it to you, but by playing the only alchemist in the class deck that's encouraged to actually banish his items (but also draw/acquire new ones many times in a given scenario), you may have picked the wrong character if that was a big concern. :)

Don't get me wrong, I think Cogsnap is awesome, I just find it kind of funny hearing you say that given your character choice.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie
Estra and Honaire wrote:
Cogsnap-VampByDay wrote:
[...]I’m not a huge fan of banishment, but that one might be worth it. [...]

I hate to break it to you, but by playing the only alchemist in the class deck that's encouraged to actually banish his items (but also draw/acquire new ones many times in a given scenario), you may have picked the wrong character if that was a big concern. :)

Don't get me wrong, I think Cogsnap is awesome, I just find it kind of funny hearing you say that given your character choice.

Oh, I’m not against it or anything, just . . . Try to consider all posibilities before I do. And this is my first PFSACG character. I may not have considered all possible angles of the character before I used him. I mostly saw ‘good with bombs, can discard and not banish alch items, can draw new items from box” and went with it.


Oof. Thanks for the cure, and fortunately, no ill effects on Qualzar. I’ll pass off a blessing to you on my turn.

Silver Crusade

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

GM: So, Sebti the Crocodile, as encountered by Skizza stated "If you fail the check to acquire" in this database version. It didn't mesh with my memory of the card, so I went to check, and the physical version says "if you fail to acquire".

These are mechanically different rules' texts, so I suggest this is another database error to be fixed for the future.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
EmpTyger wrote:
Oof. Thanks for the cure, and fortunately, no ill effects on Qualzar. I’ll pass off a blessing to you on my turn.

Fine by me; if you hand me a blessing I'll likely hand it back to you at the start of my turn, but that still lets you draw 1 extra card during hand reset.

Actually, and I'm sorry to bring this up, but doesn't Mirror Image only work during your turn?


Unless there's been errata, I think it works any time? According to the physical card I have:

Mirror Image wrote:
Display this card when a monster deals damage to you. You may play this card even if you have played another spell on this check. While displayed, when you are dealt damage by a monster, roll 1d4; on a result other than 1, reduce the damage to 0. At the end of the turn, if you do not have the Arcane skill, banish this card; otherwise attempt an Arcane 8 check. If you succeed, recharge this card; if you fail, discard it.

Silver Crusade

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

Then I guess you're fine. The original card, which still used outdated templating, could only be played during your turn, but they clearly erratad it without formally listing it in a FAQ (which I find intensely annoying, personally).


1 person marked this as a favorite.

Yeah, weird. I just looked, and while there is errata listing the revised wording, the explanation only explicitly mentions affecting the "1 card per type per check" rule. Though I definitely had a moment of panic before I checked, that I had been playing it wrong this whole time!
I'd put the probability of finding unfavorable unlisted errata at much lower than 25%, but glad I dodged that too.


I was feeling good about our progress even before Estra's last turn, so I'm definitely okay with Cogsnap keeping Marianix around.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Skizza? I believe it's your turn.


Out of curiosity, when was I supposed to shuffle in the blessing from triggering the pairaka: before or after examining the 2nd card? I'm not sure I got the timing correct. Although I don't think it would have changed anything, as even if the 2nd examined card was the blessing instead of the barrier, I'd still have chosen to encounter the henchman.

Also, I'm okay with the Curse of Poisoning for the time being.

Silver Crusade

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

It's a slightly confusing series of rules, but it was clarified by Vic in the forum at one point, using Augury as an example.

Basically, the short answer is that you technically examine (and trigger) cards one at a time, so if you look at the top two cards and the first is a trigger, then you resolve that trigger before looking at the second.

However, if I recall correctly, if a triggered card would shuffle the deck or change the location deck, that only happens after the examining card (and any/all other triggers) fully resolve. So if you Auguried, you'd examine cards 1, 2 and 3, pausing to resolve triggers, then place any remaining cards on top or bottom (if they're the right card type), then shuffle the location deck if one of the triggers caused that to occur (like an undefeated enemy).

It seems a slight contradiction of what you do and don't finish before you continue, but whatever.


Hm. So that sequence here would be:

  • Examine Pairaka
  • Trigger Pairaka: set aside Blessing 2 from blessing deck
  • Examine Scything Blades
  • Put Pairaka/Scything Blades on top of location deck
  • Shuffle Blessing 2 into location deck
  • Explore location

In which case, maybe I would need to redo, since my exploration should have been random. But I'm going to wait for Hawkmoon to confirm the rules and what should be done before trying to untangle.

Silver Crusade

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

Er. Hm. I guess the 'then explore' in Blessing of Nethys is a seperate step, so maybe? Honestly, I always felt these specific timing conditions with Triggers were poorly explained in the rules and FAQs.

I would have thought you'd only shuffle the blessing in after Blessing of Nethys has completely resolved, but it's not the same thing as the Augury example (which is basically the example Vic used) because it has a distinct "Then", so maybe I'm wrong.

When Hawkmoon weighs in, could he also clarify if Sebti the Crocodile was handled correctly and/or needs to be changed in the database, as I brought up earlier?

Silver Crusade

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

Got a while before I'll have the time to post my turn, unfortunately.

Also, Cogsnap, you appear to be displaying rather than discarding a couple of your cards. Be sure to discard them; and it might be an idea to banish (-> discard, via Alchemist Kit) Twitch Tonic to redraw Marianix Karn, which seems like a much better card to have in your hand, unless you're saving it for when you'll have more allies in discard.


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

Got a while before I'll have the time to post my turn, unfortunately.

Also, Cogsnap, you appear to be displaying rather than discarding a couple of your cards. Be sure to discard them; and it might be an idea to banish (-> discard, via Alchemist Kit) Twitch Tonic to redraw Marianix Karn, which seems like a much better card to have in your hand, unless you're saving it for when you'll have more allies in discard.

Thanks for the catch. Fixed it. Also, I'll do that soul stimulant thing next turn, after I discard my Talisman crafter for an extra explore. That way I heal 2.

Silver Crusade

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

I also just noticed that Skizza examined Pairaka with Aunty on his turn, and didn't resolve the trigger, which would have shuffled the deck. So he may not have encountered the quicksand, and the remaining deck is shuffled with a blessing into it.

Cogsnap's turn, by the way, wasn't under Blessing of Ra but Blessing of Wadjet due to the 2 blessings shuffled into location decks.

Silver Crusade

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

Just so everyone's aware, I've decided to wait longer for Skizza or the GM to check in (or bot) before I take the second half of my turn, as I'm awaiting on Skizza standing in for a combat check. I'll be heading to bed, so I'll be up and ready to post in less than 10 hours from this message.


Whew. Lots of things there.

(1) Sebti should be updated so that failing to acquire it, not just failing the check, results in the consequence. I'm willing to let it go since you made a decision based on the text presented and going back at this point would be a problem. We'll fix it for the future.

(2) Examinig Pairaka. EmpTyger has it right I think. You basically hold off on shuffling the blessings in until you finished all the examining, but before the exploring part. I think we've got a few of these to fix. Let me read the gameplay carefully and see what we can do.

Silver Crusade

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

Thanks for the clarifications, Hawkmoon! Any opinions on whether I should wait for Skizza or bot his combat check and continue my turn?


I'm not seeing anywhere that he gave permission for it, so I'd wait. If you see somewhere that he said it would be ok, just let me know and go ahead and do it.


From our ACG Online Venture Captain

Hello players!
We have received the final piece of our convention support, the special convention player rewards!

First off, if you are a BRAND-NEW player to the Adventure Card Guild (as in, the character you're using in your game is your #XXXX-1001 and you have not played any other characters in organized play) you can assign the Welcome to Pathfinder Reward to that character:
Society Initiate: You may only assign this reward to the first PFSACG character that you create. At the end of a scenario, if your character is dead, you may cross this reward off; your character is no longer dead. If you have a role card, you may instead cross this reward off to gain a card feat.

In addition, EVERY player AND box runner is going to have a 10% chance after each scenario of scoring a reward. These rewards can be assigned to any of your PFSACG characters... they don't have to apply to the character you were using. If you roll a 1 or a 20 on your d20 roll at the end of a scenario, you'll get to choose from any one of the following faction rewards:

Note about faction rewards: Faction rewards are a special type of benefit tied to the factions that use their considerable influence within the Pathfinder Society to pursue their own agendas. You may apply no more than one faction reward to a given character at one time. You may use no more than one power from a faction reward per scenario. Each faction reward specifies additional requirements that, once fulfilled, grant additional uses of the reward’s power. Once you have used all of the powers from a faction reward, including the powers that have additional requirements, you may assign another faction reward to that character.

Player Reward 1: Concordance Faction Reward
[ ] [ ] Elemental Scholar (The Concordance Faction Reward): You may check a box that precedes this reward to reduce Acid, Cold, Electricity, Fire, or Poison damage dealt to you by 2.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Exceed the difficulty of a check to acquire a card that has the Acid, Cold, Electricity, Elemental, Fire, or Poison trait by 6 or more.
[ ] Exceed the difficulty of a check to defeat a monster that has the Elemental trait by 6 or more.

Player Reward 2: Dark Archive Reward
[ ] Collector of Wonders (Dark Archive Faction Reward): On your turn, you may check the box that precedes this reward to draw an item that has the Alchemical or Magic trait or a spell from the box.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire a boon that has the Book trait, a boon that lists Knowledge in its check to acquire, or a spell.
[ ] Succeed at a Knowledge check to defeat a bane.

Player Reward 3: Grand Lodge Reward
[ ] [ ] Society Agent (Grand Lodge Faction Reward): You may check an unchecked box that precedes this reward to automatically succeed at your check to temporarily close a location.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Acquire an ally that lists Diplomacy in its check to acquire.
[ ] Close a location on the first turn of a scenario.

Player Reward 4: Liberty's Edge Reward
[ ] [ ] Freedom Fighter (Liberty’s Edge Faction Reward): After you roll on your Charisma check, Diplomacy check, or check attempted before you act, check a box that precedes this reward to add or subtract 1 die; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a monster that has the Captain or Gnoll trait.
[ ] Succeed at a Charisma or Diplomacy non-combat check to defeat a villain or a henchman.

Player Reward 5: The Exchange Reward
[ ] Master of Trade (Exchange Faction Reward): After the roll on your check to acquire a weapon, an armor, or an item, check the box that precedes this reward to add 1d6; take the new result.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] All of the cards offered by a trader you visit have an adventure deck number lower than that of the current scenario.
[ ] Succeed at a Craft non-combat check to acquire or defeat.

Player Reward 6: Silver Crusade Reward
[ ] [ ] Cleanser of Abominations (Silver Crusade Faction Reward): On your turn, you may check an unchecked box that precedes this reward to banish a scourge or a card that has the Curse trait.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Defeat a villain or henchman that has the Demon, Fiend, or Undead trait.
[ ] Play a card that shuffles at least 1 card from another character’s discard pile into his deck.

Player Reward 7: Sovereign Court Reward
[ ] [ ] Lawful Citizen (Sovereign Court Faction Reward): You may check an unchecked box that precedes this reward to evade a monster you encounter or to ignore a power that would move you.
You may use this reward up to 2 additional times if you fulfill the following requirements. When you fulfill the requirement, check the box that precedes it; when you use the reward, cross that line off.
[ ] Succeed at a check required to move.
[ ] Bury or banish an armor to reduce all damage dealt to you to 0.

This is the first online ACG event where we've been able to give out rewards like this, so I'm SUPER excited to offer them to you all! Good luck, and I hope each of you wins at least one!!

Tyler

Silver Crusade

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

This is my -1001 character, and by every definition my first character made for PFSACG. Hooweeverrrr, given that I didn't start this character for Cards against Gnomanity, it seems its not clear-cut that I get the Society Initiate reward or not, based on the discussions in Hangouts. I'll wait for a few things to quiet down, then I'll email Tyler directly in a few days. :)


Thanks for untangling that, Hawkmoon!

As for the Society Initiate: in our Season of the Righteous Outpost I game, which began concurrently with this one, the boxrunner (Redeux) said they confirmed that Agent Eclipse and I would receive the Society Initiate for our -1001 characters there.

The Exchange

Deck Handler

Sorry about that. I went to bed right after posting and had a busy day. I am here now.

I definitely don't mind botting in the future if it helps. Estra has an extremely good grasp on the game and she could probably make the turn smoother than I usually do, lol.

So about my mishap on Aunty/Pairaka. Are we rolling that back (so sorry...I didn't actually read the card texts for the second two cards) or did you want me to do this combat help first as it may change my hand?

Edit: Now reading Gameplay and seeing how it was decided. I will review and post in a moment.


If you are playing a -1001 character that you played for the first time ever at the beginning of this campaign, then I can give you the Society Initiate boon. Let me know if you think that describes you.

Silver Crusade

Deck Handler // Searching for: Spell 6 > Spell 5 > Item 4
Hawkmoon269 wrote:
If you are playing a -1001 character that you played for the first time ever at the beginning of this campaign, then I can give you the Society Initiate boon. Let me know if you think that describes you.

That completely describes me!

The Exchange

Deck Handler

I think the Hand Cannon still gets discarded.

1-2 is Bury this card and 5+ is Shuffle into deck. And the card is discard to use.

Silver Crusade

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

Ooooh, right! That makes sense, then, my mistake. I'm used to weapons being reveal to use.

The Exchange

Deck Handler

Yeah, all of my other guns are reveal to use so far so I can see why it would be confusing.


Male Gnome Crazyman Alchemist Google Sheets Decklist thingie

Huh, the ending of that game crept up on me. I'd like the weapon, as the Alchemist's deck has a Galvanic Charkrum that does d8+1 and you can discard it to turn off BYA powers, but I'm not married to the idea. I know Skizza also needs weapons. I could also Go for an Weapon B and get the Corrosive Dagger+1 from my deck, which would at least give me a magic weapon.

As per Estra's suggestion, I'm taking the power that lets me recharge cards to draw alchemical items from the box when I defeat monsters, and I'll just hope I continue getting my Alchemist's kit.

So I think my card preferences go: Weapon 1->Weapon B->Ally B-> Blessing B,

I don't need the loot (the Fang) as, while I am proficient in weapons, I am garbage at melee combat. Though I suspect that's true for all of us.

As a side note, I don't need the item 2, There are no more 2 items in the alchemist deck that are bombs.

Silver Crusade

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

I've posted my preferences and power in the gameplay thread, as well as relinked the loot-tracking spreadsheet created.

Pretty poor haul of cards, honestly, with a pretty awful loot weapon on top of that. Estra uses melee combat (er, in a sense), but without proficiency and even besides that the blade's just not very good.

Still, with my new power feat, Estra's self-healing has become significantly better. I can happily discard aggressively, or even shrink my deck with burying cards, because Honaire's self-heal is many times more viable. If I have between 4 and 7 cards in my discard pile, I can discard Honaire to heal 1d4+1, then cast Cure to heal another 1d4+1, and as long as I hit Honaire with the cure he'll be right back ready for next turn. Which is good, because Estra is pretty damn mediocre at more or less everything if she doesn't have Honaire backing her up.


Actually- *Qualzar* of all people might want the Natron Fang!
Because if I ever want to trade for a Deck 2 boon, I can't exchange my Weapon B, so I'd be stuck with it in my deck. I'd practically never use it to attack, since it's meager without discarding, and it's much better for me to discard it as an Attack Mental spell... unless I'm fighting Constructs or Undead. But against Undead, Natron Fang I could instead discard for 1d6 + 3d8 - 3.

Although ironically, the only B upgrade that remains for Qualzar is the Weapon, so I guess I'm taking that!

3-2B reward: 1d20 ⇒ 11
Nope.

Silver Crusade

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

Indeed, it's valuable for trading purposes, especially now that non-Sunburst Market traders only offer deck 1/2 boons, and will soon offer deck 2/3 boons. I wonder if Season 3 has the same rewards as Season 4 which lower the cost of traders to 1 boon at some point?

3-2B Player Reward, Estra: 1d20 ⇒ 3

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