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

Hm, I don't think that was quite right, but I'll let our GM Hawkmoon request corrections if necessary.

- After beating the henchmen (nice job, by the way. And the flavour of the Tomb Raider getting shot as the 'exploration' into the Henchman amused me), you have to take 1 acid damage to close the location, which you did. I don't believe I (Estra) have to take any damage, though, since it doesn't say it deals damage to any other character at your location.

- Unless there's a rule about Scourges I don't know about, you don't take more than 1 acid damage. The acid damage causes you to have the Scourge of Vulnerability displayed in front of you, as listed in the adventure rules. The "Scourge Die = 1d4+1" rule is only relevant if you suffer a non-defined scourge. So if something inflicts a "generic" scourge on you, you roll that and get the scourge stated in that number (each scourge is associated a number from 1 to 10 that can be found in the Scourge Table above the forum thread).

-As a result, you should have only taken 1 point of acid damage, and so you need to discard 1 card. Since you'd acquired the Blessing of Wastek, and discarded the Quarterstaff for combat, your hand would have been: "Blessing of Wastek, Amulet of Mighty Fists, Viper Strike". So you'd discard 1, then redraw up to your hand size of 4.

-Also, I noticed on your deck handler you'd pasted a cell rather than just pasted the values for Quarterstaff, so one of your cells is miscoloured. I don't think that's an issue, per se, just something to note in the future (since it can cause problems in other parts of the spreadsheet).

There's probably a few elements in your Deck Handler that could be cleared up, but none of these are important. When you acquire a card, whether its in your hand, discard pile, or elsewhere, I think you should add it to the "DON'T LOOK" tab. That way, if it's shuffled back in, it can be properly drawn from the deck. I guess you should also state that you have the Scourge of Vulnerability displayed under the Display column?

Also, when posting your end-of-turn spoiler/character details, just copy the cells A:32 to A:58. Just a part of one column; no need to include your character name and the like, since those cells already have that information ready.

TL;DR: You haven't taken as much damage as you thought - just 1 acid damage, so you made unnecessary discards. Depending on what the GM says, you can un-do that or just leave it as is. There's also some parts of your deck handler that could do with a fix-up, but everything else is fine.

Oh, the GM will need to shuffle the Gnoll henchmen somewhere else as per the scenario rules, unless he wants us to do that ourselves from now on.


I’m not certain myself how the scourge die works, but I’m pretty sure that Estra doesn’t suffer any acid damage, only Gronk does. Who despite taking damage had a productive turn!
I was planning on having Qualzar go back to the Shifting Dunes, but since there’s a 1/4 chance of a gnoll going there too, I’ll wait for Hawkmoon to reset.

Hawkmoon:
For future reference, could I have rolled 1d4 to see where the gnoll went, and then, assuming the gnoll went elsewhere, take my turn? Or is it preferable to wait?

Agent Eclipse:
Hah. That’s a much more straightforward solution than all that typing I did.

Yewstance:

Yewstance wrote:
[...] It also clearly makes up for my generally weak skillset for Estra (no d12, core combat skill is Divine with only d10+2, two d4s and only 3 trained skills). [...]

Hey now! Some of my favorite gnome sorcerers have no d12s, d10+2 for their combat, and only 3 trained skills. Though you do have me beat with 2 d4s. :P

...Actually, I just checked, and none of us have d12s! There’s got to be a good name for our party out of that fact.
Perfect 10s?
No-decahedrons?
Decimators?
10acious?
10-4?

Grand Lodge

Alf Deck Handler

I'm kind of guessing at a thing that someone made for me with the spreadsheet and trying not to make too much of a mess of it, and have no idea how to fix the mess at the moment, to be honest.


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

EmpTyger:
I suppose we really shouldn't roll to see where the Gnoll goes, as it will involve shuffling the decks, which messes up the "Card 1, Card 2" spoiler format of the play-by-post. I guess it shouldn't matter if you're not moving to the shuffled deck, though.

10-4, or just Ten-Four, does sound pretty good to me. :P Decimators is also nice. Perfect 10s works, but I'm not as much of a fan.

Wei Ji/Gronk:
I can fix up your spreadsheet if you'd like, and if I'm given permission by the GM (and when I have the time). In the meantime I won't touch it, but I can explain what it's doing (from what I know of it) so that it's more clear in the future.

The "DON'T LOOK" sheet/tab (which really it isn't a problem if you see; I just think what cards we're playing isn't necessarily supposed to be open information for everyone) is a list of all of 'your' cards for your character deck. By that I mean all cards in your actual deck, but also your hand, display, buried, discarded, etc. Basically "When I finish the scenario and pick up all of my cards, what does my deck look like?"

When you set cell G1 (next to "Draw:") to 1, what it's doing is it will randomly pick a card from the deck shown in the "DON'T LOOK" sheet that is not already in the "Hand", "Buried", "Displayed" or "Discarded" columns. I think it will just generate the Recharged card at the 'top' of the Recharged column if there are no other cards to draw, since the recharged column is basically demonstrating what's on the bottom of your deck (in the order you recharged them).

For example: if you're told to shuffle your deck for some reason, you can just delete all of your cards in the Recharged column, since now your deck has been 'randomized', and when you next draw from your deck it could be anything.

A good thing to remember is that this spreadsheet isn't really making a 'deck' of shuffled cards. When you draw; it's just randomly picking from a list, and when you place them in your hand (or any other zone) it makes sure it doesn't pick the same card again. Picking cards randomly from a list one-by-one is just as good as drawing the top card of a perfectly shuffled deck, though.

I can try to answer any more specific questions if you'd like, or provide any more clarifications.

Grand Lodge

Alf Deck Handler

I didn't make the thing, it was given to me and I tried filling it out and then mangled it horribly.

Toss me your email via PM and I'll email you permission to fix it.


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

I know you didn't make it, but really it's almost perfectly filled in as-is. There's no real mangling done.

As I said, I'll wait for the GM's input before I do anything, though. I'm waiting on whether you're expected to un-do your discards or keep them discarded.


EmpTyger wrote:

Hawkmoon:

For future reference, could I have rolled 1d4 to see where the gnoll went, and then, assuming the gnoll went elsewhere, take my turn? Or is it preferable to wait?

Yes. You can totally do that. Then, just randomize your exploration. So, say your rolled 1d4 and the gnoll went to Windswept Chasm. There were three cards there, so now there would be 4. Just say "The Gnoll is card 4" and roll 1d4 to find out which card you'd get while exploring (since shuffling is just randomizing). You can keep exploring by doing the same. Say you rolled card 2. Now there are only 3 cards left. Just say "Exploring again. Skipping card 2." Roll 1d3. If the result is 2 or 3, edit the roll to add 1 to it (thus skipping card 2) and take the result.

I can always catch back up to what you post.


I commented in the gampeplay thread about the scourge, but I'll repeat it here and add a bit.

First, the "Scourge Die" sometimes you will suffer a random scourge. For instance, the Evil Eye.

The Evil Eye:
The Evil Eye
Barrier B

Traits
Curse
Arcane
Trigger
Veteran

Check
Stealth
Knowledge
Arcane
Divine
Diplomacy
6

Powers
The difficulty to defeat is increased by twice the scenario's adventure deck number.
When you examine this card or if undefeated, draw a random scourge from the box, then banish this card.

You get a random scourge for that. The rules say that the way to determine the random scourge is to roll on the scourge table. The adventure tells us what the "scourge die" is that we should roll. In this adventure, it is 1d4+1. So if you examined the Evil Eye, you would roll 1d4+1. You'd look up the result on the scourge table and that is the scourge you get. If you rolled a 2, you get Curse of Poisoning. Roll a 3 and it is Curse of Vulnerability.

Other times, you are told that you just suffer a particular scourge. For instance Voices of the Spire.

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.

That simply tells you that, in certain situations you get the particular scourge Curse of Vulnerability. No need for the scourge table there.

That is what the adventure power is doing too. It is telling you that if you are ever dealt Acid damage, if it isn't reduced by at least 1, you suffer the scourge Curse of Vulnerability.

So, yes, when Gronk took 1 Acid damage and it wasn't reduced, he had to suffer the scourge Curse of Vulnerability. If he'd had something like the Bone Lamellar, he could have reduced that Acid damage and not suffered the scourge.

Bone Lamellar:
Bone Lamellar
Armor 2

Traits
Light Armor

Check
Constitution
Fortitude
6
OR
Intelligence
Craft
8

Powers
Recharge this card to reduce Acid, Cold, Combat, or Poison damage dealt to you by 3, or 5 if the damage is dealt by a bane that has the Undead trait.
If proficient with light armors, bury this card to reduce all damage dealt to you to 0. You may succeed at a Craft 9 check to recharge this armor instead.

But alas, he didn't.

So let's look at the scourge itself.

Curse of Vulnerability:
Curse of Vulnerability
Scourge B

Traits
Curse

Check
None

Powers
While displayed, you may not reduce Acid, Cold, Electricity, or Fire damage dealt to you. If you are dealt 2 or more Acid, Cold, Electricity, or Fire damage, banish this card.

You may only have 1 copy of this card displayed.

So, by the time you get Curse of Vulnerability, you've already been dealt that 1 Acid damage, so it doesn't apply to that situation. But the next time you are dealt Acid, Cold, Electricity, or Fire damage, you won't be allowed to reduce it. That means that later, if Gronk has the Bone Lamellar and is dealt 1 Acid damage, he can't play the Bone Lamellar to reduce it. If he was dealt 2 or even 3 Acid damage, he couldn't play the Bone Lamellar to reduce it, but since it was 2 or more, he could banish the Curse of Vulnerability.

Let me know if that all makes sense.


Oh. And all that to say, definitely get back the extra cards you discarded. You should have only discarded 1 card for the Acid damage and that was it.


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

Alright. Hawkmoon/GM, would you be okay if I was given write permissions to Wei Ji/Gronk's deck handler, or should I stay hands-off for now? That way I can help troubleshoot/clear up things in the future if requested.

Grand Lodge

Alf Deck Handler

I'm okay with it, and still trying to learn here, shocked I've been as effective as I have been. (Honestly expected to be dead by now given the lack of choices of places I could go to...)


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

The flavor of this team is the best. :D

Here I am with boring "spirits talk about scattered armor and items", and here's Qualzar causing havoc, Gronk's allies getting shot, and Rizza talking to the voices in his head that he's hearing through his tinnitus.


That's fine with me. And Wei Ji, you've been doing great.


? Not much of a speed fanatic, couldn't tell you. Former Retail Worker/13

Thanks, but we've still got a bit of a ways to go, right?


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

Alright, I've tweaked Wei Ji/Gronk's Deck Handler on request.

My steps/changes:

  • I changed the cell color over Quarterstaff to match the 'Discarded' column color.
  • Added "Curse of Vulnerability" to Displayed
  • Added Tomb Raider and Blessing of Wadjet to "DON'T LOOK" tab/deck list.
  • On Wei Ji's request, adjusted the deck handler so they only discarded the Amulet of Mighty Fists to the 1 acid damage taken. I moved Blessing of Wadjet and Viper Strike back to their 'hand' column, and deleted their remaining hand.
  • Used the Draw function to draw 2 new cards to fill their hand on reset.

I'll also post the amended summary for Gronk here. I'll leave it to Wei Ji to repost that in the gameplay thread to more 'formally' keep track of our hands/cards.

There does seem to be a small problem that I can't change with my permissions (but Wei Ji probably can), where in cell A32 there's an unnecessary line break. It says...

"[quote=Gronk the Woodwose
]"

When it should just be on one line. I'll replace the square brackets with round ones () for demonstration.

"(quote=Gronk the Woodwose)"

Gronk the WoodWose wrote:

Hand: Blessing of Wadjet, Viper Strike, Burst Bonds, Dog,

Displayed: Curse of Vulnerability,
Deck: 9 Discard: 4 Buried: 0
Notes:
Sideboard cards:

Skills and Powers:
SKILLS

Strength d6 [ ]+1 [ ]+2 [ ]+3 [ ]+4
"Melee: Strength +2
"
"Dexterity d8 [ ] +1 [ ] +2
"
"Constitution d6 [ ] +1 [ ] +2 [ ] +3
"
Intelligence d4 [ ] +1 [ ] +2
Wisdom d10 [ ] +1 [ ] +2 [ ] +3
Divine: Wisdom +1
Survival: Wisdom +2
"Charisma d8 [ ] +1 [ ] +2
"

Favored Card: None
Hand Size 4
Proficient with: Light Armors
Powers:
"You may discard a card to roll d10 ([ ] d12) instead of your Strength or Constitution die for any check; you may recharge that card instead of discarding it if the check is against a card that has the Animal or Plant Trait. You may bury ([ ] or discard) an additional card to add another 1d8
"
"When you acquire or defeat a card that has the Animal or Plant([ ] or Aberration or Fey) trait, you may recharge a card from your discard pile
"
"[ ] When you play a blessing on any Wisdom check, you may recharge it ([ ] or shuffle it into your deck) instead of discarding it.
"
"[ ] When you play an ally ([ ] or a weapon) for its power, you may recharge it instead of discarding it.
"
"[ ] When you rebuild your character deck after a scenario, you may treat each ally that has the Animal trait as either an armor or an item ([ ] or a blessing)
"

Grand Lodge

Alf Deck Handler

Will post with my next turn.


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

There also seems some weird formatting with quote marks ("") on the character summary, but that might just be a result of my permissions or settings, since I don't see anything wrong with the sheet.


? Not much of a speed fanatic, couldn't tell you. Former Retail Worker/13

I was having the same issue and having to delete the " in every post I made.


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

Huh. I can't modify it; I don't seem to have permission to change those cells for whatever reason. If you can find a way to change my permissions then I'll try to fix it. Weird; my deck handler doesn't have the same issues.


Wei Ji the Learner wrote:


Thanks, but we've still got a bit of a ways to go, right?

Oh yes. But for this being such a new experience to you on so many fronts, you are doing a great job learning and adjusting.

Grand Lodge

Alf Deck Handler

Thank you.

Also Yew? I think the person who created it is watching the threads here, so the discussion may catch their attention and we may get insight we're not aware of as of yet on the spreadsheet.


That's Tyler. I'll draw his attention to it.

Silver Crusade RPG Superstar 2014 Top 16

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Found and fixed the issue in Wei Ji's sheet. There was an extra whitespace hard-return after Gronk the Woodwose's character name, which was being pulled into the auto-filled section. :)


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

So, whilst we're waiting for Skizza's turn; strategy talk.

Currently we're in a position where we CAN choose to move into game-ending positions, with 4 remaining locations and 4 players. Some possibilities for positioning would include;

  • Brickworks: Gronk. In a game-ending scenario, Gronk shouldn't have to worry about spending 2 cards for his amazing 1d10+1d8 strength roll, so he shines here. Estra almost auto-passes if she can recover Honaire, but that's a moot point whilst he's in my discard pile (whoops).
  • Shifting Dunes: Anyone, as long as they have a weapon or attack spell handy. Special note that Gronk has small advantages against the summoned eel due to the Animal trait, but the advantages aren't relevant if we're finishing the game.
  • Tarworks: Qualzar or Estra. A 1d10 Charisma isn't ideal, but it'll work with some blessings support. Gronk can also slot in here with a much stronger Strength roll, but is more uniquely suited to the Brickworks.
  • Windswept Chasm:: Just need someone to beat the villain consistently. Skizza should have the most reliably powerful combat checks if he can go all-out with his abilities and weapons.

Of course, with 2/3rds of the blessings deck remaining, we should probably still just move wherever we want to pick up boons, so we can improve our decks for scenario 2. We don't have to worry about being able to close the locations, since we're pretty good to temp-close them all for the villain when we want. As a result, on my turn I will almost certainly be moving to Shifting Dunes to delve for the spell or allies there.

P.S: Also, people keep picking up blessings from locations I'm at all game (well, Qualzar and Gronk). I feel like my capable Divine checks are being demeaned by the deck orders here. XD

We should probably start stockpiling blessings for closing; we don't need to be spending them for additional explorations any more.

P.P.S: It goes without saying, but be extremely careful if you have less cards in your deck than your hand size. Dying so early on in an adventure would suck. Your deck handler does keep track of how many remaining cards are in your deck in the top-right cell.

EDIT: I'll be posting my turn within the next 2 hours, most likely.


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As mentioned in my notes; Spiritual Ally can provide a small help to a combat or charisma check at my location. You all have my permission to use it, or to scout a location with my Conch Shell, as you see fit.

Sorry for the length of my post. I'm verbose in text at the best of times, but apparently I was feeling particularly storytelling-ey today.

Grand Lodge

Alf Deck Handler

I'm sleeping on it, will try to post in the morning when I wake up, brain parsing badly right now for aCG

Grand Lodge

Alf Deck Handler

Rougher start to morning than expected.

Botting permission given for today to Yew (due to them having access to Deck Handler) while I'm at work, move Gronk in accordance with above plan.


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

I'm perfectly happy to wait until Gronk's ready to take his turn, personally. I'd prefer it, actually.

But for transparency's sake, in case there's agreement with the team and GM for me to stand in for Gronk's turn, I'd be doing the following.

  • I may have access to the Deck Handler, but not the class deck or card descriptions. As a result, I don't recall what Burst Bonds does.
  • Posting as Yewstance, not an alias.
  • No written flavor, just OOC actions.
  • I'd be moving Gronk to Brickworks, encountering the top card. If it's an acquired boon, I'd likely discard Dog to encounter the next card, then end Gronk's turn.


I'll defer to Wei Ji's wishes. (And Hawkmoon's, of course.)
But since Yewstance isn't familiar with the Gronk cards, especially if Wei Ji thinks he'd be able to post by 10pm Central, I'd be okay with waiting.

As far as strategy: personally, I think it's a little early to start planning for endgame, with the tempclosing damage penalty in this scenario and plenty of turns remaining. It'll be significantly easier once we're down to 3 (or fewer) locations, and our positioning will depend on which locations.


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

Oh yeah, I forgot about the temp closing damage. Good point.


You are welcome to take his turn for him, as per his wishes.

Silver Crusade RPG Superstar 2014 Top 16

In this case, since Gronk specifically gave permission, I think botting would be fine. It's no different than someone standing up from the table and saying "Take my turn for me."

In general, I will recommend that we try to shy away from botting in any automatic way for PACG online play, because a single turn can have a lot of consequence when there are only 30 turns max in a scenario. That said, this scenario seems totally fine.


Here is Burst Bonds for your reference.

Burst Bonds:
Burst Bonds
Spell B

Traits
Magic
Divine
Basic

Check
Wisdom
Divine
5

Powers
Discard this card to allow any character to evade a barrier that has the Obstacle or Trap trait. If the character is exploring, she may explore again.
After playing this card, if you do not have the Divine skill, banish it; otherwise, you may succeed at a Divine 7 check to recharge this card instead of discarding it.


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

Currently mid-Gronk's turn, requesting input from Skizza/Agent Eclipse.

So that's both a great and awkward bane for Gronk. On the plus side; a way to freely offload his Curse immediately, and an animal bane that lets him get a small benefit from.

On the downside, it requires 2 combat checks and he only had the weapons/spells available for 1 potent check. He'd likely pass the second one with his power, but it's far more efficient to ask Skizza to use one of the multiple weapons he has on hand to take the second combat check for him.

(I am, of course, assuming that there's no change in OP or Mummy's Mask rules about banes with multiple checks to defeat? As long as the encountering player completes at least one check to defeat, any other player at the same location may complete other checks to defeat.)

Shouldn't take long to post; just a combat 7 check (hopefully passing combat 10) to make. If Skizza declines, then I'll continue with Gronk's turn.

Also, thanks for the reference to Burst Bonds. Nice basic utility spell.

The Exchange

I am home and I will take it. Posting in a moment.

The pupper is down but who takes the Succeed check for him since it was split?

Silver Crusade RPG Superstar 2014 Top 16

The person who encountered the bane gets is the one who gets BYAs, AYAs, etc unless otherwise specified. So, Gronk.


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

Gronk's turn is finished, so it's Qualzar's turn. I hope I didn't do anything you wouldn't have done, Wei Ji. In particular, if you want to recharge something besides the blessing from passing that check, I think it's fine if you do so as long as you notify the group.

Thanks for the assist, Skizza (nice; hit the exact number we needed to cure Gronk's scourge).

So no weapons or attack spells in hand anymore, but Gronk's got a great blessing-heavy hand, including a blessing that's particularly suited for acquiring boons. Very important strategy consideration for other players, if Wei Ji agrees to spend blessings on important checks.

EDIT: And on Qualzar's turn we've got Blessing of Wadjet on top of the discard pile. Blessings of the Gods are significant helps to acquiring boons right now, and Gronk using his own Blessing of Wadjet will replace it with another card that may help him on his turn (like a weapon or spell).

The Exchange

Always willing to help out. These games give a refreshing take on tactical play compared to the RPG side.

It's in my notes but I held on to my Hackbut to snipe if another location needs help.

Grand Lodge

Alf Deck Handler

Yewstance: Thank you for running the turn, I just got home and you did it the way I was thinking and also thank you to Skizza for help there.

I didn't realize there was an etiquette about not doing it, but am glad that we were able to make that happen.


Ooof. Sorry Yewstance. At least Estra can make use of that armor before it would have been shuffled away?

Not sure how to indicate that I gave away the Sling on the tracker. I put it in the Sideboard section; was that correct?


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I don't see a problem with using the Sideboard for that; since as far as I know it prevents the Sling from being re-drawn. It's probably more appropriate to simply outright delete it from your DON'T LOOK tab and everywhere else in your deck handler (as it's no longer in your deck), but the sideboard solution makes it easier to track and less effort.

Incidentally, thanks for the sling! I did realise after I finished my turn that the Padded Armor was about to be shuffled away, but I didn't mind too much on account of exactly this situation occurring with a bane. That, and shuffling it into my deck is preferable to intentionally discarding it, since I want to keep my discard pile small so if I Cure myself I have a good chance of hitting Honaire. (Though, at this rate, I'm going to make the assumption I won't see Honaire this game, and just act as a more standard Divine caster for the remainder of this scenario)

As it so happens, I didn't even get to use the armor, with a rare example of an unlikely lucky roll for me. :P

Of course, at this rate, I'll likely empty a lot of my hand during my next turn to aggressively re-draw, then try to draw my Cure and bring Qualzar back to health again.


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

Oh, hang on, question for the GM. At the start of my turn at the Shifting Dunes, which happens first?

Lightning Storm dealing damage to me, or Shifting Dunes shuffling away my armor?

(As an aside, if Estra succeeds at a combat check by using an attack spell, does she draw a card from her power before or after her recharge check? My gut suggests that her recharge check always comes first, as the spell is still deciding what zone to go, and you should always try to finish what's happening before other effects are considered.)


Yewstance wrote:

Oh, hang on, question for the GM. At the start of my turn at the Shifting Dunes, which happens first?

Lightning Storm dealing damage to me, or Shifting Dunes shuffling away my armor?

When two things happen at the same time, your decide the order (unless one says immediately and the other doesn't, the that case do the immediate one first).

Yewstance wrote:
(As an aside, if Estra succeeds at a combat check by using an attack spell, does she draw a card from her power before or after her recharge check? My gut suggests that her recharge check always comes first, as the spell is still deciding what zone to go, and you should always try to finish what's happening before other effects are considered.)

Hey power triggers when she succeeds at a combat check. When she succeeds at the combat check, she uses her power before she attempts the next check. So before the recharge.


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

Thanks! I assumed it was my choice, but I wanted to make sure, especially given that it's a card effect vs a location effect, so I wondered if there was a FAQ or something that overrode normal timing for that.

And the draw vs recharge thing makes sense too, I just was confused because I was mentally comparing it to WOTR Imrijka's bonus exploration effect (which is somewhat different, as its not triggered from passing a combat check, but rather from defeating a monster).

Either way, Skizza's turn.

EDIT: Scenario Update/GM is making me feel really comfortable about where I'm standing with that mention of "Notes: LIGHTNING STORM!!!".


You are welcome. For reference:

MM Rulebook p29 wrote:
Finish One Thing Before You Start Something Else. You do many things in a specific order, and you need to finish doing each thing before you do the next thing... Don’t start a new process until you’ve finished the last one. (That said, if the game doesn’t specify an order for things, you decide the order.)
MM Rulebook p10 ENCOUNTERING A CARD wrote:

Attempt the Check. Most cards require you to succeed at a check to acquire or defeat them....

After you attempt the check, deal with any effects that were triggered by the check. If any cards played while attempting a check include their own checks, resolve the current check in this step and the new checks in subsequent steps.
Attempt the Next Check, If Needed. If another check is required, resolve it now. For example, some boons allow you to attempt a check to recharge them, and some banes require a second check to defeat. Repeat this step until you resolve all such checks.

Estra's power is an effect triggered by the check. And the recharge check is "attempt the next check, if needed".


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

Nice. I need to re-read the Mummy's Mask rulebook I have downloaded...

The Exchange

Note Skizza can now help someone at his location as well as at another location in combat. That and Gronk took 1 damage because Skizza has trouble discerning between bricks and toads.


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

I'm going to start writing my turn and doing my rolls, but am I allowed to actually post my turn before Gronk takes 1 point of damage? I would imagine so; my decisions are exceptionally unlikely to cause Gronk to change his mind, and his hand is otherwise being unaffected by my turn unless I request a blessing (of which he's carrying multiple).

Even so, I won't publicly post unless I'm given the go ahead, or Gronk checks in to discard due to damage.


Yeah, it's fine.


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

Wow. What a start to a play-by-post adventure. I have almost NEVER seen such a drastic shift of fortune as this in the Pathfinder Card Game, save for certain points in Wrath of the Righteous around decks 4 and 5.

This 'drastic shift of fortune' being two of us potentially vulnerable to straight up death with this Lightning Storm and still-to-be-resolved Poison Blade Trap. As I've mentioned, I can save Qualzar, but if I fail the recharge check then Lightning Storm doing 3 damage will kill me. Of course, the odds are overwhelmingly likely that the Storm will dissipate or move away on Qualzar's turn, but right now the dice gods are laughing at me. Both Qualzar and I suffered hand wipes in addition to an additional 1-3 threatened damage at the start of our following turns by the Lightning Storm, potentially.

In my case, this turn; the storm didn't move, I rolled another snake eyes this scenario on a check I had good (though admittedly not EXCELLENT, this time) odds for, and on top of that I took full damage from the trap. Perhaps I shouldn't of encountered that, but then we'd have the trap sitting on top of the location and I don't think any of us actually have better odds at it unless we start throwing blessings at a mere 5 point check. And 1d4+1d6 for a 5 should be fine, as the 'average result' of those two dice is 6.

...So, Qualzar needs to take 1d4 Poison Damage, Gronk needs to take 1 electricity damage, and then EmpTyger and I need to come up with a strategy that leads to both of our survival. Ideally, Qualzar takes a small enough damage that he doesn't need my cure, then at least I have a small chance of being able to cure my own Honaire out of my deck and cycling. But I don't even have many turns left, so maybe it's smarter I just cure Qualzar and sit in a safe spot for the rest of the game? That Lightning Storm needs to be GONE if there's ever going to be a completely safe spot, though.

Does Gronk own a cure spell? He's a Divine caster...

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